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path: root/eduGames.py
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import pygame, sys, os
from pygame.locals import *
import pygame.font

#MOVEMENT TYPES
LINEAR = 0

def readDataFile(dataFile):
    dict = {}
    file = open(dataFile, "r")
    fileText = file.read()
    lines = fileText.splitlines()
    for line in lines:
        if not line.startswith("#"):
            key_value = line.split("=")
            key = key_value[0].strip()
            value = key_value[1].strip()
            if not value.startswith("\""):
                if value.startswith("("):
                    values = value[1:-1]
                    valuesArray = values.split(",")
                    val = []
                    for v in valuesArray:
                        val.append(int(v))                    
                    dict[key] = tuple(val)                    
                else:
                    value = int(value)
                    dict[key] = value
            else:               
                dict[key] = value[1:-1]
    file.close()
    return dict

#Controls
class Control(object):
    def __init__(self, game, x = 0, y = 0, width = 0, height = 0, soundFilePath = 0, layer = 0):
        self.__x = x
        self.__y = y
        self.__width = width
        self.__height = height
        self.soundFilePath = soundFilePath
        self.type = "soundButton"
        self.__layer = layer        
        self.game = game        
        self.__trajectoryGenerator = None        
        self.__oldX = x
        self.__oldY = y      
        self.__oldWidth = width
        self.__oldHeight = height 
        self.__visible = True
        self.__isBeingDragged = False
        self.isOrphan = True #Don't play with this property. Only uiMgr should use it.        
        self.__rect = Rect(self.__x, self.__y, self.__width, self.__height)        
        self.__oldRect = Rect(self.__x, self.__y, self.__width, self.__height)        
        self.name = ""
        self.persistent = False #A persistent object can only be removed from the UIMgr by means of explicit removal
        self.__fakeMouse = None #used for demos               
        
        #used in drag and drop
        self.__deltaX = 0
        self.__deltaY = 0        
        self.__clickable = True
            
    def setDemoMode(self, fakeMouse):
        self.__fakeMouse = fakeMouse
                
    def setLayer(self, value):
        self.__layer = value
        if not self.isOrphan:
            self.game.getUiMgr().removeControl(self)        
            self.game.getUiMgr().addControl(self)
        
    def getLayer(self):
        return self.__layer        
        
    def isClickable(self):
        return self.__clickable
    
    def setAsClickable(self):
        self.__clickable = True
        
    def setAsUnclickable(self):
        self.__clickable = False
                           
    def collidesWithMousePosition(self, mouseX, mouseY):
        return self.__rect.collidepoint(mouseX,mouseY)
    
    def setX(self, newX):
        self.__oldX = self.__x
        self.__x = newX
#        self.__updateRect()
        self.markChanges()
        
    def setY(self, newY):
        self.__oldY = self.__y
        self.__y = newY
        self.__updateRect()
        self.markChanges()
        
    def getX(self):
        return self.__x
    
    def getY(self):
        return self.__y    
    
    def getWidth(self):
        return self.__width

    def getHeight(self):
        return self.__height
    
    def setWidth(self, newWidth): #use prudently
        self.__oldWidth = self.__width
        self.__width = newWidth
        self.__updateRect()
        self.markChanges()
        
    def setHeight(self, newHeight): #use with care
        self.__oldHeight = self.__height
        self.__height = newHeight
        self.__updateRect()
        self.markChanges()
        
    def __updateRect(self):
        if self.__rect.x == self.__x and self.__rect.y == self.__y and self.__rect.width == self.__width and self.__rect.height == self.__height: return
        self.__oldRect.x = self.__oldX
        self.__oldRect.y = self.__oldY        
        self.__oldRect.width = self.__oldWidth
        self.__oldRect.height = self.__oldHeight
        self.__rect.x = self.__x
        self.__rect.y = self.__y
#        self.__rect.width = self.__width
        self.__rect.width = self.getWidth() #This must be so because of ImageControls.
        self.__rect.height = self.getHeight()
#        self.__rect.height = self.__height        
    
    def getRect(self):
        return Rect(self.__x, self.__y, self.__width, self.__height)
#        return self.__rect
            
