import pygame import random import sys import os import time from pythonosc import dispatcher, osc_server import threading # ===== OSC Setup ===== touch_x, touch_y = None, None clap_trigger = False def osc_touch(address, x, y): """Wird aufgerufen, wenn /touch x y über OSC empfangen wird.""" global touch_x, touch_y touch_x, touch_y = x, y def osc_clap(address, *args): """Wird aufgerufen, wenn /clap empfangen wird.""" global clap_trigger clap_trigger = True def start_osc_server(): disp = dispatcher.Dispatcher() disp.map("/touch", osc_touch) disp.map("/clap", osc_clap) # Dein gesture_input_osc sendet an 127.0.0.1:5005 → hier auch 5005 server = osc_server.ThreadingOSCUDPServer(("127.0.0.1", 5005), disp) print(" OSC server läuft auf Port 5005") server.serve_forever() # Starte den OSC Listener im Hintergrund threading.Thread(target=start_osc_server, daemon=True).start() # ------------------------------- # Global Match – Country–Capital Memory Game # ------------------------------- # --- Colors & Layout --- CARD_FRONT_COLOR = (245, 246, 248) CARD_BACK_COLOR = (100, 100, 200) MATCH_COLOR = (160, 220, 160) TEXT_COLOR = (10, 30, 40) CAPITAL_COLOR = (0, 60, 180) BG_COLOR = (10, 42, 83) BUTTON_FILL = (18, 122, 138) BUTTON_BORDER = (255, 255, 255) FPS = 30 SCREEN_WIDTH, SCREEN_HEIGHT = 900, 600 # --- Background / Logo --- BASE_DIR = os.path.dirname(os.path.abspath(__file__)) BACKGROUND_FILE = os.path.join(BASE_DIR, "GlobalHintergrund.png") def build_card_back(image_path, size): """Load and scale a logo image to fill card backs.""" w, h = size surf = pygame.Surface((w, h), pygame.SRCALPHA).convert_alpha() if os.path.exists(image_path): try: img = pygame.image.load(image_path).convert_alpha() img = pygame.transform.smoothscale(img, (w, h)) surf.blit(img, (0, 0)) except pygame.error as e: print(f" Error loading {image_path}: {e}") surf.fill((127, 127, 200)) else: print(f"Image not found: {image_path}") surf.fill((127, 127, 200)) return surf class MemoryGame: def __init__(self): # Game Data self.deck = [] self.pair_map = {} self.matched = [] self.revealed = [] self.cards = [] self.card_rects = [] self.selected = [] self.scores = [0, 0] self.current_player = 0 self.found_pairs = 0 self.total_pairs = 0 # UI and States self.font = None self.small_font = None self.buttons = [] self.running = True self.state = "mode" self.selected_continents = [] self.level = None self.pair_count = 6 self.player_mode = 2 # "Bestätigungsphase" = wir warten auf Klatschen self.awaiting_confirmation = False self.confirmation_start_time = None self.confirmation_time_limit = 5 # Sekunden # Visuals self.card_back = None # ------------------------------- # File Loading # ------------------------------- def load_cards(self, filename): if not os.path.exists(filename): print(f" File not found: {filename}") return [] pairs = [] with open(filename, "r", encoding="utf-8") as f: for line in f: parts = line.strip().split() if len(parts) >= 2: pairs.append((parts[0], parts[1])) return pairs def prepare_deck(self): self.deck = [] for continent in self.selected_continents: base = continent if self.level == "Easy": self.deck += self.load_cards(base + "-major.txt") elif self.level == "Normal": self.deck += self.load_cards(base + "-major.txt") self.deck += self.load_cards(base + "-Minor.txt") elif self.level == "Hard": self.deck += self.load_cards(base + "-major.txt") self.deck += self.load_cards(base + "-Minor.txt") self.deck += self.load_cards(base + "-Dependent.txt") if not self.deck: print("No cards loaded. Check your text files.") sys.exit() random.shuffle(self.deck) self.deck = self.deck[:self.pair_count] # ------------------------------- # Setup & Layout # ------------------------------- def setup_game(self): self.cards = [] self.pair_map = {} for country, capital in self.deck: self.cards.append({"text": country, "type": "country"}) self.cards.append({"text": capital, "type": "capital"}) self.pair_map[country] = capital self.pair_map[capital] = country random.shuffle(self.cards) self.matched = [False] * len(self.cards) self.revealed = [False] * len(self.cards) self.total_pairs = len(self.deck) self.selected = [] self.found_pairs = 0 self.current_player = 0 self.scores = [0, 0] self.awaiting_confirmation = False self.confirmation_start_time = None cols = 4 rows = (len(self.cards) + cols - 1) // cols margin = 10 card_width = (SCREEN_WIDTH - (cols + 1) * margin) // cols card_height = (SCREEN_HEIGHT - (rows + 1) * margin - 