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

import pygame
from api.Sprite import CSprite
import api.Image as Image
from api.Anim import CAnim
from api.Mouse import CMouse
from api.Vector import CVector
import api.Math as Math

STATE_STALE = 0
STATE_WALKING = 1
STATE_TALKING = 2


class CBoyHall(CSprite):
    
    mTimeState = 0
    mAnim = None
    mState = None
    
    def __init__(self, aCharacter='Juan'):
        CSprite.__init__(self)
        self.mCharacter = aCharacter
                
        self.mState = None
        self.mParent = None
        self.MIN_DISTANCE = 40
    
        self.TIME_RETURN = 15
        self.TIME_ADJUST = 8
    
        self.RADIUS_COLLISION = 40
        
        self.NUM_FRAMES_WALKING = 3
        #a 30 fps
        self.DELAY_FRAMES_WALKING = 5

        # Canvas size: 299x600
        self.OFFSET_X = 150  
        self.OFFSET_Y = 300
       
        self.mLastSense = 1
        self.mTimeState = 0
        
        if self.mCharacter == 'Juan':
            self.STEP1 = Image.loadImage('assets/images/hall/Juan-chico-costado-izq.png')
            self.STEP2 = Image.loadImage('assets/images/hall/Juan-chico-costado-parado.png')
            self.STEP3 = Image.loadImage('assets/images/hall/Juan-chico-costado-der.png')
        else:
            self.STEP1 = Image.loadImage('assets/images/hall/Elisa-chica-costado-izq.png')
            self.STEP2 = Image.loadImage('assets/images/hall/Elisa-chica-costado-parada.png')
            self.STEP3 = Image.loadImage('assets/images/hall/Elisa-chica-costado-der.png')
        
        self.mFrameImage = []
        self.mFrameImage.append(self.STEP1)
        self.mFrameImage.append(self.STEP2)
        self.mFrameImage.append(self.STEP3)
        
        self.STEP4 = pygame.transform.flip(self.STEP1, True, False)
        self.STEP5 = pygame.transform.flip(self.STEP2, True, False)
        self.STEP6 = pygame.transform.flip(self.STEP3, True, False)
       
        self.mFrameImage.append(self.STEP4)
        self.mFrameImage.append(self.STEP5)
        self.mFrameImage.append(self.STEP6)
       
        self.setImage(self.mFrameImage[1])
       
        self.mAnim = CAnim(self.NUM_FRAMES_WALKING, self.DELAY_FRAMES_WALKING, True)
        
        self.setRegistrationPointOffset(self.OFFSET_X, self.OFFSET_Y)
        self.setXY(200, 500)
                
        self.mDestX = 0
        self.mDestY = 500
        
        self.setState(STATE_STALE)
        
    def set_parent(self, aParent):
        self.mParent = aParent

    def set_origin(self, aOrigin):
        self.mOrigin = aOrigin
        self.setXY(aOrigin.getX(), aOrigin.getY())

    def set_destine(self, aDestine):
        self.mDest = aDestine
        
    def setTimeState(self, aTimeState):
        self.mTimeState = aTimeState
        
    def getTimeState(self):
        return self.mTimeState

    def update(self):
        CSprite.update(self)
        
        self.mTimeState += 1
        
        if self.mAnim:
            self.mAnim.update()
        
        if (self.mState == STATE_WALKING):
            # Check if arrives to destination point.
            if (Math.dist(self.getX(), self.getY(), self.mDestX, self.mDestY) < 5):
                self.setXY(self.mDestX, self.mDestY)
                self.setState(STATE_STALE)
                return

            # If a click is made, change the destination point.            
            if CMouse().firstPress():
                self.setState(STATE_WALKING)
                return
            
            if (self.mAnim.frameHasChanged()):
                self.setImage(self.mFrameImage[self.mAnim.getCurrentFrame()])          

        elif (self.mState == STATE_STALE):
            if CMouse().firstPress():
                self.setState(STATE_WALKING)
                return

    def setState(self, aState):
        self.setTimeState(0)
        if (aState == STATE_STALE):
            self.setVelXY(0, 0)
            if self.mLastSense == 0:
                self.setImage(self.mFrameImage[4])
            else:
                self.setImage(self.mFrameImage[1])
            self.mAnim.init(1, self.DELAY_FRAMES_WALKING, False)
                    
        elif (aState == STATE_WALKING):
            x = int(CMouse().getX())
            self.mDestX = x
            x = self.mDestX - self.getX()
            vec = CVector(x, 0)
            vec.normalize()
            vec.mul(5)
            self.setVelVec(vec)
            if x < 0:
                self.setImage(self.mFrameImage[3])
                self.mAnim.init(6, self.DELAY_FRAMES_WALKING, True, 3)
                self.mLastSense = 0
            else:
                self.setImage(self.mFrameImage[0])
                self.mAnim.init(3, self.DELAY_FRAMES_WALKING, True, 0)
                self.mLastSense = 1
        self.mState = aState

    def getState(self):
        return self.mState