    def startMovement(self, destination, speed, type=LINEAR):
        self.__trajectoryGenerator = linearTrajectory((self.__x, self.__y), destination, speed)
        
    def move(self):
        if not self.__trajectoryGenerator is None:
            try:                
#                (self.__oldX, self.__oldY) = (self.__x, self.__y)
                (newX, newY) = self.__trajectoryGenerator.next()
                self.setX(newX)
                self.setY(newY)
#                self.game.addDirtyRectangle(self.getRect())
            except StopIteration:
                self.__trajectoryGenerator = None 
            finally:
                self.markChanges()
                
    def markChanges(self):
        self.game.addDirtyRectangle(self.__oldRect)
        self.game.addDirtyRectangle(self.__rect)
        self.game.setScreenAsChanged()        
        
    def isMoving(self):
        return not (self.__trajectoryGenerator is None)    
    
    def show(self, surface):
        pass
    
    def makeVisible(self):
        if self.isOrphan or self.__visible: return #prevents exceptions.        
        self.game.getUiMgr().makeControlVisible(self)
        self.__visible = True #WARNING
    
    def makeInvisible(self):  
        if self.isOrphan or not self.__visible: return      
        self.game.getUiMgr().makeControlInvisible(self)
        self.__visible = False #WARNING        
        
    def update(self):
        '''This is called once after updateState. It commits updates to the state in a given main loop iteration'''
        self.move()       
        self.__drag()
        
    def __getMousePos(self):
        if self.__fakeMouse is None:
            return pygame.mouse.get_pos()
        else:
            return (self.__fakeMouse.getX(), self.__fakeMouse.getY())
        
    def __drag(self):
        if self.__isBeingDragged:
#            mouse_pos = pygame.mouse.get_pos()
            mouse_pos = self.__getMousePos()
            self.setX(mouse_pos[0] + self.__deltaX)
            self.setY(mouse_pos[1] + self.__deltaY)
        
    def drag(self):
#        mouse_pos = pygame.mouse.get_pos()
        mouse_pos = self.__getMousePos()
        self.__deltaX = self.getX() - mouse_pos[0]
        self.__deltaY = self.getY() - mouse_pos[1]
        self.__isBeingDragged = True
        
    def drop(self):       
        self.__isBeingDragged = False
        
    def isBeingDragged(self):
        return self.__isBeingDragged == True    
    
    def isVisible(self):
        return self.__visible == True
                     
class ImageControl(Control):

    def __init__(self, game, x, y, imageFilePath, soundFilePath = "", imageDivisions = 1):        
        if imageDivisions == 1:
            self.image = Image(imageFilePath)
            self.imageType = "single"
        else:
            self.image = ImageStrip(imageFilePath, imageDivisions)
            self.imageType = "strip"
        Control.__init__(self, game, x, y, self.image.getWidth(),
                         self.image.getHeight(), soundFilePath)
        self.__scalingGenerator = None
        self.name = imageFilePath        
    
    def setAlpha(self, alpha):
        self.image.setAlpha(alpha)
        self.game.addDirtyRectangle(self.getRect())
        self.game.setScreenAsChanged()     
           
    def show(self, surface):
        myRect = self.getRect()
        portion = self.game.getUnionOfIntersectionsWithDirtyRects(myRect)
        if portion is None:
            return
        else:
            x = portion.x
            y = portion.y                    
            portion.x = portion.x - myRect.x
            portion.y = portion.y - myRect.y                
            self.image.show(surface, (x, y), portion)
        
    def setImageDivisionIndex(self, index):
        if self.imageType == "single":
            raise "Not supported. The control holds a common image, not a strip."
        else:
            curDivInd = self.image.getDivisionIndex()
            if curDivInd != index:
                self.image.setDivisionIndex(index)
                self.markChanges()
                        
    def getImageDivisionIndex(self):
        if self.imageType == "single":
            raise "Not supported. The control holds a common image, not a strip."
        else:
            return self.image.getDivisionIndex()
           
    def increaseDivisionIndex(self, increment):
        if self.imageType == "single":
            raise "Not supported. The control holds a common image, not a strip."
        else:
            self.image.increaseDivisionIndex(increment)
            self.game.addDirtyRectangle(self.getRect())
            self.game.setScreenAsChanged()
            
