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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
import api.Sprite
from api.Sprite import CSprite
import api.MultiLabel
from api.MultiLabel import CMultiLabel
import gc
class CGame(object):
mInstance = None
mState = None
mScreen = None
mBackground = None
mSampleSprite = None
mSprites = None
mGroups = None
mMainSprites = None
mClock = None
mQuit = False
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.mBackground = None
self.mInstance = None
print "destroy"
def init(self):
print "init pygame..."
pygame.init()
#pygame.font.init()
#screen = pygame.display.set_mode((1200, 900), FULLSCREEN)
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))
#self.mBackground = CImage.loadImage("assets/images/back_menu.png", False)
#self.mSampleSprite = CSuperSprite(self)
#self.mSampleSprite.setSpeed(3)
#self.mSampleSprite.setAngle(0)
#self.mSampleSprite.boundAction = self.mSampleSprite.WRAP
self.mAllSprites = pygame.sprite.Group()
#self.mGroups = []
#self.mSprites = [self.mSampleSprite]
#self.mMainSprites = pygame.sprite.OrderedUpdates(self.mSprites)
#self.mGroups.append(self.mMainSprites)
#self.mS2 = CSprite()
#self.mS2.setDX(10)
#self.mS2.velX = 30
#self.mS2.velY = 0
#self.mS2.accelY = 1
#self.mS2.maxSpeed = 200
self.mScreen.blit(self.mBackground, (0, 0))
self.mClock = pygame.time.Clock()
self.mQuit = False
#self.mAllSprites.add(self.mSampleSprite)
#self.mAllSprites.add(self.mS2)
def gameLoop(self):
print "start game loop here"
while not self.mQuit:
self.mClock.tick(30)
#print ("FPS: %.0f" % self.mClock.get_fps())
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.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()
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):
self.mAllSprites.add(aSprite)
def removeChild(self, aSprite):
self.mAllSprites.remove(aSprite)
def setBackground(self, aBackgroundImage):
self.mBackground = None
self.mBackground = aBackgroundImage
self.mScreen.blit(self.mBackground, (0, 0))
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