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path: root/src/game/Area1Game6.py
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# -*- coding: utf-8 -*-

import pygame
from api.Sprite2 import CSprite
from api.Points import CPoints
from api.MultiLabel import CMultiLabel
from api.Mouse import CMouse
import api.Math as CMath
import api.Image as Image
from api.Vector import CVector
from api.Game import CGame
from api.GameState import CGameState
from api.Button import CButton
from api.Globe import Globe
import HallState
from gettext import gettext as _

from assets.data import area1game6_data

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

DX = 50
DY = 50

WORD1 = [(DX + 400, DY + 0), (DX + 800, DY + 50)]
WORD2a = [(DX + 150, DY + 100), (DX + 350, DY + 150)]
WORD2b = [(DX + 400, DY + 100), (DX + 600, DY + 150)]
WORD3a = [(DX + 0, DY + 200), (DX + 350, DY + 250)]
WORD3b = [(DX + 400, DY + 200), (DX + 800, DY + 250)]
WORD4a = [(DX + 250, DY + 300), (DX + 350, DY + 350)]
WORD4b = [(DX + 400, DY + 300), (DX + 500, DY + 350)]
WORD5a = [(DX + 200, DY + 350), (DX + 350, DY + 400)]
WORD5b = [(DX + 400, DY + 350), (DX + 600, DY + 400)]
WORD6 = [(DX + 150, DY + 500), (DX + 350, DY + 550)]
WORD7 = [(DX + 350, DY + 0), (DX + 400, DY + 600)]

OVER_COLOR = (255, 0, 0)
NORMAL_COLOR = (255, 125, 50)

GOODS = 18
BADS = 9

#Piece class hereda de CSprite
class Piece(CSprite):

    MIN_DISTANCE = 40

    TIME_RETURN = 15
    TIME_ADJUST = 8

    RADIUS_COLLISION = 40
    
    mState = None

    def __init__(self, aParent, aNum, aOrigin, aDestine):
        CSprite.__init__(self, aOrigin[0], aOrigin[1])
        
        self.mNum = aNum
        self.mParent = aParent
        self.mOrigin = CVector(aOrigin[0], aOrigin[1])
        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 = CMath.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 (CMath.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 = CMath.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(o)
            self.mVel = CVector(0.0, 0.0)
        
        if (aState == STATE_DRAG):
            self.mVel = CVector(0.0, 0.0)
        
        if (aState == STATE_ADJUST):
            self.setVelXY((self.mDest.getX() - self.mPos.getX()) / self.TIME_ADJUST, 
            (self.mDest.getY() - self.mPos.getY()) / self.TIME_ADJUST)
        
        if (aState == STATE_RETURN):
            vec = CVector(self.mOrigin.getX() - self.mPos.getX(), self.mOrigin.getY() - self.mPos.getY())
            vec.normalize()
            dist = CMath.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())
            
        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 CArea1Game6(CGameState):

    def __init__(self):
        CGameState.__init__(self)
        
        self.mBackground = None
        
        #mX = 10
        self.mButtonPlay = None
        self.mEndDialog = None
        self.mListHelps = []
        self.mListPieces = []
        self.mListWords = []
        self.mActivePiece = None
        self.mAlphaSet = True
        self.mHelpShowed = True

        self.mBBsetted = False
        self.mNBsetted = True
        self.mBHsetted = False
        self.mNHsetted = True
        
        self.mHelpActive = None
        self.mHelpPrevious = None
        
        self.mBad = 0
        self.mGood = 0
        
        for i in range(10):
            self.mListHelps.insert(i, None)

        self.mBackImageN = Image.loadImage('assets/images/back.png')
        self.mBackImageB = Image.loadImage('assets/images/back_big.png')
        
        self.mButtonBack = CSprite(1170, 30)
        self.mButtonBack.setRegistrationPointOffset(22, 22)
        self.mButtonBack.setImage(self.mBackImageN)
        CGame().addChild(self.mButtonBack)
        
        self.mBackground = Image.loadImage('assets/images/a1g6/A1G6-fondo.jpg', False)
        CGame().setBackground(self.mBackground)
        
        self.mBase = CSprite(DX, DY)
        self.mBase.loadImage('assets/images/a1g6/A1G6-base-crucigrama.png', True)
        CGame().addChild(self.mBase)
        