    def setColorKey(self, colorKey):
        self.image.setColorKey(colorKey)        
        self.game.addDirtyRectangle(self.getRect())
        self.game.setScreenAsChanged()       
        
    def startScaling(self, width, height, speed):
        self.__scalingGenerator = linearTrajectory((self.getWidth(), self.getHeight()), (width, height), speed)
        
    def update(self):
        Control.update(self)
        if not self.game.isPaused:
            self.scale()
        
    def isBeingScaled(self):
        return not self.__scalingGenerator is None
    
    def scale(self):            
        if not self.__scalingGenerator is None:
            try:                        
                oldRect = self.getRect()    
                (newWidth, newHeight) = self.__scalingGenerator.next()
                self.image.scale((newWidth, newHeight))
                self.setWidth(newWidth)
                self.setHeight(newHeight)
                self.game.addDirtyRectangle(oldRect)
            except StopIteration:
                self.__scalingGenerator = None 
            finally:
                self.markChanges()
            
class SingleColorControl(Control):
    def __init__(self, game, x, y, width, height, color=0, layer = 0):
        Control.__init__(self, game, x, y, width, height, "", layer)
        #self.layer = layer       
        self.color = color
        
    def setColor(self, color):
        self.color = color
        
#    def show(self, surface):
#        myRect = self.getRect()
#        dirtyRect = self.game.getDirtyRect()
#        if dirtyRect.colliderect(myRect):
#            portion = myRect.clip(dirtyRect)
#            if portion.width == 0:
#                return
#            else:                
#                surface.fill(self.color, portion)                
                
    def show(self, surface):
        myRect = self.getRect()
        portion = self.game.getUnionOfIntersectionsWithDirtyRects(myRect)
        if portion is None:
            return
        else:
            surface.fill(self.color, portion)
            
class SingleColorControlWithBorder(SingleColorControl):
    def __init__(self, game, x, y, width, height, color=0, layer=0):
        SingleColorControl.__init__(self, game, x, y, width, height, color, layer)
        self.__borderWidth = 1
        self.__borderColor = (0,0,0)
        
    def setBorderWidth(self, newWidth):
        self.__borderWidth = newWidth
        
    def setBorderColor(self, newColor):
        self.__borderColor = newColor
                
    def show(self, surface):
        dirtyRect = self.game.getDirtyRect()
        if dirtyRect.colliderect(self.getRect()):
            SingleColorControl.show(self, surface)
            pygame.draw.rect(surface, self.__borderColor, self.getRect(), self.__borderWidth)
            
        
class Label(Control):
    
    def __init__(self, game, x, y, width, height, font, text, layer = 0):        
        Control.__init__(self, game, x, y, width, height, "", layer)
        self.font = font
        self.text = text
        self.color = (255,255,255, 255)
        self.background = (0,0,0,0)
        
    def acquireRenderedSize(self):
        data = self.font.render(self.text, True, self.color)
        dataWidth = data.get_width()
        dataHeight = data.get_height()
        if dataWidth > self.getWidth() or dataHeight > self.getHeight():  
            self.setWidth(data.get_width())
            self.setHeight(data.get_height())        
        
    def show(self, surface):        
        if self.background is None:
            data = self.font.render(self.text, True, self.color)
        else:
            data = self.font.render(self.text, True, self.color, self.background)            
        dataWidth = data.get_width()
        dataHeight = data.get_height()
        if dataWidth > self.getWidth() or dataHeight > self.getHeight():  
            self.setWidth(data.get_width())
            self.setHeight(data.get_height())
        dirtyRect = self.game.getDirtyRect()
        if dirtyRect.colliderect(self.getRect()):      
            surface.blit(data, self.getRect())            
        
    def isClickable(self):
        return False
               
                        
class UIManager(object):   
    
    def __init__(self, maxLayerLevel = 10):
        self.controls = []        
        self.invisibleControls = []
        self.maxLayerLevel = maxLayerLevel
        self.controlsWithMaxLayerLevel = 0
        self.draggingControl = None
        
