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path: root/src/game/Area1Game1.py
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# -*- coding: utf-8 -*-

import pygame
from api.Sprite2 import CSprite
from api.Button import CButton
from api.Points import CPoints
from api.Label import CLabel

from api.Mouse import *

import api.Math as Math
import api.Image as Image
from api.Vector import CVector
from api.Game import CGame
from api.GameState import CGameState
import MenuState

from gettext import gettext as _

STATE_STALE = 0
STATE_DRAG = 1
STATE_ADJUST = 2
STATE_RETURN = 3
STATE_OK = 4


class Piece(CSprite):


    MIN_DISTANCE = 40

    TIME_RETURN = 15.0
    TIME_ADJUST = 8.0

    RADIUS_COLLISION = 50
    
    mState = None

    def __init__(self, aParent, aNum, aOrigin, aDestine):
        CSprite.__init__(self)
        # assign variables
        self.mNum = aNum
        self.mParent = aParent
        self.mOrigin = CVector(aOrigin[0], aOrigin[1])
        self.setXY(self.mOrigin.getX(), self.mOrigin.getY())
        self.mDest = CVector(aDestine[0], aDestine[1])
        self.setState(STATE_STALE)


    def update(self):
        CSprite.update(self)

        if (self.mState == STATE_STALE):
            if self.mouseDown() and (self.mParent.mActivePiece == None):
                self.mParent.mActivePiece = self.mNum
                p = self.mParent.mListPieces[self.mNum]
                CGame().removeChild(p)
                CGame().addChild(p)
                self.setState(STATE_DRAG)

        elif (self.mState == STATE_DRAG):
            x, y = CMouse().getPos()
            self.setXY(x, y)
            if self.clicked():
                d = Math.dist(self.mPos.getX() , self.mPos.getY(), self.mDest.getX(), self.mDest.getY()) 
                if (d < self.MIN_DISTANCE):
                    self.setState(STATE_ADJUST)
                else:
                    print 'set return'
                    self.setState(STATE_RETURN)
                self.mParent.mActivePiece = None

        elif (self.mState == STATE_ADJUST):
            if (Math.dist(self.mPos.getX() , self.mPos.getY(), self.mDest.getX(), self.mDest.getY()) < self.RADIUS_COLLISION):
                self.setState(STATE_OK)
                self.mParent.mGood = self.mParent.mGood + 1
                self.mParent.mPoints.set_goods(self.mParent.mGood)
                
        elif (self.mState == STATE_RETURN):
            dist = Math.dist(self.mPos.getX() , self.mPos.getY(), self.mOrigin.getX(), self.mOrigin.getY())
            if (dist < self.RADIUS_COLLISION):
                #play(Sonido mal)
                self.setState(STATE_STALE)
                self.mParent.mBad = self.mParent.mBad+ 1
                self.mParent.mPoints.set_bads(self.mParent.mBad)

        elif (self.mState == STATE_OK):
            pass

    def setState(self, aState):

        if (aState == STATE_STALE):
            #o = CVector(self.mOrigin.getX(), self.mOrigin.getY())
            self.setPosition(self.mOrigin)
            #self.setXY(100, 200)
            self.mVel = CVector(0.0, 0.0)
        if (aState == STATE_DRAG):
            self.mVel = CVector(0.0, 0.0)
            CGame().addChild(self.mParent.mListOptions[self.mNum])
        if (aState == STATE_ADJUST):
            self.setVelXY((self.mDest.getX() - self.mPos.getX()) / self.TIME_ADJUST, 
            (self.mDest.getY() - self.mPos.getY()) / self.TIME_ADJUST)
            CGame().removeChild(self.mParent.mListOptions[self.mNum])
        if (aState == STATE_RETURN):
            vec = CVector(self.mOrigin.getX() - self.mPos.getX(), self.mOrigin.getY() - self.mPos.getY())
            vec.normalize()
            dist = Math.dist(self.mOrigin.getX(), self.mOrigin.getY(), self.mPos.getX(), self.mPos.getY())
            vec.mul(dist/self.TIME_ADJUST)
            self.setVelXY(vec.getX(), vec.getY())
            CGame().removeChild(self.mParent.mListOptions[self.mNum])
            
        if (aState == STATE_OK):
            self.setPosition(self.mDest)
            self.mVel = CVector(0.0, 0.0)
            #play(Sonido OK)

        self.mState = aState

    def getState(self):
        return self.mState


class CArea1Game1(CGameState):
        
    def __init__(self):
        CGameState.__init__(self)
        