        # load the pieces
        # parameters: aParent, aNum, aOrigin, aDestine
        self.mPiece1 = Piece(self, 0, (1000.0, 450.0), (DX + 400.0, DY + 50.0))
        self.mPiece1.loadImage('assets/images/a1g6/A1G6-piezas_03.png')
        self.mListPieces.append(self.mPiece1)

        self.mPiece2 = Piece(self, 1, (700.0, 725.0), (DX + 525.0, DY + 25.0))
        self.mPiece2.loadImage('assets/images/a1g6/A1G6-piezas_04.png')
        self.mListPieces.append(self.mPiece2)

        self.mPiece3 = Piece(self, 2, (275.0, 800.0), (DX + 650.0, DY + 25.0))
        self.mPiece3.loadImage('assets/images/a1g6/A1G6-piezas_05.png')
        self.mListPieces.append(self.mPiece3)
        
        self.mPiece4 = Piece(self, 3, (450.0, 800.0), (DX + 250.0, DY + 125.0))
        self.mPiece4.loadImage('assets/images/a1g6/A1G6-piezas_09.png')
        self.mListPieces.append(self.mPiece4)
        
        self.mPiece5 = Piece(self, 4, (875.0, 450.0), (DX + 400.0, DY + 150.0))
        self.mPiece5.loadImage('assets/images/a1g6/A1G6-piezas_10.png')
        self.mListPieces.append(self.mPiece5)
        
        self.mPiece6 = Piece(self, 5, (800.0, 550.0), (DX + 525.0, DY + 125.0))
        self.mPiece6.loadImage('assets/images/a1g6/A1G6-piezas_11.png')
        self.mListPieces.append(self.mPiece6)
        
        self.mPiece7 = Piece(self, 6, (675.0, 800.0), (DX + 100.0, DY + 225.0))
        self.mPiece7.loadImage('assets/images/a1g6/A1G6-piezas_16.png')
        self.mListPieces.append(self.mPiece7)
        
        self.mPiece8 = Piece(self, 7, (775.0, 620.0), (DX + 250.0, DY + 225.0))
        self.mPiece8.loadImage('assets/images/a1g6/A1G6-piezas_17.png')
        self.mListPieces.append(self.mPiece8)
        
        self.mPiece9 = Piece(self, 8, (1125.0, 450.0), (DX + 350.0, DY + 250.0))
        self.mPiece9.loadImage('assets/images/a1g6/A1G6-piezas_18.png')
        self.mListPieces.append(self.mPiece9)
        
        self.mPiece10 = Piece(self, 9, (400.0, 725.0), (DX + 450.0, DY + 225.0))
        self.mPiece10.loadImage('assets/images/a1g6/A1G6-piezas_19.png')
        self.mListPieces.append(self.mPiece10)
        
        self.mPiece11 = Piece(self, 10, (1075.0, 620.0), (DX + 600.0, DY + 225.0))
        self.mPiece11.loadImage('assets/images/a1g6/A1G6-piezas_20.png')
        self.mListPieces.append(self.mPiece11)
        
        self.mPiece12 = Piece(self, 11, (900.0, 620.0), (DX + 300.0, DY + 325.0))
        self.mPiece12.loadImage('assets/images/a1g6/A1G6-piezas_24.png')
        self.mListPieces.append(self.mPiece12)
        
        self.mPiece13 = Piece(self, 12, (975.0, 750.0), (DX + 350.0, DY + 375.0))
        self.mPiece13.loadImage('assets/images/a1g6/A1G6-piezas_25.png')
        self.mListPieces.append(self.mPiece13)
        
        self.mPiece14 = Piece(self, 13, (1100.0, 750.0), (DX + 450.0, DY + 350.0))
        self.mPiece14.loadImage('assets/images/a1g6/A1G6-piezas_26.png')
        self.mListPieces.append(self.mPiece14)
        