        #only to be modified at the beginning      
        self.controlsLeftMargin = 0
        self.controlsTopMargin = 0
        
    def dragControl(self, control):
        #If a control is already dragging, that control must be released before calling this method.
        #This method should be called inside the on_mouse_down handler.
        if self.draggingControl is None:        
            self.draggingControl = control
            control.drag()
            
    def dropDraggingControl(self):
        #This method should be called inside the on_mouse_button_up method.
        if not self.draggingControl is None:
            self.draggingControl.drop()
            self.draggingControl = None
            
    def shiftLayers(self, n):
        for c in self.controls:
            c.isOrphan = True
            c.setLayer(c.getLayer() + n)
            c.isOrphan = False
        for c in self.invisibleControls:
            c.isOrphan = True
            c.setLayer(c.getLayer() + n)
            c.isOrphan = False
        if n > 0:
            self.maxLayerLevel += n
        elif n < 0:
            self.maxLayerLevel -= n
        
    def deleteGameControls(self, game):
        self.invisibleControls = [c for c in self.invisibleControls if not c.game is game or c.persistent]
        self.controls = [c for c in self.controls if not c.game is game or c.persistent]
        screen = game.getScreen()
        rect = Rect(0, 0, screen.get_width(), screen.get_height())
        game.addDirtyRectangle(rect)
    
    def addControl(self, control):
        self.__addControlInternal(control)
        if control.isOrphan:
            control.setX(control.getX() + self.controlsLeftMargin)
            control.setY(control.getY() + self.controlsTopMargin)
        control.isOrphan = False        
        
    def __addControlInternal(self, control):
        layer = control.getLayer()
        if layer > self.maxLayerLevel:
            self.maxLayerLevel = layer     
        if len(self.controls) == 0 or layer == self.maxLayerLevel:
            self.controls.append(control)
        else:
            index = 0
            added = False
            for c in self.controls:
                if c.getLayer() >= layer: 
                    self.controls.insert(index, control)
                    added = True
                    break             
                index = index + 1
            if not added:
                self.controls.append(control)
        control.game.addDirtyRectangle(control.getRect())
        control.game.setScreenAsChanged()
        
    def removeControl(self, control):
        self.__removeControlInternal(control)        
        control.isOrphan = True #it is assumed that only one uiMgr is used in the game.
        control.setX(control.getX() - self.controlsLeftMargin)           
        control.setY(control.getY() - self.controlsTopMargin)
        
    def __removeControlInternal(self, control):
        if control.isVisible():
            self.controls.remove(control)
        else:
            self.invisibleControls.remove(control)              
        control.markChanges()
#        control.game.addDirtyRectangle(control.getRect())
#        control.game.setScreenAsChanged()                
       
    #More efficient
    def getAffectedControl(self):
        #print self.controls        
        xMouse = pygame.mouse.get_pos()[0]
        yMouse = pygame.mouse.get_pos()[1]        
        for control in self.controls:
            if control.isClickable():           
                if control.collidesWithMousePosition(xMouse, yMouse):
                    return control            
    def reset(self):
        """Clears the screen of all controls. Warning: the background will be removed to. Better use Game.cleanScreen()"""
        for control in self.controls:
            control.game.addDirtyRectangle(control.getRect())
            control.game.setScreenAsChanged()            
        self.controls = []        
        #TODO: take "persistent" into account (good for backgrounds, mouse pointers...)
                    
    def updateControls(self):
        #Committs changes
        for control in self.controls:
            control.update()            
   
    def drawControls(self, screen):  
       for control in reversed(self.controls):
            control.show(screen)
                                  
    def removeControls(self, type):        
        for control in self.controls:
            if control.type == type:
                control.game.addDirtyRectangle(control.getRect())
                control.game.setScreenAsChanged()
#                control.markChanges()                
        self.controls = [c for c in self.controls if c.type != type]
        
    def makeControlInvisible(self, control):
        self.__removeControlInternal(control)
        self.invisibleControls.append(control)
        
    def makeControlVisible(self, control):
        self.invisibleControls.remove(control)
        self.__addControlInternal(control)
        
def linearTrajectory(start, stop, speed):
    #speed: pixels per frame
    currentX = int(round(start[0]))
    currentY = int(round(start[1]))
    targetX = int(round(stop[0]))
    targetY = int(round(stop[1]))    
       
