Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/src/game/HallState.py
blob: f2d9dec16c8a79661f6dfa1bc1e290179e3b790f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
# -*- coding: utf-8 -*-

import pygame
import SelectAreaState
from api.GameState import CGameState
from api.Game import CGame
import api.Image as CImage
from api.Sprite 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
from Area1Game3 import CArea1Game3
from Area1Game4 import CArea1Game4
from Area1Game5 import CArea1Game5
from Area1Game6 import CArea1Game6

DOOR_LEFT = 430
DOOR_RIGHT = 750
MIDDLE = 590


class CHallState(CGameState):
 
    def init(self):
        CGameState.init(self)
        
        self.mBackground = None
        self.mBackgroundList = []
        self.mInstructions = None
        self.mButtonBack = None
        self.mBsetted = False
        self.mNsetted = True
        
        self.mBLsetted = False
        self.mSLsetted = True
        self.mBRsetted = False
        self.mSRsetted = True
        
        self.mPlayer = None    
        self.mtext = None
        self.mGo = None
    
        self.AREA1_POLYGON = [(424,90), (764,90), (764, 700), (424,700)]

        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(1170, 30)
        self.mButtonBack.setRegistrationPointOffset(22, 22)
        self.mButtonBack.setImage(self.mBackImageN)
        CGame().addChild(self.mButtonBack)
        
        for i in range(1, 7):
            path = 'assets/images/hall/A1-Pasillo-' + str(i) + '.jpg'
            img = CImage.loadImage(path, False)
            self.mBackgroundList.append(img)
       
        self.mDoor = CSprite(400, 50)
        self.mFrameImageDoor = Image.loadImage('assets/images/hall/highlight_door.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.mSmallLeftArrow = Image.loadImage('assets/images/hall/left_small.png')
        self.mBigLeftArrow = Image.loadImage('assets/images/hall/left_big.png')
        self.mSmallRightArrow = pygame.transform.flip(self.mSmallLeftArrow, True, False)
        self.mBigRightArrow = pygame.transform.flip(self.mBigLeftArrow, True, False)
        
        self.mLeftArrow = CSprite(75, 422)
        self.mLeftArrow.setRegistrationPointOffset(55, 23)
        self.mLeftArrow.setImage(self.mSmallLeftArrow)
        CGame().addChild(self.mLeftArrow)
        
        self.mRightArrow = CSprite(1125, 422)
        self.mRightArrow.setRegistrationPointOffset(55, 23)
        self.mRightArrow.setImage(self.mSmallRightArrow)
        CGame().addChild(self.mRightArrow)

        number = CGame().getCurrentPartida()
        #TODO: remove from here?
        par = CGame().getPartida(number)
        character = par.getCharacter()
        
        self.mPlayer = CBoyHall(character)
        CGame().addChild(self.mPlayer, 1)
        #TODO no solo area 1
        a1 = par.getArea(1)
        for i in range(6):
            s = CSprite(730, 40)
            if a1[i] == 0:
                s.setImage(self.mStar1)
            else:
                s.setImage(self.mStar2)
            self.mAreaStates.append(s)
        
        
    def setCurrentGame(self, n):
        self.mCurrentSelectedArea = n
        CGame().setBackground(self.mBackgroundList[self.mCurrentSelectedArea])
        CGame().addChild(self.mAreaStates[self.mCurrentSelectedArea])
        
    def update(self):
        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.mLeftArrow.mouseOver():
            if not(self.mBLsetted):
                self.mBLsetted = True
                self.mSLsetted = False
                self.mLeftArrow.setRegistrationPointOffset(65, 27)
                self.mLeftArrow.setImage(self.mBigLeftArrow)
        else:
            if not(self.mSLsetted):
                self.mBLsetted = False
                self.mSLsetted = True
                self.mLeftArrow.setRegistrationPointOffset(55, 23)
                self.mLeftArrow.setImage(self.mSmallLeftArrow)

        if self.mRightArrow.mouseOver():
            if not(self.mBRsetted):
                self.mBRsetted = True
                self.mSRsetted = False
                self.mRightArrow.setRegistrationPointOffset(65, 27)
                self.mRightArrow.setImage(self.mBigRightArrow)
        else:
            if not(self.mSRsetted):
                self.mBRsetted = False
                self.mSRsetted = True
                self.mRightArrow.setRegistrationPointOffset(55, 23)
                self.mRightArrow.setImage(self.mSmallRightArrow)
       
        if self.mButtonBack.clicked():
            cs = SelectAreaState.CSelectAreaState()
            CGame().setState(cs)
            return
        
        elif self.mLeftArrow.clicked():
            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():
            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 = MIDDLE
                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 > DOOR_LEFT) and (x < DOOR_RIGHT):
                if self.mGo == 0:
                    area = CArea1Game1()
                    CGame().setState(area)
                elif self.mGo == 1:
                    self.mGo = None
                elif self.mGo == 2:
                    area = CArea1Game3()
                    CGame().setState(area)
                elif self.mGo == 3:
                    area = CArea1Game4()
                    CGame().setState(area)
                elif self.mGo == 4:
                    area = CArea1Game5()
                    CGame().setState(area)
                elif self.mGo == 5:
                    area = CArea1Game6()
                    CGame().setState(area)

        
    def destroy(self):
        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