        self.mPiece15 = Piece(self, 14, (950.0, 550.0), (DX + 250.0, DY + 375.0))
        self.mPiece15.loadImage('assets/images/a1g6/A1G6-piezas_29.png')
        self.mListPieces.append(self.mPiece15)
        
        self.mPiece16 = Piece(self, 15, (540.0, 725.0), (DX + 550.0, DY + 375.0))
        self.mPiece16.loadImage('assets/images/a1g6/A1G6-piezas_30.png')
        self.mListPieces.append(self.mPiece16)
        
        self.mPiece17 = Piece(self, 16, (850.0, 750.0), (DX + 350.0, DY + 525.0))
        self.mPiece17.loadImage('assets/images/a1g6/A1G6-piezas_34.png')
        self.mListPieces.append(self.mPiece17)
        
        self.mPiece18 = Piece(self, 16, (1100.0, 550.0), (DX + 225.0, DY + 525.0))
        self.mPiece18.loadImage('assets/images/a1g6/A1G6-piezas_36.png')
        self.mListPieces.append(self.mPiece18)
        
        # add pieces from the list to the game
        for piece in self.mListPieces:
            x , y = piece.getSize()
            piece.setRegistrationPointOffset(x / 2, y / 2)
            CGame().addChild(piece)

            
        dic_help = area1game6_data.PUZZLE_HELP
        #self.list_temp = self.dic_help.keys()
        
        font28 = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 28)

        self.mListHelps = []
        # Label with the Help (for mouseover)
        for i in dic_help:
            l = CMultiLabel()
            l.bgColor = (255, 125, 50)
            l.font = font28
            l.center = (DX + 910, DY + 75)
            l.size = (350, 150)
            l.text = unicode(dic_help[i], 'UTF-8')
            l._update_image()
            self.mListHelps.append(l)
        
        self.mPoints = CPoints(20, 20)
        CGame().addChild(self.mPoints)
        
        # help button
        self.mHelpImageN = Image.loadImage('assets/images/help.png')
        self.mHelpImageB = Image.loadImage('assets/images/help_big.png')
        
        self.mButtonHelp = CSprite(1110, 30)
        self.mButtonHelp.setRegistrationPointOffset(22, 22)
        self.mButtonHelp.setImage(self.mHelpImageN)
        CGame().addChild(self.mButtonHelp)
        
        alphasurface = pygame.Surface((1200,900))
        alphasurface.convert()
        alphasurface.fill((100,100,100))
        alphasurface.set_alpha(200)

        self.mAlpha = CSprite(0, 0)
        self.mAlpha.setImage(alphasurface)
        CGame().addChild(self.mAlpha)
        
        self.mButtonAccept = CButton()
        self.mButtonAccept.bgColor = NORMAL_COLOR
        self.mButtonAccept.font = font28
        self.mButtonAccept.center = (600, 400)
        self.mButtonAccept.size = (200, 40)
        self.mButtonAccept.set_text(_('Aceptar'))
        CGame().addChild(self.mButtonAccept)

        msg = area1game6_data.HELP
        self.mInstructions = Globe((450, 150), text=unicode(msg, 'UTF-8'), pico=None)
        self.mInstructions.set_center((600, 300))
        CGame().addChild(self.mInstructions)
        
    def update(self):
        CGameState.update(self)
        
        if not(self.mAlphaSet):
            
            if self.mButtonBack.mouseOver():
                if not(self.mBBsetted):
                    self.mBBsetted = True
                    self.mNBsetted = False
                    self.mButtonBack.setRegistrationPointOffset(27, 27)
                    self.mButtonBack.setImage(self.mBackImageB)
            else:
                if not(self.mNBsetted):
                    self.mBBsetted = False
                    self.mNBSetted = True
                    self.mButtonBack.setRegistrationPointOffset(22, 22)
                    self.mButtonBack.setImage(self.mBackImageN)
            
            if self.mButtonHelp.mouseOver():
                if not(self.mBHsetted):
                    self.mBHsetted = True
                    self.mNHsetted = False
                    self.mButtonHelp.setRegistrationPointOffset(27, 27)
                    self.mButtonHelp.setImage(self.mHelpImageB)
            else:
                if not(self.mNHsetted):
                    self.mBHsetted = False
                    self.mNHSetted = True
                    self.mButtonHelp.setRegistrationPointOffset(22, 22)
                    self.mButtonHelp.setImage(self.mHelpImageN)
       