    distX = targetX - currentX    
    distY = targetY - currentY
    dist = pow(pow(distX,2) + pow(distY,2),0.5)
    steps = dist/speed
    if steps != 0:
        xIncrement = distX/steps
        yIncrement = distY/steps
    else:
        currentX = targetX
        currentY = targetY
        yield (currentX, currentY)  
                           
    while(currentX != targetX or currentY != targetY):        
        if abs(targetX - currentX) <= abs(xIncrement):
            currentX = targetX            
        else:
            currentX = round(currentX + xIncrement)            
            
        if abs(targetY - currentY) <= abs(yIncrement):
            currentY = targetY
        else:
            currentY = round(currentY + yIncrement)
            
        distX = targetX - currentX    
        distY = targetY - currentY
        dist = pow(pow(distX,2) + pow(distY,2),0.5)
        steps = dist/speed
        if steps > 0:
            xIncrement = distX/steps
            yIncrement = distY/steps                        
        yield (currentX, currentY)                                                                                         
                
class ScreenMgr(object):
    def __init__(self):
        self.__screenChanged = True
        self.dirtyRect = None
        self.dirtyRectangles = []       
        
    def setScreenAsChanged(self):
        self.__screenChanged = True
        
    def screenHasChanged(self):
        return self.__screenChanged        
    
    def addDirtyRectangle(self, rect):
        if self.dirtyRect is None:
            self.dirtyRect = rect
        else:
            self.dirtyRect = self.dirtyRect.union(rect)
        self.dirtyRectangles.append(rect)
                        
    def updateScreen(self):
        #pygame.display.update(self.dirtyRect)
        pygame.display.update(self.dirtyRectangles)
        self.dirtyRect = None
        self.dirtyRectangles = []
        self.__screenChanged = False      
                
class Game(object):
    
    SETTINGS_FILE_NAME =  "settings.txt"    
    RESOURCES_DIR_NAME = "resources"
    DATA_FILE_PATH = "data.txt"
        
    def __init__(self, screenSurface, uiMgr, soundMgr, screenMgr, path):
        settingsFilePath = os.path.join(path, Game.SETTINGS_FILE_NAME)        
        self.resourcesDir = os.path.join(path, Game.RESOURCES_DIR_NAME)
        #IN THE XO, THIS VALUE MUST BE CHANGED BY GAMES.TXT
        self.dataFilePath = os.path.join(path, Game.DATA_FILE_PATH)        
        self.path = path
        self.settings = {}
        self.data = {}
        self.readSettings(settingsFilePath)        
        self.__screen = screenSurface
        self.__uiMgr = uiMgr
        self.__soundMgr = soundMgr
        self.__screenMgr = screenMgr      
        self.isPaused = False       
        
    def getUnionOfIntersectionsWithDirtyRects(self, rect):
        dirtyRects = self.__screenMgr.dirtyRectangles
        union = None        
        for dirtyRect in dirtyRects:
            if rect.colliderect(dirtyRect):
                intersection = rect.clip(dirtyRect)
                if union is None:
                    union = intersection
                else:
                    union = union.union(intersection)
        return union
                                      
    def readSettings(self, settingsFilePath):
        self.settings = readDataFile(settingsFilePath)
        
    def readDataFile(self, dataFile):
        self.data = readDataFile(dataFile)          
              
    def getScreen(self):
        return self.__screen

    def setScreenAsChanged(self):        
        self.__screenMgr.setScreenAsChanged()        
 
    def screenHasChanged(self):        
        return self.__screenMgr.screenHasChanged()

    def getScreen(self):
        return self.__screen

    def getUiMgr(self):
        return self.__uiMgr

    def getSoundMgr(self):
        return self.__soundMgr

    def getScreenMgr(self):
        return self.__screenMgr
                  
    def executeMainLoopIteration(self):
        self.updateState()        
#        self.getUiMgr().updateControls() #This is part of updating the state.
        self.__uiMgr.updateControls()
        self.updateScreen()            
        self.playSounds()
        
    def getDirtyRect(self):
        return self.__screenMgr.dirtyRect
           
    def playSounds(self):
        self.getSoundMgr().playSoundsInQueue()

