from globals import BACKGROUND_LAYER
from globals import CURSOR_LAYER
-from globals import PLAYING_MODES
+from globals import PLAYING_MODES_DICT
class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
screen = pygame.display.get_surface()
# taille de la zone d'affichage utile (bordure autour)
- dispWidth = screen.get_width() - 2 * BORDER
- dispHeight = screen.get_height() - 2 * BORDER
+ self.dispWidth = dispWidth = screen.get_width() - 2 * BORDER
+ self.dispHeight = dispHeight = screen.get_height() - 2 * BORDER
columnWidth = int(round(float(dispWidth) / self.keyboardLength))
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
tone = self.distinctNotes[i]
- c = Column(self, hue, rect, tone)
+ c = Column(self, i, hue, rect, tone)
self.add(c, layer=BACKGROUND_LAYER)
self.columns[tone.midi] = c
EventDispatcher.dispatchEvents()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
- clock.tick(FRAMERATE)
-
+ clock.tick()#FRAMERATE)
+
+ def stop(self) :
+ self._running = False
+ self.synth.system_reset()
pygame.mouse.set_visible(True)
self.cursor._stopBlink()
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
if event.key == pygame.K_q:
- self._running = False
+ self.stop()
@event_handler(pygame.MOUSEBUTTONDOWN)
def onMouseDown(self, event) :
# parce qu'il s'agit du curseur
for col in reversed(self.sprites()[:-1]) :
if col.rect.collidepoint(*event.pos):
- self.raiseColDown(col)
+ self.raiseColDown(col, event.pos)
break
@event_handler(pygame.MOUSEBUTTONUP)
def onMouseUp(self, event) :
for col in reversed(self.sprites()[:-1]) :
if col.rect.collidepoint(*event.pos) :
- self.raiseColUp(col)
+ self.raiseColUp(col, event.pos)
break
@event_handler(pygame.MOUSEMOTION)
def onMouseMove(self, event) :
for col in reversed(self.sprites()[:-1]) :
if col.rect.collidepoint(*event.pos) :
- self.raiseColOver(col)
+ self.raiseColOver(col, event.pos)
break
- def raiseColDown(self, col) :
- evt = pygame.event.Event(events.COLDOWN, column=col)
+ def raiseColDown(self, col, pos) :
+ evt = pygame.event.Event(events.COLDOWN, column=col, pos=pos)
pygame.event.post(evt)
- def raiseColUp(self, col) :
- evt = pygame.event.Event(events.COLUP, column=col)
+ def raiseColUp(self, col, pos) :
+ evt = pygame.event.Event(events.COLUP, column=col, pos=pos)
pygame.event.post(evt)
- def raiseColOver(self, col) :
- evt = pygame.event.Event(events.COLOVER, column=col)
+ def raiseColOver(self, col, pos) :
+ evt = pygame.event.Event(events.COLOVER, column=col, pos=pos)
pygame.event.post(evt)
class SongPlayingScreen(_PlayingScreenBase) :
- def __init__(self, synth, song, mode=PLAYING_MODES['EASY']) :
+ def __init__(self, synth, song, mode=PLAYING_MODES_DICT['EASY']) :
super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
self.song = song
+ self.quarterNoteDuration = song.quarterNoteDuration
self.currentColumn = None
self.noteIterator = self.song.iterNotes()
self.displayNext()
- if mode == PLAYING_MODES['NORMAL'] :
+ if mode == PLAYING_MODES_DICT['NORMAL'] :
EventDispatcher.addEventListener(events.COLDOWN, self.handleColumnDown)
EventDispatcher.addEventListener(events.COLUP, self.handleColumnUp)
- elif mode == PLAYING_MODES['EASY'] :
+ elif mode == PLAYING_MODES_DICT['EASY'] :
EventDispatcher.addEventListener(events.COLOVER, self.handleColumnOver)
col = event.column
if col.state and not self.currentNotePlayed :
self.synth.noteon(0, col.tone.midi, DEFAULT_MIDI_VELOCITY)
- SongPlayingScreen.setNoteTimeout(int(self.currentNote.duration * 600))
+ SongPlayingScreen.setNoteTimeout(
+ int(self.currentNote.duration * \
+ self.quarterNoteDuration)
+ )
self.currentNotePlayed = True
@event_handler(events.NOTEEND)
def clearTimeOutAndDisplayNext(self, evt) :
pygame.time.set_timer(evt.type, 0)
+ self.synth.noteoff(0, self.currentNote.midi)
self.displayNext()
@staticmethod
def setNoteTimeout(delay) :
pygame.time.set_timer(events.NOTEEND, delay)
+
+ def stop(self) :
+ pygame.time.set_timer(events.NOTEEND, 0)
+ super(SongPlayingScreen, self).stop()