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path: root/src/game/BoyHall.py
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import api.Sprite
from api.Sprite import CSprite

import api.Image as Image

import api.Anim
from api.Anim import CAnim

from api.Mouse import *

from api.Vector import *

import api.Math as Math

class CBoyHall(CSprite):

    mState = None
    mParent = None
    MIN_DISTANCE = 40

    TIME_RETURN = 15
    TIME_ADJUST = 8

    RADIUS_COLLISION = 40
    
    NUM_FRAMES_WALKING = 3
    DELAY_FRAMES_WALKING = 3
    
    mAnim = None

    STATE_STALE = 0
    STATE_WALKING = 1
    STATE_TALKING = 2
    
    mFrameImage = []
    
    # Canvas size: 299x600.
    
    # Define registration point.
    OFFSET_X = 150  
    OFFSET_Y = 300
    
    STEP1 = None
    STEP2 = None
    STEP3 = None
    STEP4 = None
    STEP5 = None
    STEP6 = None
    
    # Destination point of walking.
    mDestX = 0
    mDestY = 0
    
    mLastSense = 1
    
    def __init__(self):
        CSprite.__init__(self) 

        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')
        
        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.setMaxVel(100, 100)
        
        self.mDestX = 0
        self.mDestY = 500
        
        self.setState(self.STATE_STALE)
                
        
    def set_parent(self, aParent):
        self.mParent = aParent
        #image = ....
    def set_origin(self, aOrigin):
        self.mOrigin = aOrigin
        #self.mPos = 
        self.setXY(aOrigin.getX(), aOrigin.getY())

    def set_destine(self, aDestine):
        self.mDest = aDestine

    def update(self):
       
        CSprite.update(self)
        
        self.mAnim.update()
        
        if (self.mState == self.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(self.STATE_STALE)
                return

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

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

    def render(self):
        print("render")
        pass


    def destroy(self):
        pass
        #TODO: Eliminar la imagen creada.

    def setState(self, aState):

        self.setTimeState(0)

        if (aState == self.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, 3, False)
            print 'set stale'
                    
        elif (aState == self.STATE_WALKING):
            
            x = int(CMouse().getX())
            #y = int(CMouse().getY())
            
            self.mDestX = x
            #self.mDestY = y
            x = self.mDestX - self.getX()
            #y = self.mDestY - self.getY()
            vec = CVector(x, 0)
            vec.normalize()
            vec.mul(5)
            self.setVelVec(vec)
            if x < 0:
                self.setImage(self.mFrameImage[3])
                self.mAnim.init(6, 3, True, 3)
                self.mLastSense = 0
            else:
                self.setImage(self.mFrameImage[0])
                self.mAnim.init(3, 3, True, 0)
                self.mLastSense = 1
            print 'set walk'
        self.mState = aState

    def getState(self):
        return self.mState