100) // rows self.card_back = build_card_back(BACKGROUND_FILE, (card_width, card_height)) y_offset = 80 self.card_rects = [] for i in range(len(self.cards)): col = i % cols row = i // cols x = margin + col * (card_width + margin) y = y_offset + margin + row * (card_height + margin) self.card_rects.append(pygame.Rect(x, y, card_width, card_height)) # ------------------------------- # Drawing # ------------------------------- def draw_menu(self, screen, title, options): screen.fill(BG_COLOR) title_text = self.font.render(title, True, (255, 255, 255)) screen.blit(title_text, (SCREEN_WIDTH // 2 - title_text.get_width() // 2, 100)) self.buttons = [] for i, option in enumerate(options): rect = pygame.Rect(SCREEN_WIDTH // 2 - 150, 200 + i * 70, 300, 50) pygame.draw.rect(screen, BUTTON_FILL, rect, border_radius=10) pygame.draw.rect(screen, BUTTON_BORDER, rect, 2, border_radius=10) text = self.font.render(option, True, (255, 255, 255)) screen.blit(text, text.get_rect(center=rect.center)) self.buttons.append((rect, option)) pygame.display.flip() def draw_game(self, screen): screen.fill(BG_COLOR) if self.player_mode == 2: title = self.font.render(f"Player {self.current_player + 1}'s turn", True, (255, 255, 255)) score_text = self.font.render(f"Scores: P1={self.scores[0]} P2={self.scores[1]}", True, (220, 230, 235)) else: title = self.font.render("Single Player Mode", True, (255, 255, 255)) score_text = self.font.render(f"Score: {self.scores[0]}", True, (220, 230, 235)) screen.blit(title, (20, 20)) screen.blit(score_text, (20, 50)) # Hinweis: wenn 2 Karten offen sind, warte auf Clap if self.awaiting_confirmation and len(self.selected) == 2: hint = self.small_font.render("👏 Klatschen, um das Paar zu bestätigen!", True, (255, 255, 0)) screen.blit(hint, (SCREEN_WIDTH // 2 - hint.get_width() // 2, 80)) for i, rect in enumerate(self.card_rects): if self.matched[i]: pygame.draw.rect(screen, MATCH_COLOR, rect) elif self.revealed[i]: pygame.draw.rect(screen, CARD_FRONT_COLOR, rect) else: screen.blit(self.card_back, rect.topleft) pygame.draw.rect(screen, (0, 0, 0), rect, 2) if self.revealed[i] or self.matched[i]: card = self.cards[i] text_color = CAPITAL_COLOR if card["type"] == "capital" else TEXT_COLOR text = self.font.render(card["text"], True, text_color) screen.blit(text, text.get_rect(center=(rect.centerx, rect.centery - 10))) label = self.small_font.render( "(Capital)" if card["type"] == "capital" else "(Country)", True, (80, 80, 80) ) screen.blit(label, label.get_rect(center=(rect.centerx, rect.centery + 20))) pygame.display.flip() # ------------------------------- # Interaction Logic # ------------------------------- def handle_click(self, pos): # ✅ Blockiere Touch über dem Spielfeld (Menü-Bereich oben) if self.state == "game" and pos[1] < 80: return # Menüs: mit Touch durchklicken if self.state in ["mode", "continent", "americas", "difficulty", "pairs", "timer"]: for rect, option in self.buttons: if rect.collidepoint(pos): if self.state == "mode": self.player_mode = 1 if option == "1 Player" else 2 self.state = "continent" elif self.state == "continent": if option == "Americas": self.state = "americas" elif option == "All Continents": self.selected_continents = ["Europe", "Asia", "Africa", "Oceania", "North-America", "South-America"] self.state = "difficulty" else: self.selected_continents = [option] self.state = "difficulty" elif self.state == "americas": if option == "North-America": self.selected_continents = ["North-America"] elif option == "South-America": self.selected_continents = ["South-America"] elif option == "Americas": self.selected_continents = ["North-America", "South-America"] self.state = "difficulty" elif self.state == "difficulty": self.level = option self.state = "pairs" elif self.state == "pairs": self.pair_count = int(option) self.state = "timer" elif self.state == "timer": self.confirmation_time_limit = int(option.replace("s", "")) self.prepare_deck() self.setup_game() self.state = "game" return # Spiel: Karten nur anklicken, wenn wir NICHT gerade auf Clap warten elif self.state == "game": if self.awaiting_confirmation or len(self.selected) >= 2: # Während wir auf Klatschen warten, keine weiteren Karten öffnen return for i, rect in enumerate(self.card_rects): if rect.collidepoint(pos) and not self.revealed[i] and not self.matched[i]: self.revealed[i] = True self.selected.append(i) return # ------------------------------- # OSC Input Processing # ------------------------------- def process_osc_input(self): """Verarbeite die aktuellen OSC-Eingaben (Touch & Clap).""" global touch_x, touch_y, clap_trigger # TOUCH: als Klick ins Spiel (Menü oder Karte) if touch_x is not None and touch_y is not None: pos = (int(touch_x), int(touch_y)) self.handle_click(pos) touch_x, touch_y = None, None # Reset # CLAP: wenn 2 Karten offen und wir warten → Paar auswerten if clap_trigger: if self.awaiting_confirmation and len(self.selected) == 2: self.resolve_pair() clap_trigger = False # ------------------------------- # Paar auswerten (nach Clap oder Timeout) # ------------------------------- def resolve_pair(self): """Prüft das aktuelle Kartenpaar und aktualisiert Punkte / Spieler.""" if len(self.selected) != 2: return a, b = self.selected text_a = self.cards[a]["text"] text_b = self.cards[b]["text"] is_match = self.pair_map.get(text_a) == text_b if is_match: self.matched[a] = self.matched[b] = True self.scores[self.current_player] += 1 self.found_pairs += 1 else: # Falsches Paar: Karten wieder umdrehen, Punkt abziehen self.revealed[a] = self.revealed[b] = False self.scores[self.current_player] -= 1 # Reset für nächste Runde self.selected = [] self.awaiting_confirmation = False self.confirmation_start_time = None # Spielerwechsel immer nach einem Paar (wie vorher) if self.player_mode == 2: self.current_player = 1 - self.current_player # ------------------------------- # Game Logic # ------------------------------- def check_selected(self): if self.state != "game": return # Wenn zwei Karten offen sind → Warte auf Clap if len(self.selected) == 2 and not self.awaiting_confirmation: self.awaiting_confirmation = True self.confirmation_start_time = time.time() # Timeout: wenn zu lange kein Clap → Karten zurückdrehen, Spielerwechsel if self.awaiting_confirmation and self.confirmation_start_time is not None: if time.time() - self.confirmation_start_time > self.confirmation_time_limit: if len(self.selected) == 2: a, b = self.selected self.revealed[a] = self.revealed[b] = False self.selected = [] self.awaiting_confirmation = False self.confirmation_start_time = None if self.player_mode == 2: self.current_player = 1 - self.current_player # ------------------------------- # Winner Screen # ------------------------------- def display_winner(self, screen): if self.player_mode == 1: text = f" Final Score: {self.scores[0]}" else: if self.scores[0] > self.scores[1]: text = " Player 1 Wins!" elif self.scores[1] > self.scores[0]: text = " Player 2 Wins!" else: text = " Draw!" win_text = self.font.render(text, True, (255, 255, 0)) rect = win_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)) screen.blit(win_text, rect) pygame.display.flip() # ------------------------------- # Main Loop # ------------------------------- def run(self): pygame.init() screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Global Match – Country–Capital Memory Game") clock = pygame.time.Clock() self.font = pygame.font.SysFont(None, 32) self.small_font = pygame.font.SysFont(None, 22) while self.running: for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False # Maus komplett ignorieren (kein Klick mehr) # elif event.type == pygame.MOUSEBUTTONDOWN: # self.handle_click(event.pos) # Wenn du zum Debuggen Maus willst, obige Zeilen entkommentieren. # HIER werden jetzt *jeden Frame* die OSC-Eingaben verarbeitet self.process_osc_input() # Menü + Spiel zeichnen if self.state == "mode": self.draw_menu(screen, "Select Player Mode", ["1 Player", "2 Players"]) elif self.state == "continent": self.draw_menu(screen, "Select Continent", ["Europe", "Americas", "Asia", "Africa", "Oceania", "All Continents"]) elif self.state == "americas": self.draw_menu(screen, "Select Region", ["North-America", "South-America", "Americas"]) elif self.state == "difficulty": self.draw_menu(screen, "Select Difficulty", ["Easy", "Normal", "Hard"]) elif self.state == "pairs": self.draw_menu(screen, "Select Number of Pairs", ["4", "6", "8", "10", "12"]) elif self.state == "timer": self.draw_menu(screen, "Select Confirmation Time", ["3s", "5s", "8s", "10s"]) elif self.state == "game": self.draw_game(screen) self.check_selected() if self.found_pairs == self.total_pairs: self.display_winner(screen) pygame.time.wait(4000) self.running = False clock.tick(FPS) pygame.quit() sys.exit() # ------------------------------- # Run # ------------------------------- if __name__ == "__main__": game = MemoryGame() game.run()