class simon(): def __init__(self): # Cette fonction est automatiquement éxécuter lors de la création de l'objet self.rules = { "Facile": { "A On": {"Up": "Left", "Left": "Down", "Right": "Up", "Down": "Right"}, "Else": {"Up": "Down", "Left": "Up", "Right": "Right", "Down": "Left"} }, "Normal": { "A On": {"Up": "Down", "Left": "Left", "Right": "Up", "Down": "Right"}, "E Blink": {"Up": "Down", "Left": "Left", "Right": "Right", "Down": "Up"}, "C Off": {"Up": "Left", "Left": "Right", "Right": "Up", "Down": "Down"}, "Else": {"Up": "Right", "Left": "Down", "Right": "Left", "Down": "Up"} }, "Difficile": { "F On": {"Up": "Left", "Left": "Right", "Right": "Down", "Down": "Up"}, "A Off": {"Up": "Up", "Left": "Down", "Right": "Right", "Down": "Left"}, "B Blink": {"Up": "Down", "Left": "Left", "Right": "Right", "Down": "Up"}, "A Blink": {"Up": "Down", "Left": "Right", "Right": "Left", "Down": "Up"}, "C On": {"Up": "Up", "Left": "Left", "Right": "Right", "Down": "Down"}, "Else": {"Up": "Left", "Left": "Down", "Right": "Right", "Down": "Up"} } } self.frame = LabelFrame(Fen, text = "Simon") # On créer une sous-fenêtre self.frame.grid(row = 2, column = 1, sticky = "NEWS") # On l'affiche self.dico_but = {} # On créer un dictionnaire qui va contenir les objets bouttons. self.dico_but["Up"] = Button(self.frame, text = "", background = "lightgreen", width = 2, height = 1) # On créer le boutton du haut self.dico_but["Up"].grid(row = 2, column = 2) self.dico_but["Left"] = Button(self.frame, text = "", background = "lightblue", width = 2, height = 1) # On créer le boutton à gauche self.dico_but["Left"].grid(row = 3, column = 1) self.dico_but["Right"] = Button(self.frame, text = "", background = "indianred", width = 2, height = 1) # On créer le boutton à droite self.dico_but["Right"].grid(row = 3, column = 3) self.dico_but["Down"] = Button(self.frame, text = "", background = "lightyellow", width = 2, height = 1) # On créer le boutton self.dico_but["Down"].grid(row = 4, column = 2) def bind(self, UpCmd, DownCmd, LeftCmd, RightCmd): # Bind les touches à leur fonction associé dans les arguments self.dico_but["Up"].config(command = UpCmd) self.dico_but["Left"].config(command = LeftCmd) self.dico_but["Right"].config(command = RightCmd) self.dico_but["Down"].config(command = DownCmd) def start(self): self.defuse = False # Le module n'est pas désamorçer. self.Sequence = [] self.MaxStep = 6 for _ in range(self.MaxStep): self.Sequence.append(random.choice(["Up", "Left", "Right", "Down"])) self.Step = 0 self.sequence_choice() self.bind( UpCmd = lambda: self.check(Button = "Up"), LeftCmd = lambda: self.check(Button = "Left"), RightCmd = lambda: self.check(Button = "Right"), DownCmd = lambda: self.check(Button = "Down")) self.Sequence_Button = [] # Séquence de bouton sur lesquels le joueur vient de cliqué def def_sequence(self): Difficulty = App.config["Difficulté"]["Value"] # Difficulté du jeu nomber_condition = len(self.rules[Difficulty]) for index in range(nomber_condition): # boucle pour tester toute les conditions Condition = list(self.rules[Difficulty].keys())[index] # Condition pour utiliser le réarangement des touches Condition_split = Condition.split(" ") if Condition_split[0] != "Else": State_led = classModule["wire"].dico_wire[Condition_split[0]]["LIT"] if (State_led == Condition_split[-1]) or (Condition_split[0] == "Else"): # regarder si le sconditon est bonne avec les LED self.rules_sequence = self.rules[Difficulty][Condition] # difinition de la bonne séquence print(self.rules_sequence) print(Condition) break # On arrête la boucle car on a trouvé ce que l'on cherchait def reset_all(self): self.dico_but["Up"].config(background = "lightgreen") self.dico_but["Left"].config(background = "lightblue") self.dico_but["Right"].config(background = "indianred") self.dico_but["Down"].config(background = "lightyellow") def sequence_choice(self, frame = 0): if frame <= self.Step: self.Sequence_step = self.Sequence[frame] if self.Sequence_step == "Up": self.dico_but[self.Sequence_step].config(background = "green") elif self.Sequence_step == "Left": self.dico_but[self.Sequence_step].config(background = "blue") elif self.Sequence_step == "Right": self.dico_but[self.Sequence_step].config(background = "red") elif self.Sequence_step == "Down": self.dico_but[self.Sequence_step].config(background = "yellow") else: frame = -1 Fen.after(1000, lambda: self.reset_all()) Fen.after(1500, lambda: self.sequence_choice(frame + 1)) def check(self, Button): self.Sequence_Button.append(Button) Sequence_part = self.Sequence[:(self.Step + 1)] if len(self.Sequence_Button) >= len(Sequence_part): # Si le joueur a fait autant d'input qu'il y a de LED qui s'allument dans la séquence _Stop = False for index in range(len(Sequence_part)): if self.rules_sequence[Sequence_part[index]] != self.Sequence_Button[index]: _Stop = True if not(_Stop): self.Step += 1 else: pass # + Pénalité self.Sequence_Button = [] if self.Step >= self.MaxStep - 1: # Si le joueur a atteint la dernière étape self.defuse = True # la bombe est désamorçé. self.bind(LeftCmd = lambda: "pass", RightCmd = lambda: "pass", UpCmd = lambda: "pass", DownCmd = lambda: "pass") classModule["simon"] = simon()