        self.mBackground = None
        self.mInstructions = None
        self.mButtonPlay = None
        self.mListOptions = []
        self.mListPieces = []
        self.mActivePiece = None
        self.mBad = 0
        self.mGood = 0
        
        self.mBackground = Image.loadImage('assets/images/a1g1/A1G1-back.png', False)
        CGame().setBackground(self.mBackground)
        
        self.mBox = CSprite()
        self.mBox.setXY(420, 600)
        self.mBox.loadImage('assets/images/a1g1/A1G1-caja.png', True)
        CGame().addChild(self.mBox)
        

        
        self.mButtonBackA1G1 = CButton()
        #TODO: Create a function to create image.
        self.mButtonBackA1G1.set_bgColor((0x99, 0x99, 0x66))
        self.mButtonBackA1G1.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
        self.mButtonBackA1G1.set_center((110, 650))
        self.mButtonBackA1G1.set_size((200, 40))  
        self.mButtonBackA1G1.set_text(_('Volver'))
        CGame().addChild(self.mButtonBackA1G1)
        
        # load the pieces
        # parameters: aParent, aNum, aOrigin, aDestine
        #mujer
        piece = Piece(self, 0, (600.0, 655.0), (244.0, 441.0))
        piece.loadImage('assets/images/a1g1/A1G1-mamas.png')
        self.mListPieces.append(piece)

        piece = Piece(self, 1, (630.0, 655.0), (244.0, 534.0))
        piece.loadImage('assets/images/a1g1/A1G1-ovarios.png')
        self.mListPieces.append(piece)

        piece = Piece(self, 2, (600.0, 655.0), (244.0, 544.0))
        piece.loadImage('assets/images/a1g1/A1G1-utero.png')
        self.mListPieces.append(piece)
        
        piece = Piece(self, 3, (630.0, 655.0), (250.0, 614.0))
        piece.loadImage('assets/images/a1g1/A1G1-vagina.png')
        self.mListPieces.append(piece)
        
        #hombre
        piece = Piece(self, 4, (600.0, 665.0), (927.0, 650.0))
        piece.loadImage('assets/images/a1g1/A1G1-pene.png')
        self.mListPieces.append(piece)
        
        piece = Piece(self, 5, (630.0, 665.0), (927.0, 588.0))
        piece.loadImage('assets/images/a1g1/A1G1-prostata.png')
        self.mListPieces.append(piece)
        
        piece = Piece(self, 6, (600.0, 665.0), (927.0, 656.0))
        piece.loadImage('assets/images/a1g1/A1G1-testiculos.png')
        self.mListPieces.append(piece)
        
        piece = Piece(self, 7, (630.0, 665.0), (927.0, 606.0))
        piece.loadImage('assets/images/a1g1/A1G1-vesiculas.png')
        self.mListPieces.append(piece)
        
        for p in self.mListPieces:
            size = p.getSize()
            p.setRegistrationPointOffset(size[0] / 2 , size[1] / 2)
            CGame().addChild(p)
       
        # load the options
        pieces = [_('Mamas'), _('Ovarios'), _('Utero'), _('Vagina')]
        pieces = pieces + [_('Pene'), _('Próstata'), _('Testículos'), _('Vesículas')]
        for name in pieces:
            op = CLabel()
            op.bgColor = (0x99, 0x99, 0x66)
            op.fgColor = (0xFF, 0xFF, 0xFF)
            op.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 28)
            op.set_center((600, 450))
            op.set_size((200, 40))
            op.set_text(unicode(name, 'UTF-8'))
            self.mListOptions.append(op)
        
        
        self.mPoints = CPoints()
        self.mPoints.setXY(250, 10)
        #self.mPoints.set_bads(55)
        #self.mPoints.set_goods(55)
        
        CGame().addChild(self.mPoints)
        
    def update(self):
        #print "menu update"
        CGameState.update(self)
        
        if self.mButtonBackA1G1.clicked():
            print "clicked clicked back of a1g1"
            #cs = CHelpState()
            ms = MenuState.CMenuState()
            CGame().setState(ms)
            return
        
    def destroy(self):
        CGameState.destroy(self)
        #self.mInstructions.destroy()
        self.mInstructions = None
        CGame().removeChild(self.mButtonBackA1G1)
        CGame().removeChild(self.mPoints)
        CGame().removeChild(self.mBox)
        self.mPoints = None
        
        for p in self.mListPieces:
            CGame().removeChild(p)

        #self.mButtonPlay.destroy()
        self.mButtonBack = None
        self.mBackground = None

        print "CArea1Game1 destroy"
        
    def doEvents(self, aEvent):
        print aEvent.type