class safe(): def __init__(self): # Cette fonction est automatiquement éxécuter lors de la création de l'objet self.rules = { "Facile": { 1: {1: 3, 2: 2, 3: 1, 4: 4}, # Nb Etape : {Si led X allumé : selectionné led Y, ...} 2: {1: 4, 2: 3, 3: 2, 4: 1}, 3: {1: 3, 2: 1, 3: 4, 4: 2} }, "Normal": { 1: {1: 2, 2: 1, 3: 3, 4: 4}, 2: {1: 1, 2: 2, 3: 4, 4: 3}, 3: {1: 4, 2: 3, 3: 2, 4: 1}, 4: {1: 2, 2: 4, 3: 1, 4: 3}, 5: {1: 3, 2: 1, 3: 4, 4: 2}, 6: {1: 3, 2: 2, 3: 1, 4: 4} }, "Difficile": { 1: {1: 2, 2: 4, 3: 1, 4: 3}, 2: {1: 4, 2: 1, 3: 2, 4: 3}, 3: {1: 1, 2: 3, 3: 4, 4: 2}, 4: {1: 1, 2: 2, 3: 4, 4: 3}, 5: {1: 3, 2: 2, 3: 1, 4: 4}, 6: {1: 4, 2: 3, 3: 2, 4: 1}, 7: {1: 4, 2: 2, 3: 3, 4: 1}, 8: {1: 2, 2: 1, 3: 3, 4: 4}, 9: {1: 3, 2: 4, 3: 1, 4: 2} } } self.frame = LabelFrame(Fen, text = "Coffre-fort", width = 180, height = 180, borderwidth = 4) # On créer une sous-fenêtre self.frame.grid(row = 1, column = 3, sticky = "NEWS") # On l'affiche self.frame.grid_propagate(0) # Force le LabelFrame à ne pas changer de taille self.frame.grid_columnconfigure(1, weight = 1) self.label = Label(self.frame, text = "", background = "lightgray", relief = SUNKEN, width = 2, height = 1) # On créer la led self.label.grid(row = 1, column = 1) ########### self.size_canvas = 90 self.canvas = Canvas(self.frame, width = self.size_canvas, height = self.size_canvas) self.canvas.grid(row = 2, column = 1) self.mult_base = 6 # Cercle sur lequel va tourner la base self.cache_canvas = self.canvas.create_oval( (self.size_canvas / 2) - (self.size_canvas / self.mult_base), # Ax (self.size_canvas / 2) - (self.size_canvas / self.mult_base), # Ay (self.size_canvas / 2) + (self.size_canvas / self.mult_base), # Bx (self.size_canvas / 2) + (self.size_canvas / self.mult_base), # By fill = "gray12") # Cercle sur lequel va tourner le pic for index in range(1, 5): self.canvas.create_arc( 2, self.size_canvas, # A(x, y) self.size_canvas, 2, # B(x, y) start = 90 * (index), extent = 90, # ici en dégrée fill = "lightgray", outline = "black", width = 1) self.canvas.create_text((self.size_canvas / 2) + (self.size_canvas / 4.5) * round(math.cos((index - 1) * (math.pi / 2) + math.sqrt(2)/2 + math.pi/2)) + 2, (self.size_canvas / 2) - (self.size_canvas / 4.5) * round(math.sin((index - 1) * (math.pi / 2) + math.sqrt(2)/2 + math.pi/2)) + 2, text = str(index), font = ("Arial Black", 15), angle = 225 + 90 * (index - 1)) ########## self.scale = Scale(self.frame, from_ = 0.01, to_ = 4, orient = HORIZONTAL, width = 10, showvalue = False, resolution = 0.01) # On créer un scroller pour sélectionner une valeur entre 1 et 4 self.scale.grid(row = 3, column = 1, sticky = "S") self.Valid_but = Button(self.frame, text = "Valider", background = "lightgreen", relief = RIDGE, width = 10) self.Valid_but.grid(row = 4, column = 1) self.position_curseur = 0.01 self.Event = None self.updateCanvas() def updateCanvas(self): angle = (self.position_curseur - 1) / (4/(2*math.pi)) + math.pi if self.Event != None: self.canvas.delete(self.Event) self.Event = self.canvas.create_polygon((self.size_canvas / 2) - (self.size_canvas / self.mult_base) * math.sin(angle), (self.size_canvas / 2) - (self.size_canvas / self.mult_base) * math.cos(angle), (self.size_canvas / 2) + (self.size_canvas / self.mult_base) * math.sin(angle), (self.size_canvas / 2) + (self.size_canvas / self.mult_base) * math.cos(angle), (self.size_canvas / 2) + (self.size_canvas / 2) * math.cos(angle), (self.size_canvas / 2) - (self.size_canvas / 2) * math.sin(angle), fill = "orange", outline = "black", width = 2) self.canvas.tag_raise(self.cache_canvas) def start(self): self.defuse = False # Le module n'est pas désamorçé. self.Step = 0 self.position_curseur = 0 self.scale.config(command = lambda event: self.zone_choice()) self.Valid_but.config(command = lambda: self.check()) self.scale_zone = [] for _ in range(9): self.scale_zone.append(random.choice([1, 2, 3, 4])) # Valeur que le joueur doit sélectionner avec le curseur self.zone_choice() def zone_choice(self): # S'enclenche quand le joueur touche au curseur self.position_curseur = self.scale.get() # Valeur sélectionner avec le curseur self.updateCanvas() if self.scale_zone[self.Step] == math.ceil(self.position_curseur): self.label.config(background = "yellow") else: self.label.config(background = "lightgray") def check(self): Difficulty = App.config["Difficulté"]["Value"] Step_max = len(self.rules[Difficulty]) if self.rules[Difficulty][self.Step + 1][self.scale_zone[self.Step]] == math.ceil(self.position_curseur): # Si le joueur à bien placé le curseur self.Step += 1 if self.Step >= Step_max: # Si à la dernière étape self.defuse = True classModule["display"].checkDefuse() self.Valid_but.config(command = lambda: "pass") else: self.zone_choice() else: classModule["display"].PenalityLife() def reset(self): self.label.config(background = "lightgray") # On éteint la LED self.scale.config(command = lambda x: "pass") # Désactive la mise à jour du curseur self.Valid_but.config(command = lambda: "pass") # Désactive le bouton classModule["safe"] = safe()