            if self.mButtonBack.clicked():
                hs = HallState.CHallState()
                CGame().setState(hs)
                hs.setCurrentGame(5)
                return
        
            if self.mButtonHelp.clicked():
                self.mAlphaSet = True
                self.mHelpShowed = True
                CGame().addChild(self.mAlpha)
                CGame().addChild(self.mInstructions)
                CGame().addChild(self.mButtonAccept)
                return
        
            x = CMouse().getX()
            y = CMouse().getY()
            
            self.mHelpActive = self._get_help(x, y)
            
            # this optimize the repetitive remove/add the same sprite
            if not (self.mHelpPrevious == self.mHelpActive):
                if self.mHelpPrevious is not None:
                    CGame().removeChild(self.mListHelps[self.mHelpPrevious])
                if self.mHelpActive is not None:
                    CGame().addChild(self.mListHelps[self.mHelpActive])
                self.mHelpPrevious = self.mHelpActive
                
            if (self.mGood == GOODS) or (self.mBad > BADS):
                self.mAlphaSet = True
                CGame().addChild(self.mAlpha)
                msg = _('Has terminado con %s respuestas bien') % self.mGood
                self.mEndDialog = Globe((450, 100), text=unicode(msg, 'UTF-8'), pico=None)
                self.mEndDialog.set_center((600, 300))
                CGame().addChild(self.mEndDialog)
                CGame().addChild(self.mButtonAccept)
                if (self.mGood == GOODS):
                    CGame().setEndGameState(1, 5, 1)

        else:
            if self.mButtonAccept.mouseOver():
                self.mButtonAccept.set_bgColor(OVER_COLOR)
            else:
                self.mButtonAccept.set_bgColor(NORMAL_COLOR)

            if self.mButtonAccept.clicked():
                if self.mHelpShowed:
                    self.mAlphaSet = False
                    self.mHelpShowed = False
                    self.mButtonAccept.set_bgColor(NORMAL_COLOR)
                    CGame().removeChild(self.mAlpha)
                    CGame().removeChild(self.mInstructions)
                    CGame().removeChild(self.mButtonAccept)
                else:
                    hs = HallState.CHallState()
                    CGame().setState(hs)
                    hs.setCurrentGame(5)
                    return

    def _get_help(self, x, y):
        if CMath.pointInsideRectangle(x,y, WORD1):
            return 0
        elif CMath.pointInsideRectangle(x,y, WORD2a) or CMath.pointInsideRectangle(x,y, WORD2b):
            return 1
        elif CMath.pointInsideRectangle(x,y, WORD3a) or CMath.pointInsideRectangle(x,y, WORD3b):
            return 2
        elif CMath.pointInsideRectangle(x,y, WORD4a) or CMath.pointInsideRectangle(x,y, WORD4b):
            return 3
        elif CMath.pointInsideRectangle(x,y, WORD5a) or CMath.pointInsideRectangle(x,y, WORD5b):
            return 4
        elif CMath.pointInsideRectangle(x,y, WORD6):
            return 5
        elif CMath.pointInsideRectangle(x,y, WORD7):
            return 6
        else:
            return None
        
    def destroy(self):
        CGameState.destroy(self)
        CGame().removeChild(self.mEndDialog)
        CGame().removeChild(self.mButtonBack)
        CGame().removeChild(self.mButtonHelp)
        CGame().removeChild(self.mPoints)
        CGame().removeChild(self.mBase)
        CGame().removeChild(self.mAlpha)
        CGame().removeChild(self.mInstructions)
        CGame().removeChild(self.mButtonAccept)

        for piece in self.mListPieces:
            CGame().removeChild(piece)
            piece = None
        self.mListPieces = None
        
        for h in self.mListHelps:
            CGame().removeChild(h)
        self.mListHelps = None
        
        self.mButtonBack = None
        self.mBackground = None
        self.mWord01 = None
        self.mHelp01 = None
        self.mPoints = None