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path: root/src/game/Area2Game2.py
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# -*- coding: utf-8 -*-

import pygame
import random
import MenuState
import api.Image as Image
from api.Game import CGame
from api.GameState import CGameState
from api.Button import CButton
from api.Sprite import CSprite
from api.Label import CLabel
from api.MultiLabel import CMultiLabel
from api.Points import CPoints
from gettext import gettext as _

from assets.data import area2game2_data


class CArea2Game2(CGameState):
    
    def __init__(self):
        CGameState.__init__(self)
        
        self.time = 0
        self.mWheelList = []
        self.mWheelUsed = []
        self.mCurrentWheel = 0
        self.mCurrentState = 0
        self.mMaxWheels = 8
        self.mBad = 0
        self.mGood = 0
        self.mQuestionShowed = False
        self.mQuestionAnswered = False
        
        self.mBackground = None
        self.mButtonBackA2G2 = None
        
        self.mBackground = Image.loadImage('assets/images/a2g2/a2game2.png', False)
        CGame().setBackground(self.mBackground)

        
        self.mButtonBackA2G2 = CButton()
        self.mButtonBackA2G2.set_bgColor((0x99, 0x99, 0x66))
        self.mButtonBackA2G2.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
        self.mButtonBackA2G2.set_center((110, 650))
        self.mButtonBackA2G2.set_size((200, 40))  
        self.mButtonBackA2G2.set_text(_('Volver'))
        CGame().addChild(self.mButtonBackA2G2)
        
        self.mWheel = CSprite()
        self.mWheel.loadImage('assets/images/a2g2/rueda.png', False)
        self.mWheel.setXY(407, 50)
        CGame().addChild(self.mWheel)
        
        for i in range(8):
            w = CSprite()
            w.loadImage('assets/images/a2g2/rueda%s.png' % str(i), True)
            w.setXY(407, 50)
            self.mWheelList.append(w)
            self.mWheelUsed.append(w)
                
        CGame().addChild(self.mWheelList[0])
        
        self.mButtonStop = CButton()
        self.mButtonStop.set_bgColor((0x99, 0x99, 0x66))
        self.mButtonStop.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
        self.mButtonStop.set_center((600, 475))
        self.mButtonStop.set_size((200, 40))  
        self.mButtonStop.set_text(_('Stop'))
        CGame().addChild(self.mButtonStop)
        
        self.mLabelQuestion = CMultiLabel()
        #self.mLabelQuestion.set_bgColor((0x99, 0x50, 0x99))
        #self.mLabelQuestion.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 13)
        self.mLabelQuestion.set_center((600, 500))
        self.mLabelQuestion.set_size((600, 90))

        
        self.mButtonTrue = CButton()
        self.mButtonTrue.set_bgColor((0x99, 0x99, 0x66))
        self.mButtonTrue.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
        self.mButtonTrue.set_center((460, 600))
        self.mButtonTrue.set_size((200, 40))  
        self.mButtonTrue.set_text(_('Si'))
        
        self.mButtonFalse = CButton()
        self.mButtonFalse.set_bgColor((0x99, 0x99, 0x66))
        self.mButtonFalse.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
        self.mButtonFalse.set_center((740, 600))
        self.mButtonFalse.set_size((200, 40))  
        self.mButtonFalse.set_text(_('No'))
        
        self.mPoints = CPoints()
        self.mPoints.setXY(200, 10)
        CGame().addChild(self.mPoints)
        
        self.flag = False
        
    def update(self):

        CGameState.update(self)

        if self.mButtonBackA2G2.clicked():
            ms = MenuState.CMenuState()
            CGame().setState(ms)
            return
        
        if self.mCurrentState == 0:
            self.time = self.time + 1
            
            if self.time > 5:
                self.time = 0

                if not self.flag:
                    CGame().removeChild(self.mWheelList[self.mCurrentWheel])
                else:
                    self.flag = False
                
                self.mCurrentWheel = self.mCurrentWheel + 1
                
                if self.mCurrentWheel > self.mMaxWheels - 1:
                    self.mCurrentWheel = 0
                    
                if len(self.mWheelList) > 0:
                    CGame().addChild(self.mWheelList[self.mCurrentWheel])
                
                if self.mMaxWheels == 1:
                    self.mCurrentState = 1
            
                elif self.mMaxWheels == 0:
                    self.mCurrentState = 3
                    
          
            elif self.mButtonStop.clicked():
                self.mCurrentState = 1
                
        elif self.mCurrentState == 1:
            
            if self.mQuestionShowed == False:
                self.mTupleQuestion = area2game2_data.ITEMS[self.mCurrentWheel]
                self.mLabelQuestion.set_text(self.mTupleQuestion[0])
                CGame().addChild(self.mLabelQuestion)
                CGame().addChild(self.mButtonTrue)
                CGame().addChild(self.mButtonFalse)
                CGame().removeChild(self.mButtonStop)
                self.mQuestionShowed = True
                
            elif (self.mQuestionAnswered == False):
                if self.mButtonTrue.clicked():
                    CGame().removeChild(self.mLabelQuestion)
                    CGame().removeChild(self.mButtonTrue)
                    CGame().removeChild(self.mButtonFalse)
                    if self.mTupleQuestion[1] == True:
                        self.mGood = self.mGood + 1
                        self.mPoints.set_goods(self.mGood)
                    else:
                        self.mBad = self.mBad + 1
                        self.mPoints.set_bads(self.mBad)
                    self.mQuestionAnswered = True
                    self.time = 0
                    
                elif self.mButtonFalse.clicked():
                    CGame().removeChild(self.mLabelQuestion)
                    CGame().removeChild(self.mButtonTrue)
                    CGame().removeChild(self.mButtonFalse)
                    if self.mTupleQuestion[1] == False:
                        self.mGood = self.mGood + 1
                        self.mPoints.set_goods(self.mGood)
                    else:
                        self.mBad = self.mBad + 1
                        self.mPoints.set_bads(self.mBad)
                    self.mQuestionAnswered = True
                    self.time = 0
                    
            elif self.mQuestionAnswered == True:
                #if self.time > 10:
                self.mWheelList.remove(self.mWheelList[self.mCurrentWheel])
                self.mMaxWheels = self.mMaxWheels - 1
                self.flag = True
                
                if self.mMaxWheels > 0:
                    CGame().addChild(self.mButtonStop)
                self.mQuestionShowed = False
                self.time = 0
                self.mCurrentState = 0
                self.mQuestionAnswered = False
        
        elif self.mCurrentState == 3:
            pass        
        
    def destroy(self):
        CGameState.destroy(self)

        CGame().removeChild(self.mButtonBackA2G2)
        CGame().removeChild(self.mButtonStop)
        for i in range(8):
            CGame().removeChild(self.mWheelUsed[i])
            self.mWheelUsed[i] = None
        CGame().removeChild(self.mWheel)
        CGame().removeChild(self.mPoints)
        CGame().removeChild(self.mLabelQuestion)
        CGame().removeChild(self.mButtonTrue)
        CGame().removeChild(self.mButtonFalse)
        self.mButtonBackA2G2 = None
        self.mBackground = None
        self.mPoints = None
        self.mButtonTrue = None
        self.mButtonFalse = None

        print "CArea2Game2 destroy"