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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
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