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# -*- coding: utf-8 -*-
import MenuState
from MenuState import *
import api.GameState
from api.GameState import CGameState
import api.MultiLabel
from api.MultiLabel import CMultiLabel
import api.Game
from api.Game import CGame
import api.Button
from api.Button import CButton
import api.Image as CImage
import api.Sprite
from api.Sprite import CSprite
import api.Image as Image
from api.Mouse import *
import api.Math as CMath
import Area1Game1
from Area1Game1 import *
import BoyHall
from BoyHall import *
import pygame
class CHallState(CGameState):
mBackground = None
mBackgroundList = []
mInstructions = None
#mX = 10
mButtonBack = None
mCurrentSelectedArea = 0
mArea1 = None
#mFrameDoor0101 = []
AREA1_POLYGON = [(424,90), (764,90), (764, 700), (424,700)]
mPlayer = None
mtext = None
def init(self):
CGameState.init(self)
#self.mInstructions = CMultiLabel()
#CGame().addChild(self.mInstructions)
#print self.mX
self.mCurrentSelectedArea = 0
self.mButtonBack = CButton()
self.mButtonBack.set_bgColor((0x99, 0x99, 0x66))
self.mButtonBack.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 20)
self.mButtonBack.set_center((100, 100))
self.mButtonBack.set_size((200, 40))
self.mButtonBack.set_text("Volver") #_('BACK Credits')
CGame().addChild(self.mButtonBack)
self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-1.png', False))
self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-2.png', False))
self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-3.png', False))
self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-4.png', False))
self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-5.png', False))
self.mBackgroundList.append(CImage.loadImage('assets/images/hall/A1-Pasillo-6.png', 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.mDoorIs = False
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)
self.mPlayer = CBoyHall()
CGame().addChild(self.mPlayer)
def update(self):
#print "menu update"
CGameState.update(self)
if self.mButtonBack.clicked():
print "clicked back......"
ms = MenuState.CMenuState()
CGame().setState(ms)
return
elif self.mLeftArrow.clicked():
print 'previous game'
self.mCurrentSelectedArea = self.mCurrentSelectedArea - 1
if self.mCurrentSelectedArea < 0:
self.mCurrentSelectedArea = 0
else:
CGame().setBackground(self.mBackgroundList[self.mCurrentSelectedArea])
self.mPlayer.mDestX = 1000
self.mPlayer.setXY(1400, 500)
elif self.mRightArrow.clicked():
print 'next game'
self.mCurrentSelectedArea = self.mCurrentSelectedArea + 1
if self.mCurrentSelectedArea > 5:
self.mCurrentSelectedArea = 5
else:
CGame().setBackground(self.mBackgroundList[self.mCurrentSelectedArea])
self.mPlayer.mDestX = 200
self.mPlayer.setXY(-200, 500)
elif (CMath.pointInsidePolygon(CMouse().getX(), CMouse().getY(), self.AREA1_POLYGON)):
if not(self.mDoorIs):
CGame().addChild(self.mDoor)
self.mDoorIs = True
if (CMouse().release()):
if self.mCurrentSelectedArea == 0:
a1g1 = CArea1Game1()
CGame().setState(a1g1)
else:
if self.mDoorIs:
CGame().removeChild(self.mDoor)
self.mDoorIs = False
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
self.mBackground = None
def doEvents(self, aEvent):
print aEvent.type
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