    def updateState(self):
        pass

    def updateScreen(self):        
        if self.screenHasChanged():
            self.__uiMgr.drawControls(self.__screen)
            self.__screenMgr.updateScreen()
        
    def initializeGameData(self):
        pass

    def processEvents(self):
        #This doesn't distinguish what button has been pressed.
        if self.getSoundMgr().thereAreSoundsPlayingSynchronously():
            #pygame.mouse.set_cursor(*pygame.cursors.diamond)
            pass            
        else:
            #pygame.mouse.set_cursor(*pygame.cursors.arrow)
            for event in pygame.event.get():                
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit(0)
                control = self.getUiMgr().getAffectedControl()
                if event.type == MOUSEBUTTONUP:
                    if not control is None:
                        self.on_mouse_button_up(control)
                if event.type == MOUSEBUTTONDOWN:                                    
                    if not control is None:                        
                        self.on_mouse_button_down(control)
                if event.type == MOUSEMOTION:
                    if not control is None:
                        self.on_mouse_hover(control)
                if event.type == VIDEOEXPOSE or event.type == VIDEORESIZE:
                     self.addDirtyRectangle(Rect(0,0,self.getScreen().get_width(), self.getScreen().get_height()))
                        
    def on_quit(self):
        pygame.quit()
        sys.exit(0)

    def on_mouse_button_down(self, clickedControl):
        pass
    
    def on_mouse_button_up(self, clickedControl):
        pass
    
    def on_mouse_hover(self, clickedControl):
        pass
    
    def addDirtyRectangle(self, rect):
        self.__screenMgr.addDirtyRectangle(rect)
        
    def saveAsDone(self):
        self.data["finished"] = 1
        self.saveData()
    
    def isDone(self):
        return self.data["done"] == True   
    
    def saveData(self):
        try:
            file = open(self.dataFilePath, "w")
            text2Write = ""          
            for key in self.data.keys():
                text2Write = text2Write + str(key) + " = " + str(self.data[key]) + "\r\n"
            file.write(text2Write)
            file.close()
        except:
            pass
            

#Game class: the mother of all games.                    
class StandaloneGame(Game):    

    def __init__(self, fps = 25, screenWidth = 640, screenHeight = 480, gameTitle = ""):
        self.__screenWidth = screenWidth
        self.__screenHeight = screenHeight
        self.__gameTitle = gameTitle
        screen = self.initPyGame()        
        Game.__init__(self, screen, UIManager(), SoundMgr(), ScreenMgr(), os.curdir)        
        self.fps = fps        
        self.__clock = pygame.time.Clock()       
           
    def initPyGame(self):
        pygame.init()
        if os.name == "nt":
            self.__window = pygame.display.set_mode((self.__screenWidth, self.__screenHeight))
        else:
            self.__window = pygame.display.set_mode()            
        pygame.display.set_caption(self.__gameTitle)
        return pygame.display.get_surface()        
       
    def execute(self):
        self.initializeGameData()
        while True:
            ms = self.__clock.tick(self.fps)
#            ms = self.__clock.tick()
            self.processEvents()
            self.executeMainLoopIteration()    
#            if ms > 0:                    
#                print "FPS:" + str(1000/ms)         
                     
#Images

class Image(object):
    
    def __init__(self, path):
        self.path = path        
        self.data = None
        self.size = (0,0)
        self.__scaled = False
        self.__original = False
        #self.__alpha = 255
        
    def load(self):
        if self.data is None:            
            self.data = pygame.image.load(self.path)
            self.data.convert()
            self.size = self.data.get_size()          
                
    def getWidth(self):
        self.load()
        return self.size[0]
    
    def getHeight(self):
        self.load()
        return self.size[1]
    
    def show(self, surface, position, portion = None):        
        self.load()        
        if portion is None:
            surface.blit(self.data, position)
        else:
            surface.blit(self.data, position, portion)       
                    
    def setColorKey(self, colorKey):
        self.load()
        self.data.set_colorkey(colorKey)
        
    def setAlpha(self, alpha):
        self.load()
        self.data.set_alpha(alpha)
        
