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


import pygame
import MenuState
from api.GameState import CGameState
from api.MultiLabel import CMultiLabel
from api.Game import CGame
from api.Sprite2 import CSprite
import api.Image as Image
from api.Mouse import CMouse
import api.Math as CMath
from HallState import CHallState

from assets.data import selectArea_data



class CSelectAreaState(CGameState):

    mBackground = None    
    mInstructions = None
    #mX = 10
    mButtonBack = None
    
    #mCurrentSelectedArea = 0
    
    mArea1 = None
    mArea2 = None
    mArea3 = None
    
    mFrameImageArea1 = None
    mFrameImageArea2 = None
    mFrameImageArea3 = None
    
    AREA1_POLYGON = [(70, 233), (344, 208), (505, 246), (505, 400), (212, 536), (70, 440)]
    AREA2_POLYGON = [(558, 379), (1113, 665), (342, 834), (124, 579)]
    AREA3_POLYGON = [(838, 155), (1034, 143), (1150, 240), (1133, 397), (927, 436), (749, 372), (746, 222)]
    
        
    def init(self):
        CGameState.init(self)
        
        self.mBackground = Image.loadImage('assets/images/selectArea/background.jpg', False)
        CGame().setBackground(self.mBackground)
        
        self.mPartida = None
        
        self.mBsetted = False
        self.mNsetted = True
                
        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.mAreas_list = []
        for a in selectArea_data.AREAS:
            self.mAreas_list.append(unicode(a, 'UTF-8'))

        #escuela
        self.mArea1 = CSprite()
        self.mArea1.setXY(55, 193)
        self.mFrameImageArea1 = Image.loadImage('assets/images/selectArea/M-resaltado-A1.png', True)
        self.mArea1.setImage(self.mFrameImageArea1)
        self.mArea1Is = False
        
        self.mLabelA1 = CMultiLabel()
        self.mLabelA1.bgColor = (255, 125, 50)
        self.mLabelA1.fgColor = (0xFF, 0xFF, 0xFF)
        self.mLabelA1.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 28)
        self.mLabelA1.set_center((300, 320))
        self.mLabelA1.set_size((320, 80))
        self.mLabelA1.set_text(self.mAreas_list[0])
        
        #patio
        self.mArea2 = CSprite()
        self.mArea2.setXY(110, 380)
        self.mFrameImageArea2 = Image.loadImage('assets/images/selectArea/M-resaltado-A2.png', True)
        self.mArea2.setImage(self.mFrameImageArea2)
        self.mArea2Is = False
        
        self.mLabelA2 = CMultiLabel()
        self.mLabelA2.bgColor = (255, 125, 50)
        self.mLabelA2.fgColor = (0xFF, 0xFF, 0xFF)
        self.mLabelA2.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 28)
        self.mLabelA2.set_center((600, 600))
        self.mLabelA2.set_size((350, 80))
        self.mLabelA2.set_text(self.mAreas_list[1])
        
        #casa
        self.mArea3 = CSprite()
        self.mArea3.setXY(705, 105)
        self.mFrameImageArea3 = Image.loadImage('assets/images/selectArea/M-resaltado-A3.png', True)
        self.mArea3.setImage(self.mFrameImageArea3)
        self.mArea3Is = False
        
        self.mLabelA3 = CMultiLabel()
        self.mLabelA3.bgColor = (255, 125, 50)
        self.mLabelA3.fgColor = (0xFF, 0xFF, 0xFF)
        self.mLabelA3.font = pygame.font.Font('assets/fonts/DejaVuSans.ttf', 28)
        self.mLabelA3.set_center((950, 300))
        self.mLabelA3.set_size((280, 80))
        self.mLabelA3.set_text(self.mAreas_list[2])


    def update(self):
        #print "menu update"
        CGameState.update(self)
       
        if self.mButtonBack.clicked():
            print "clicked back......"
            ms = MenuState.CMenuState()
            CGame().setState(ms)
            return
        
        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():
            ms = MenuState.CMenuState()
            CGame().setState(ms)
            return
        
        x = CMouse().getX()
        y = CMouse().getY()

        if (CMath.pointInsidePolygon(x,y,self.AREA1_POLYGON)):
            if not(self.mArea1Is):
                CGame().addChild(self.mArea1)
                CGame().addChild(self.mLabelA1)
                self.mArea1Is = True
            if (CMouse().release()):
                hs = CHallState()
                CGame().setState(hs)
                hs.setPartida(self.mPartida)
                return
        else:
            if self.mArea1Is:
                CGame().removeChild(self.mArea1)
                CGame().removeChild(self.mLabelA1)
                self.mArea1Is = False

        if (CMath.pointInsidePolygon(x,y,self.AREA2_POLYGON)):
            if not(self.mArea2Is):
                CGame().addChild(self.mArea2)
                CGame().addChild(self.mLabelA2)
                self.mArea2Is = True
            if (CMouse().release()):
                #hs = CHallState()
                #CGame().setState(hs)
                return
        else:
            if self.mArea2Is:
                CGame().removeChild(self.mArea2)
                CGame().removeChild(self.mLabelA2)
                self.mArea2Is = False

        if (CMath.pointInsidePolygon(x,y,self.AREA3_POLYGON)):
            if not(self.mArea3Is):
                CGame().addChild(self.mArea3)
                CGame().addChild(self.mLabelA3)
                self.mArea3Is = True
            if (CMouse().release()):
                #hs = CHallState()
                #CGame().setState(hs)
                return
        else:
            if self.mArea3Is:
                CGame().removeChild(self.mArea3)
                CGame().removeChild(self.mLabelA3)
                self.mArea3Is = False

    def setPartida(self, aPartida):
        self.mPartida = aPartida

    def destroy(self):
        print 'select area state destroy'
        CGame().removeChild(self.mButtonBack )
        self.mButtonBack = None
        
        CGameState.destroy(self)
        CGame().removeChild(self.mButtonBack)
        self.mButtonBack = None
        CGame().removeChild(self.mArea1)
        CGame().removeChild(self.mLabelA1)
        self.mArea1.destroy()
        self.mArea1 = None
        self.mFrameImageArea1 = None
        CGame().removeChild(self.mArea2)
        CGame().removeChild(self.mLabelA2)
        self.mArea2.destroy()
        self.mArea2 = None
        self.mFrameImageArea2 = None
        CGame().removeChild(self.mArea3)
        CGame().removeChild(self.mLabelA3)
        self.mArea3.destroy()
        self.mArea3 = None
        self.mFrameImageArea3 = None
        self.mBackground = None
        
    def doEvents(self, aEvent):
        print aEvent.type