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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
    
    def __new__(self, *args, **kargs):
        if (self.mInstance is None):
            self.mInstance = object.__new__(self, *args, **kargs)
            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
            gc.collect()
            #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 "initing game..."
        pygame.init()
        #pygame.display.init()
        #pygame.font.init()

        self.mState = None
        self.mScale = 1
        self.mWidth = 1200
        self.mHeight = 900
        
        self.mScreen = pygame.display.get_surface()
        if not(self.mScreen):
            info = pygame.display.Info()
            width = info.current_w
            height = info.current_h

            if width/1200.0 < height/900.0:
                self.mScale = width/1200.0
                self.mWidth = width
                self.mHeight = int(900 * self.mScale)
            else:
                self.mScale = height/900.0
                self.mHeight = height
                self.mWidth = int(1200 * self.mScale)
            self.mScreen = pygame.display.set_mode((self.mWidth, self.mHeight), pygame.FULLSCREEN)
            pygame.display.set_caption(_('JES'))
            self.window = pygame.Surface((1200, 900), 0, self.mScreen)
        else:
            self.window = self.mScreen

        self.mBackground = pygame.Surface(self.window.get_size())
        self.mBackground.fill((255, 0, 0))

        # Sound system initialization.
        #pygame.mixer.init()
        
        #self.mAllSprites = pygame.sprite.Group()
        self.mAllSprites = pygame.sprite.LayeredUpdates()
        
        pygame.mouse.set_visible(False)
        self.mMouse = CMouse()
        self.mMouse.set_scale(self.mScale)
        self.mMousePointerSprite = CSprite()
        self.mMousePointerSprite.setImage(Image.loadImage('assets/images/cursor.png', True))
        #insert mouse pointer at layer 5
        self.addChild(self.mMousePointerSprite, 5)
        
        self.window.blit(self.mBackground, (0, 0))
        self.mClock = pygame.time.Clock()
        self.mQuit = False
        
        self.mPartidaDict = getPartidasFromFile()
        self.mCurrentPartida = 1
           
    def gameLoop(self):
        print "starting game.."

        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.setPosTuple(self.mMouse.getPos())

            self.mState.update()
            
            self.mAllSprites.clear(self.window, self.mBackground)
            self.mAllSprites.update()
            self.mAllSprites.draw(self.window)

            if not(self.mScale == 1):
                scaled = pygame.transform.scale(self.window, (self.mWidth, self.mHeight))
                self.mScreen.blit(scaled, (0, 0))

            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 getCurrentPartida(self):
        return self.mCurrentPartida
    
    def setCurrentPartida(self, n):
        self.mCurrentPartida = n
        
    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.window.blit(aBackgroundImage, (0, 0))