    def scale(self, (width, height)):
        #New versions of pygame may offer better alternatives, such as smooth scale
        self.load()
        if not self.__scaled:
            self.__original = self.data
            self.__scaled = True        
        if width == self.__original.get_size()[0] and height == self.__original.get_size()[1]:
            surface = self.__original
        else:                        
            surface = pygame.transform.scale(self.__original, (int(round(width)), int(round(height))))
        self.data = surface    
        self.size = (width, height)
                      
         
class ImageStrip(Image):

    def __init__(self, path, numberOfDivisions):
        Image.__init__(self, path)
        self.__numberOfDivisions = numberOfDivisions
        self.__divisionIndex = 0
        self.__scaled = False
        self.__original = None
        #TODO: raise error if width/numberOfDivisions is not an integer

    def getWidth(self):
        totalWidth = Image.getWidth(self)
        return totalWidth / self.__numberOfDivisions
    
    def setDivisionIndex(self, divisionIndex):
        self.__divisionIndex = divisionIndex
        #TODO: raise exception if invalid index
        
    def getDivisionIndex(self):
        return self.__divisionIndex
    
    def show(self, surface, position, portion = None):
        self.load()
        rectWidth = self.getWidth()
        rectX = self.__divisionIndex * rectWidth
        rectArea = Rect(rectX, 0, rectWidth, self.getHeight())        
        if not portion is None:
            portion.x += rectArea.x            
        else:
            portion = rectArea
        try:
#            surface.blit(self.data, position, rectArea)
            surface.blit(self.data, position, portion)
        except pygame.error:
            print position[0] + "," + position[1]

    def showAndMoveNext(self, surface, position):
        self.show(surface, position)
        self.setDivisionIndex(self.__divisionIndex + 1)

    def reset(self):
        self.setDivisionIndex(0)

    def next(self):
        self.setDivisionIndex(self.__divisionIndex + 1)
        #TODO: raise exception if EOF

        #TODO: next() method; making this class being capable of functioning like a list, with iterators.
        
    def increaseDivisionIndex(self, increment):
        self.setDivisionIndex(self.__divisionIndex + increment)
        
    def setColorKey(self, colorKey):
        self.load()
        self.data.set_colorkey(colorKey)
        
    def getNumberOfDivisions(self):
        return self.__numberOfDivisions
        
    def scale(self, (width, height)):
        #New versions of pygame may offer better alternatives, such as smooth scale
        self.load()
        width = self.__numberOfDivisions * width
        if not self.__scaled:
            self.__original = self.data
            self.__scaled = True        
        if width == self.__original.get_size()[0] and height == self.__original.get_size()[1]:
            surface = self.__original
        else:                        
            surface = pygame.transform.scale(self.__original, (int(round(width)), int(round(height))))
        self.data = surface    
        self.size = (width, height)

        
#Sound
class SoundPlayback(object):
    
    def __init__(self, sound, synchronous):
        self.sound = sound
        self.playSynchronously = synchronous
        self.channel = None
        self.playAlone = False        
        
    def play(self):
        self.channel = self.sound.play()
        
    def isPlaying(self):
        return self.channel.get_busy()
    
    def stop(self):
        self.sound.stop()
    
class SoundMgr(object):    
    
    def __init__(self):        
        self.loadedSounds = {}
        self.soundsPlayingSynchronously = []
        self.queue = []
        self.currentlyPlaying = None #used only for sounds of the playAlone type
        self.soundsPlayingThatMustBeStoppedInCaseAnotherOneArrives = []
        
    def clearSounds(self):
        self.loadedSounds = {}
        
    def thereAreSoundsPlaying(self):
        return pygame.mixer.get_busy()
                
    def addSoundForPlayback(self, soundFilePath, synchronous = False, playAlone = False, stopIfAnotherComes = False):
        self.stopSoundsThatMustBeStoppedInCaseAnotherOneArrives()
        sound = self.getSound(soundFilePath)
        soundPlayback = SoundPlayback(sound, synchronous)
        soundPlayback.playAlone = playAlone
        if stopIfAnotherComes:
            self.soundsPlayingThatMustBeStoppedInCaseAnotherOneArrives.append(soundPlayback)
        self.queue.append(soundPlayback)
        
