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# -*- coding: utf-8 -*-
import os
import sys
import pygame
from api.Sprite import CSprite
from api.Button import CButton
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
#sys.path.insert(0, 'assets/data')
#import area1game7_data
import imp
#Piece class hereda de CSprite
class Piece(CSprite):
MIN_DISTANCE = 40
TIME_RETURN = 15
TIME_ADJUST = 8
RADIUS_COLLISION = 40
def __init__(self, aParent, aNum, aOrigin, aDestine):
CSprite.__init__(self)
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)
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)
elif (self.mState == STATE_OK):
pass
def render(self):
pass
def destroy(self):
pass
#eliminar la imagen creada
def setState(self, aState):
if (aState == STATE_STALE):
o = CVector(self.mOrigin.getX(), self.mOrigin.getY())
self.setPosition(o)
#self.setXY(100, 200)
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 = 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())
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
self.mInstructions = None
#mX = 10
self.mButtonPlay = None
self.mListHelps = []
self.mListPieces = []
self.mListWords = []
self.mActivePiece = None
self.dic_help = {}
self.mHelpActive = None
self.mHelpPrevious = None
#self.mInstructions = CMultiLabel()
#CGame().addChild(self.mInstructions)
#print self.mX
for i in range(10):
self.mListHelps.insert(i, None)
for i in range(17):
self.mListPieces.insert(i, None)
self.mButtonBack = CButton()
#TODO: Create a function to create image.
self.mButtonBack.set_bgColor((0x99, 0x99, 0x66))
self.mButtonBack.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
self.mButtonBack.set_center((110, 650))
self.mButtonBack.set_size((200, 40))
self.mButtonBack.set_text(_('Volver'))
CGame().addChild(self.mButtonBack)
self.mBackground = Image.loadImage('assets/images/a1g7/a1game7.png', False)
CGame().setBackground(self.mBackground)
# load the pieces
# parameters: aParent, aNum, aOrigin, aDestine
self.mPiece1 = Piece(self, 0, (440.0, 520.0), (378.0, 146.0))
self.mPiece1.loadImage('assets/images/a1g7/crucigrama-01.png', False)
#self.mPiece1.setRegistrationPointOffset(27, 27)
self.mListPieces[0] = self.mPiece1
self.mPiece2 = Piece(self, 0, (540.0, 520.0), (448.0, 132.0))
self.mPiece2.loadImage('assets/images/a1g7/crucigrama-02.png', False)
self.mListPieces[1] = self.mPiece2
self.mPiece3 = Piece(self, 0, (640.0, 520.0), (518.0, 132.0))
self.mPiece3.loadImage('assets/images/a1g7/crucigrama-03.png', False)
self.mListPieces[2] = self.mPiece3
self.mPiece4 = Piece(self, 0, (740.0, 520.0), (294.0, 189.0))
self.mPiece4.loadImage('assets/images/a1g7/crucigrama-04.png', False)
self.mListPieces[3] = self.mPiece4
self.mPiece5 = Piece(self, 0, (840.0, 520.0), (378.0, 203.0))
self.mPiece5.loadImage('assets/images/a1g7/crucigrama-05.png', False)
self.mListPieces[4] = self.mPiece5
self.mPiece6 = Piece(self, 0, (940.0, 520.0), (448.0, 189.0))
self.mPiece6.loadImage('assets/images/a1g7/crucigrama-06.png', False)
self.mListPieces[5] = self.mPiece6
self.mPiece7 = Piece(self, 0, (1040.0, 520.0), (209.0, 245.0))
self.mPiece7.loadImage('assets/images/a1g7/crucigrama-07.png', False)
self.mListPieces[6] = self.mPiece7
self.mPiece8 = Piece(self, 0, (440.0, 620.0), (293.0, 245.0))
self.mPiece8.loadImage('assets/images/a1g7/crucigrama-08.png', False)
self.mListPieces[7] = self.mPiece8
self.mPiece9 = Piece(self, 0, (540.0, 620.0), (350.0, 259.0))
self.mPiece9.loadImage('assets/images/a1g7/crucigrama-09.png', False)
self.mListPieces[8] = self.mPiece9
self.mPiece10 = Piece(self, 0, (640.0, 620.0), (406.0, 245.0))
self.mPiece10.loadImage('assets/images/a1g7/crucigrama-10.png', False)
self.mListPieces[9] = self.mPiece10
