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path: root/src/game/SelectAreaState.py
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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