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# -*- coding: utf-8 -*-
import gc
import gtk
import pygame
#from pygame.locals import *
import pygame.font
import pygame.display
import pygame.sprite
from pygame.locals import *
import api.SuperSprite
from SuperSprite import CSuperSprite
from api.Sprite2 import CSprite
from api.Mouse import CMouse
from gettext import gettext as _
import Image
class CGame(object):
mInstance = None
mState = None
mScreen = None
mBackground = None
mAllSprites = None
mMousePointerSprite = None
mMouse = None
mGroups = None
mMainSprites = None
mClock = None
mQuit = False
mCharacter = 'Juan'
def __new__(self, *args, **kargs):
if (self.mInstance is None):
self.mInstance = object.__new__(self, *args, **kargs)
#self.setState(self.mInstance, aState)
self.init(self.mInstance)
#else:
# print "Warning: CGame(): You are not allowed to instantiate it more than once."
return self.mInstance
def inst(self):
return self.mInstance
def setState(self, aState):
if (self.mState != None):
self.mState.destroy()
self.mState = None
print gc.collect(), " deleted objects"
self.mState = aState
self.mState.init()
def destroy(self):
if (self.mState != None):
self.mState.destroy()
self.mState = None
self.mMouse.destroy()
self.mBackground = None
self.mMousePointerSprite.destroy()
self.mMousePointerSprite = None
self.mInstance = None
# destroy pygame
#pygame.quit()
pygame.mouse.set_visible(True)
print "destroy"
def init(self):
print "init pygame..."
pygame.init()
#pygame.display.init()
#pygame.font.init()
#screen = pygame.display.set_mode((1200, 900), FULLSCREEN)
self.mScreen = pygame.display.get_surface()
if not(self.mScreen):
self.mScreen = pygame.display.set_mode((1200, 900))
pygame.display.set_caption(_('Game'))
self.mBackground = pygame.Surface(self.mScreen.get_size())
self.mBackground.fill((255, 0, 0))
# Sound system initialization.
#pygame.mixer.init()
#self.mAllSprites = pygame.sprite.Group()
Sprites = []
self.mAllSprites = pygame.sprite.LayeredUpdates(Sprites)
pygame.mouse.set_visible(False)
self.mMouse = CMouse()
self.mMousePointerSprite = CSprite()
self.mMousePointerSprite.setImage(Image.loadImage('assets/images/cursor.png', True))
self.addChild(self.mMousePointerSprite)
self.mScreen.blit(self.mBackground, (0, 0))
self.mClock = pygame.time.Clock()
self.mQuit = False
def gameLoop(self):
print "start game loop here"
while not self.mQuit:
while gtk.events_pending():
gtk.main_iteration()
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.mQuit = True
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.mQuit = True
#self.doEvents(event)
self.mMouse.update()
self.mMousePointerSprite.setXY(self.mMouse.getX(), self.mMouse.getY())
#self.mState.preUpdate()
self.mState.update()
self.mAllSprites.clear(self.mScreen, self.mBackground)
self.mAllSprites.update()
self.mAllSprites.draw(self.mScreen)
#for group in self.mAllSprites:
# group.clear(self.mScreen, self.mBackground)
# group.update()
# group.draw(self.mScreen)
#self.mState.postUpdate()
pygame.display.flip()
self.mClock.tick(30)
#print ("FPS: %.0f" % self.mClock.get_fps())
def doEvents(self, event):
""" overwrite this method to add your own events.
works like normal event handling, passes event
object
"""
pass
# def setSprites(self, aSpritesArray):
# self.mSprites = aSpritesArray
#self.mGroups = []
#self.mMainSprites = pygame.sprite.OrderedUpdates(self.mSprites)
#self.mGroups.append(self.mMainSprites)
# Add a sprite to the sprite list.
def addChild(self, aSprite, aLayer=0):
self.mAllSprites.remove(self.mMousePointerSprite)
self.mAllSprites.add(aSprite, layer=aLayer)
self.mAllSprites.add(self.mMousePointerSprite)
def removeChild(self, aSprite):
self.mAllSprites.remove(aSprite)
def setCharacter(self, name):
self.mCharacter = name
print self.mCharacter
def getCharacter(self):
return self.mCharacter
def setBackground(self, aBackgroundImage):
#self.mBackground = None
self.mBackground = aBackgroundImage
self.blitBackground(self.mBackground)
def blitBackground(self, aBackgroundImage):
self.mScreen.blit(aBackgroundImage, (0, 0))
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