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

import pygame
import SelectAreaState
# import CSelectAreaState
from api.GameState import CGameState
from api.Game import CGame
import api.Image as CImage
from api.Sprite2 import CSprite
import api.Image as Image
from api.Mouse import CMouse
import api.Math as CMath
from BoyHall import CBoyHall
from Area1Game1 import CArea1Game1


class CHallState(CGameState):
 
    def init(self):
        CGameState.init(self)
        
        self.mBackground = None
        self.mBackgroundList = []
        self.mInstructions = None
        #mX = 10
        self.mButtonBack = None
        self.mBsetted = False
        self.mNsetted = True        
        self.mCurrentSelectedArea = 0
        self.mPlayer = None    
        self.mtext = None
        self.mGo = None
    
        self.AREA1_POLYGON = [(424,90), (764,90), (764, 700), (424,700)]

        
        self.mPartida = None
        self.mAreaStates = []
        
        self.mCurrentSelectedArea = 0
        
        self.mBackImageN = Image.loadImage('assets/images/back.png')
        self.mBackImageB = Image.loadImage('assets/images/back_big.png')
        
        self.mButtonBack = CSprite()
        self.mButtonBack.setRegistrationPointOffset(22, 22)
        self.mButtonBack.setXY(1170, 30)
        self.mButtonBack.setImage(self.mBackImageN)
        CGame().addChild(self.mButtonBack)
        
        self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-1.jpg', False))
        self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-2.jpg', False))
        self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-3.jpg', False))
        self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-4.jpg', False))
        self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-5.jpg', False))
        self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-6.jpg', False))
        
        CGame().setBackground(self.mBackgroundList[self.mCurrentSelectedArea])
                
        self.mDoor = CSprite()
        self.mDoor.setXY(400, 50)
        self.mFrameImageDoor = Image.loadImage('assets/images/hall/A1-puerta-resaltada.png')
        self.mDoor.setImage(self.mFrameImageDoor)
        
        self.mStar1 = Image.loadImage('assets/images/hall/star1.png')
        self.mStar2 = Image.loadImage('assets/images/hall/star2.png')
        
        self.mLeftArrow = CSprite()
        self.mLeftArrow.setXY(10, 400)
        self.mImageLeftArrow = Image.loadImage('assets/images/hall/arrow.png')
        self.mLeftArrow.setImage(self.mImageLeftArrow)
        CGame().addChild(self.mLeftArrow)
        
        self.mRightArrow = CSprite()
        self.mRightArrow.setXY(1060, 400)
        self.mImageRightArrow = pygame.transform.flip(self.mImageLeftArrow, True, False)
        self.mRightArrow.setImage(self.mImageRightArrow)
        CGame().addChild(self.mRightArrow)

        
        
    def update(self):
        #print "menu update"
        CGameState.update(self)
        
        if self.mButtonBack.mouseOver():
            if not(self.mBsetted):
                self.mBsetted = True
                self.mNsetted = False
                self.mButtonBack.setRegistrationPointOffset(27, 27)
                self.mButtonBack.setImage(self.mBackImageB)
        else:
            if not(self.mNsetted):
                self.mBsetted = False
                self.mNSetted = True
                self.mButtonBack.setRegistrationPointOffset(22, 22)
                self.mButtonBack.setImage(self.mBackImageN)
       
        if self.mButtonBack.clicked():
            #print "clicked back......"
            #ms = MenuState.CMenuState()
            cs = SelectAreaState.CSelectAreaState()
            CGame().setState(cs)
            cs.setPartida(self.mPartida)
            return
        
        elif self.mLeftArrow.clicked():
            #print 'previous game'
            CGame().removeChild(self.mAreaStates[self.mCurrentSelectedArea])
            self.mCurrentSelectedArea = self.mCurrentSelectedArea - 1
            if self.mCurrentSelectedArea < 0:
                self.mCurrentSelectedArea = 5
                #self.mPlayer.setVelXY(-20, 0)
                self.mPlayer.setXY(1000, 500)
                    
