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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 HallState
from HallState import *
from assets.data import selectArea_data
import pygame
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.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")
CGame().addChild(self.mButtonBack)
self.mBackground = CImage.loadImage('assets/images/selectArea/background.png', False)
CGame().setBackground(self.mBackground)
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
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)
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)
pass
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)
pass
else:
if self.mArea3Is:
CGame().removeChild(self.mArea3)
CGame().removeChild(self.mLabelA3)
self.mArea3Is = False
def destroy(self):
print 'A1G1 destroy'
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
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