self.mPiece11 = Piece(self, 0, (740.0, 620.0), (490.0, 245.0))
self.mPiece11.loadImage('assets/images/a1g7/crucigrama-11.png', False)
self.mListPieces[10] = self.mPiece11
self.mPiece12 = Piece(self, 0, (840.0, 620.0), (308.0, 316.0))
self.mPiece12.loadImage('assets/images/a1g7/crucigrama-12.png', False)
self.mListPieces[11] = self.mPiece12
self.mPiece13 = Piece(self, 0, (940.0, 620.0), (350.0, 330.0))
self.mPiece13.loadImage('assets/images/a1g7/crucigrama-13.png', False)
self.mListPieces[12] = self.mPiece13
self.mPiece14 = Piece(self, 0, (1040.0, 620.0), (406.0, 316.0))
self.mPiece14.loadImage('assets/images/a1g7/crucigrama-14.png', False)
self.mListPieces[13] = self.mPiece14
self.mPiece15 = Piece(self, 0, (440.0, 720.0), (462.0, 330.0))
self.mPiece15.loadImage('assets/images/a1g7/crucigrama-15.png', False)
self.mListPieces[14] = self.mPiece15
self.mPiece16 = Piece(self, 0, (540.0, 720.0), (350.0, 415.0))
self.mPiece16.loadImage('assets/images/a1g7/crucigrama-16.png', False)
self.mListPieces[15] = self.mPiece16
self.mPiece17 = Piece(self, 0, (640.0, 720.0), (280.0, 415.0))
self.mPiece17.loadImage('assets/images/a1g7/crucigrama-17.png', False)
self.mListPieces[16] = self.mPiece17
# 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)
# sprites for the mouseover events
self.mWord01 = CSprite()
self.mWord01.loadImage('assets/images/a1g7/fondo01.png', False)
self.mWord01.setXY(448, 74)
#CGame().addChild(self.mWord01)
self.mWord02 = CSprite()
self.mWord02.loadImage('assets/images/a1g7/fondo02.png', False)
self.mWord02.setXY(410, 152)
#CGame().addChild(self.mWord02)
self.loadInfo()
self.list_temp = self.dic_help.keys()
# Label with the Help (for mouseover)
self.mHelp01 = CLabel()
self.mHelp01.bgColor = (0x99, 0x99, 0x66)
self.mHelp01.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
self.mHelp01.set_center((914, 188))
self.mHelp01.set_size((500, 280))
self.mHelp01.set_text(self.dic_help[1])
self.mHelp02 = CLabel()
self.mHelp02.bgColor = (0x99, 0x99, 0x66)
self.mHelp02.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
self.mHelp02.set_center((914, 188))
self.mHelp02.set_size((500, 280))
self.mHelp02.set_text(self.dic_help[2])
#CGame().addChild(self.mHelp01)
def update(self):
#print "menu update"
CGameState.update(self)
if self.mButtonBack.clicked():
print "clicked clicked back of a1g7"
#cs = CHelpState()
ms = MenuState.CMenuState()
CGame().setState(ms)
return
elif self.mWord01.mouseOver():
self.mHelpActive = self.mHelp01
elif self.mWord02.mouseOver():
self.mHelpActive = self.mHelp02
# this optimize the repetitive remove/add the same sprite
if not (self.mHelpPrevious == self.mHelpActive):
# if previous not is none
if self.mHelpPrevious:
CGame().removeChild(self.mHelpPrevious)
CGame().addChild(self.mHelpActive)
self.mHelpPrevious = self.mHelpActive
#def render(self):
# CGameState.render(self)
# print "CMenuState render"
def destroy(self):
CGameState.destroy(self)
#self.mInstructions.destroy()
self.mInstructions = None
CGame().removeChild(self.mButtonBack)
# remove pieces from the game
for piece in self.mListPieces:
CGame().removeChild(piece)
piece = None
if self.mHelpActive:
CGame().removeChild(self.mHelpActive)
#self.mButtonPlay.destroy()
self.mButtonBack = None
self.mBackground = None
self.mWord01 = None
self.mHelp01 = None
print "CArea1Game5 destroy"
def loadInfo(self):
r_path = os.path.join('assets/data', 'area1game7_data.py')
a_path = os.path.abspath(r_path)
f = None
try:
f = imp.load_source('area1game7_data', a_path)
except:
print _('Cannot open %s') % 'area1game7_data'
if f:
#if hasattr(f, 'EXPLORATIONS'):
self.dic_help = f.HELP
def doEvents(self, aEvent):
print aEvent.type
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