T-ISN-Projet-Emulateur/module/simon.py
raphael60650 3d27c4a2a7 v0.17
Sauvegarde du 25/04/2020
2020-04-25 16:42:36 +02:00

167 lines
7.6 KiB
Python

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.reset_color()
self.frame = LabelFrame(Fen, text = "Simon", width = 180, height = 180, borderwidth = 4) # On créer une sous-fenêtre
self.frame.grid(row = 2, column = 1, sticky = "NEWS") # On l'affiche
self.frame.grid_propagate(0) # Force le LabelFrame à ne pas changer de taille
self.frame.grid_columnconfigure(0, weight = 1)
self.frame.grid_columnconfigure(4, weight = 1)
self.frame.grid_rowconfigure(0, weight = 1)
self.frame.grid_rowconfigure(4, weight = 1)
self.dico_but = {} # On créer un dictionnaire qui va contenir les objets bouttons.
self.dico_but["Up"] = Button(self.frame, text = "", background = self.green_off_color, width = 4, height = 2) # On créer le boutton du haut
self.dico_but["Up"].grid(row = 1, column = 2)
self.dico_but["Left"] = Button(self.frame, text = "", background = self.blue_off_color, width = 4, height = 2) # On créer le boutton à gauche
self.dico_but["Left"].grid(row = 2, column = 1)
self.dico_but["Right"] = Button(self.frame, text = "", background = self.red_off_color, width = 4, height = 2) # On créer le boutton à droite
self.dico_but["Right"].grid(row = 2, column = 3)
self.dico_but["Down"] = Button(self.frame, text = "", background = self.yellow_off_color, width = 4, height = 2) # On créer le boutton
self.dico_but["Down"].grid(row = 3, 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 reset_color(self):
self.red_off_color = "indianred" # Couleur défini, peut être modifier par le mode daltonien
self.red_lit_color = "red"
self.blue_off_color = "lightblue"
self.blue_lit_color = "blue"
self.green_off_color = "lightgreen"
self.green_lit_color = "green"
self.yellow_off_color = "lightyellow"
self.yellow_lit_color = "yellow"
def start(self):
if App.config["Mode daltonien"]["Value"] == "Protanopie":
self.red_off_color = "gray"
self.red_lit_color = "black"
elif App.config["Mode daltonien"]["Value"] == "Deutéranopie":
self.red_off_color = "gray"
self.red_lit_color = "black"
elif App.config["Mode daltonien"]["Value"] == "Tritanopie":
self.blue_off_color = "gray"
self.blue_lit_color = "black"
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"]
else: State_led = Condition_split[-1]
if (State_led == Condition_split[-1]): # regarder si le condition est bonne avec les LED
self.rules_sequence = self.rules[Difficulty][Condition] # difinition de la bonne séquence
break # On arrête la boucle car on a trouvé ce que l'on cherchait
def reset_all(self):
self.dico_but["Up"].config(background = self.green_off_color)
self.dico_but["Left"].config(background = self.blue_off_color)
self.dico_but["Right"].config(background = self.red_off_color)
self.dico_but["Down"].config(background = self.yellow_off_color)
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 = self.green_lit_color)
elif self.Sequence_step == "Left": self.dico_but[self.Sequence_step].config(background = self.blue_lit_color)
elif self.Sequence_step == "Right": self.dico_but[self.Sequence_step].config(background = self.red_lit_color)
elif self.Sequence_step == "Down": self.dico_but[self.Sequence_step].config(background = self.yellow_lit_color)
else:
frame = -1
Fen.after(1000, lambda: self.reset_all())
self.Event_sequence = 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:
classModule["display"].PenalityLife()
self.Sequence_Button = []
if self.Step >= self.MaxStep - 1: # Si le joueur a atteint la dernière étape
self.defuse = True # la bombe est désamorçé.
classModule["display"].checkDefuse()
self.bind(LeftCmd = lambda: "pass", RightCmd = lambda: "pass", UpCmd = lambda: "pass", DownCmd = lambda: "pass")
def reset(self):
Fen.after_cancel(self.Event_sequence)
self.bind(LeftCmd = lambda: "pass", RightCmd = lambda: "pass", UpCmd = lambda: "pass", DownCmd = lambda: "pass")
classModule["simon"] = simon()