Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/src/api/Game.py
blob: f4dcaaf33ee0679d702f21e2c526943366dd74c5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
# -*- 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
import api.Sprite
from api.Sprite 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))