            CGame().setBackground(self.mBackgroundList[self.mCurrentSelectedArea])
            self.mPlayer.mDestX = 1000
            self.mPlayer.mAnim.init(6, 3, True, 3)
            self.mPlayer.mLastSense = 0
            self.mPlayer.setVelXY(-5, 0)
            self.mPlayer.setXY(1400, 500)
            
            CGame().addChild(self.mAreaStates[self.mCurrentSelectedArea])
            return
            
        elif self.mRightArrow.clicked():
            #print 'next game'
            CGame().removeChild(self.mAreaStates[self.mCurrentSelectedArea])
            self.mCurrentSelectedArea = self.mCurrentSelectedArea + 1
            if self.mCurrentSelectedArea > 5:
                self.mCurrentSelectedArea = 0
                #self.mPlayer.setVelXY(20, 0)
                self.mPlayer.setXY(200, 500)
                
            CGame().setBackground(self.mBackgroundList[self.mCurrentSelectedArea])
            self.mPlayer.mDestX = 200
            self.mPlayer.mAnim.init(3, 3, True, 0)
            self.mPlayer.mLastSense = 1
            self.mPlayer.setVelXY(5, 0)
            self.mPlayer.setXY(-200, 500)
            
            CGame().addChild(self.mAreaStates[self.mCurrentSelectedArea])
            return
        
        if (CMath.pointInsidePolygon(CMouse().getX(), CMouse().getY(), self.AREA1_POLYGON)):
            CGame().addChild(self.mDoor)
            if (CMouse().release()):
                x = CMouse().getX() - self.mPlayer.getX()

                self.mPlayer.mDestX = 600
                if x < 0:
                    self.mPlayer.setImage(self.mPlayer.mFrameImage[3])
                    self.mPlayer.mAnim.init(6, 5, True, 3)
                    self.mPlayer.mLastSense = 0
                else:
                    self.mPlayer.setImage(self.mPlayer.mFrameImage[0])
                    self.mPlayer.mAnim.init(3, 5, True, 0)
                    self.mPlayer.mLastSense = 1

                self.mGo = self.mCurrentSelectedArea
                
        else:
            CGame().removeChild(self.mDoor)
        
        if self.mGo is not None:
            x = self.mPlayer.getX()
            if (x > 400) and (x < 600):
                if self.mGo == 0:
                    a1g1 = CArea1Game1()
                    CGame().setState(a1g1)
                

    def setPartida(self, aPartida):
        self.mPartida = aPartida
        #TODO: remove from here?
        par = CGame().getPartida(self.mPartida)
        character = par.getCharacter()
        print 'get character of CGAME', character, self.mPartida
        self.mPlayer = CBoyHall(character)
        CGame().addChild(self.mPlayer)
        #TODO no solo area 1
        a1 = par.getArea(1)
        for i in range(6):
            s = CSprite()
            if a1[i] == 0:
                s.setImage(self.mStar1)
            else:
                s.setImage(self.mStar2)
            s.setXY(730, 40)
            self.mAreaStates.append(s)
        CGame().addChild(self.mAreaStates[self.mCurrentSelectedArea])
        
    def destroy(self):
        #CGame().removeChild(self.mText)
        #self.mText = None
        CGameState.destroy(self)
        CGame().removeChild(self.mButtonBack)
        self.mButtonBack = None
        CGame().removeChild(self.mDoor)
        #self.mDoor.destroy()
        self.mDoor = None
        CGame().removeChild(self.mLeftArrow)
        self.mLeftArrow.destroy()
        self.mLeftArrow = None
        CGame().removeChild(self.mRightArrow)
        self.mRightArrow.destroy()
        self.mRightArrow = None
        CGame().removeChild(self.mPlayer)
        self.mPlayer.destroy()
        self.mPlayer = None

        for e in self.mAreaStates:
            CGame().removeChild(e)
        self.mStar1 = None
        self.mStar2 = None
        self.mBackground = None
        
    def doEvents(self, aEvent):
        print aEvent.type