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

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

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
    
    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.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))

        # 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:

            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.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()

    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 setBackground(self, aBackgroundImage):
        self.mBackground = None
        self.mBackground = aBackgroundImage
        self.blitBackground(self.mBackground)
        
    def blitBackground(self, aBackgroundImage):
        self.mScreen.blit(aBackgroundImage, (0, 0))