fix sounds in stateMachine
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4ff3f27c7c
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4b922a126b
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@ -19,7 +19,7 @@ class Blinkenlights(ExceptionThread):
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# because we spend first half of period decreasing duty cycle and the
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# second half increasing (between 0 and 100)
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self._steps = 40
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self._stepsize = 100/(self._steps/2)
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self._stepsize = int(100/(self._steps/2))
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self._pin = pin
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@ -47,7 +47,7 @@ class Blinkenlights(ExceptionThread):
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if not blinkSet:
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continue
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elif not linearSet:
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t = self._sleeptime*self._stepsize
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t = self._sleeptime*self._steps/2
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pwm.ChangeDutyCycle(100)
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self._linear.wait(timeout=t)
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13
listeners.py
13
listeners.py
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@ -24,7 +24,7 @@ class KeypadListener:
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- countdown timer to reset the input buffer after 30 seconds of inactivity
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'''
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def __init__(self, stateMachine, passwd):
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ctrlKeys = { 69: 'NUML', 98: '/', 55: '*', 14: 'BS', 96: 'ENTER'}
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volKeys = { 74: '-', 78: '+', 83: '.'}
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@ -69,7 +69,7 @@ class KeypadListener:
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ctrlKeySound.play()
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elif self._buf == passwd:
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self.resetBuffer()
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stateMachine.DISARM
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stateMachine.DISARM()
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else:
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self.resetBuffer()
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wrongPassSound.play()
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@ -77,20 +77,17 @@ class KeypadListener:
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# lock
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elif val == 'NUML':
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self.resetBuffer()
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stateMachine.LOCK
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ctrlKeySound.play()
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stateMachine.LOCK()
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# instant lock
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elif val == '/':
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self.resetBuffer()
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stateMachine.INSTANT_LOCK
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ctrlKeySound.play()
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stateMachine.INSTANT_LOCK()
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# arm
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elif val == '*':
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self.resetBuffer()
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stateMachine.ARM
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ctrlKeySound.play()
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stateMachine.ARM()
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# delete last char in buffer
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elif val == 'BS':
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@ -95,10 +95,12 @@ class SoundLib:
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mixer.init()
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self.soundEffects = {
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'disarmedCountdown': SoundEffect(path='soundfx/smb_coin.wav'),
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'disarmedCountdown': SoundEffect(path='soundfx/smb_kick.wav'),
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'disarmed': SoundEffect(path='soundfx/smb_pause.wav'),
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'armed': SoundEffect(path='soundfx/smb_powerup.wav'),
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'armedCountdown': SoundEffect(path='soundfx/smb_jump-small.wav'),
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'armedCountdown': SoundEffect(path='soundfx/smb2_door_appears.wav'),
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'locked': SoundEffect(path='soundfx/smb_1-up.wav'),
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'lockedCountdown': SoundEffect(path='soundfx/smb_stomp.wav'),
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'triggered': SoundEffect(path='soundfx/alarms/burgler_alarm.ogg', volume=1.0, loops=-1),
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'door': SoundEffect(path='soundfx/smb_pipe.wav'),
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'numKey': SoundEffect(path='soundfx/smb_bump.wav'),
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@ -167,7 +167,7 @@ class StateMachine:
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# add signals to self to avoid calling partial every time
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for sig in _SIGNALS:
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setattr(self, sig.name, partial(self.selectState, sig))
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secretTable = {
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'dynamoHum': self.DISARM,
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'zombyWoof': self.ARM,
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@ -223,19 +223,19 @@ class StateMachine:
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),
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_State(
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name = 'armed',
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entryCallbacks = [partial(linearBlink, 2)],
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entryCallbacks = [partial(linearBlink, 1)],
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sound = sfx['armed']
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),
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_State(
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name = 'lockedCountdown',
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entryCallbacks = [partial(squareBlink, 1), partial(startTimer, 30, sfx['disarmedCountdown'])],
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entryCallbacks = [partial(squareBlink, 1), partial(startTimer, 30, sfx['lockedCountdown'])],
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exitCallbacks = [stopTimer],
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sound = sfx['disarmedCountdown']
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sound = sfx['lockedCountdown']
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),
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_State(
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name = 'locked',
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entryCallbacks = [partial(linearBlink, 3)],
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sound = sfx['armed']
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entryCallbacks = [partial(squareBlink, 2)],
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sound = sfx['locked']
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),
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_State(
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name = 'armedCountdown',
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@ -245,7 +245,7 @@ class StateMachine:
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),
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_State(
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name = 'triggered',
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entryCallbacks = [partial(linearBlink, 1), intruderAlert],
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entryCallbacks = [partial(linearBlink, 0.5), intruderAlert],
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sound = sfx['triggered']
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)
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]
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