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path: root/src/api/Game.py
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# -*- coding: utf-8 -*-

import gc
import gtk
import pygame
import pygame.font
import pygame.display
import pygame.sprite
from api.Sprite2 import CSprite
from api.Mouse import CMouse
from PartidasMan import getPartidasFromFile
from PartidasMan import setPartidasToFile

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
    mPartidaDict = {}
    
    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
        
        #save data
        setPartidasToFile(self.mPartidaDict)

        pygame.mouse.set_visible(True)
        # destroy pygame
        pygame.quit()
        print "destroy Game"

    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, 5)
        
        self.mScreen.blit(self.mBackground, (0, 0))
        self.mClock = pygame.time.Clock()
        self.mQuit = False
        
        self.mPartidaDict = getPartidasFromFile()
           
    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 == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.mQuit = True
        
            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())

  
    # Add a sprite to the sprite list.        
    def addChild(self, aSprite, aLayer=0):
        #if not(aSprite in self.mAllSprites):
        #self.mAllSprites.remove(self.mMousePointerSprite)
        self.mAllSprites.add(aSprite, layer=aLayer)
        #self.mAllSprites.move_to_front(self.mMousePointerSprite)
        #self.mAllSprites.add(self.mMousePointerSprite, layer=5)
        
    def removeChild(self, aSprite):
        #if (aSprite in self.mAllSprites):
        self.mAllSprites.remove(aSprite)
        
    def setCharacter(self, par, name):
        print self.mPartidaDict.keys()
        self.mPartidaDict[par].setCharacter(name)
        print 'Personaje ', name, ' asignado a partida ', par
        
    def getCharacter(self, par):
        return self.mPartidaDict[par].getCharacter()
    
    def getPartida(self, n):
        print self.mPartidaDict.keys()
        if self.mPartidaDict.has_key(n):
            return self.mPartidaDict[n]
        else:
            return None
        
    def setPartida(self, n, p):
        self.mPartidaDict[n] = p
        
    def setBackground(self, aBackgroundImage):
        self.mBackground = aBackgroundImage
        self.blitBackground(self.mBackground)
        
    def blitBackground(self, aBackgroundImage):
        self.mScreen.blit(aBackgroundImage, (0, 0))