    def stopSoundsThatMustBeStoppedInCaseAnotherOneArrives(self):
        for sound in self.soundsPlayingThatMustBeStoppedInCaseAnotherOneArrives:
            sound.stop()
        self.soundsPlayingThatMustBeStoppedInCaseAnotherOneArrives = []       
                  
    def playSoundsInQueue(self):   
        if not self.currentlyPlaying is None:            
            if not self.currentlyPlaying.isPlaying():                
                self.currentlyPlaying = None
            else:
                return                            
        while not len(self.queue) == 0:
            soundPlayback = self.queue.pop(0)
            if soundPlayback.playSynchronously:
                self.soundsPlayingSynchronously.append(soundPlayback)
            soundPlayback.play()
            if soundPlayback.playAlone:
                self.currentlyPlaying = soundPlayback
                return            
            
    def playSoundImmediately(self, soundFilePath):
        sound = self.getSound(soundFilePath)
        soundPlayback = SoundPlayback(sound, False)
        soundPlayback.play()              
                    
    def thereAreSoundsPlayingSynchronously(self):
        for soundPlayback in self.soundsPlayingSynchronously:
            if soundPlayback.isPlaying():
                return True
            else:
                self.soundsPlayingSynchronously.remove(soundPlayback)     
        
    def getSound(self, soundFilePath):
        """If the sound corresponding to soundFilePath is not loaded, loads the sound and stores it in a dictionary.
        Then returns it."""
        if self.loadedSounds.has_key(soundFilePath):            
            return self.loadedSounds[soundFilePath]
        else:
            sound = self.loadSound(soundFilePath)
            self.loadedSounds[soundFilePath] = sound            
            return sound

    def loadSound(self, soundFilePath):
        """Loads the sound info of a sound file into a Sound object, then returns the object.
        If the pygame mixer isn't woking, returns a dummy sound which does nothing when played."""
        if not pygame.mixer: return dummysound()    
        try:
            sound = pygame.mixer.Sound(soundFilePath)
            return sound
        except pygame.error:
            print 'Warning, unable to load,', soundFilePath
        return dummysound()

    def unloadSound(self, soundFilePath):
        del self.loadedSounds[soundFilePath]   
     
class dummysound(object):
    def play(self): pass
    
class ColorFilterControl(Control):
    def __init__(self, game, x, y, width, height, color, layer = 0, darknessFactor = 50):
        Control.__init__(self, game, x, y, width, height, "", layer)
        #self.layer = layer     
        self.filterSurface = pygame.Surface((width, height), 0, 32)
        self.filterSurface.fill(color)
        self.filterSurface.set_alpha(darknessFactor)
        self.__on = False
        
    def filterOn(self):
        if not self.__on:
            self.__on = True
            self.markChanges()
            return True            
        else:
            return False 
        
    def filterOff(self):
        if self.__on:
            self.__on = False       
            self.markChanges()
            return True
        else:
            return False  
       
    def show(self, surface):
        if self.__on:
            myRect = self.getRect()
            portion = self.game.getUnionOfIntersectionsWithDirtyRects(myRect)
            if portion is None:
                return
            else:
                x = portion.x
                y = portion.y                    
                portion.x = portion.x - myRect.x
                portion.y = portion.y - myRect.y                
                surface.blit(self.filterSurface, (x,y), portion)
                                                                 
    def isClickable(self):
        return False
         
class HighlightedControl(ImageControl):
    def __init__(self, game, x, y, imagePath, soundPath, divisions):
        ImageControl.__init__(self, game, x, y, imagePath, soundPath, divisions)
        self.color = (255,255,255)
        self.filterIntensity = 100
        self.filter = ColorFilterControl(game, x, y, self.getWidth(), self.getHeight(),
                                         self.color, 0, self.filterIntensity)
        
    def move(self):
        Control.move(self)        
        self.filter.move()        
        
    def filterOn(self):        
        if self.filter.filterOn():
            self.markChanges()            
        
    def filterOff(self):
        if self.filter.filterOff():
            self.markChanges()            
        
    def setX(self, newX):
        Control.setX(self, newX)
        self.filter.setX(newX)        
        
    def setY(self, newY):
        Control.setY(self, newY)
        self.filter.setY(newY)        
        
    def show(self, surface):        
        ImageControl.show(self, surface)
        self.filter.show(surface)        
                             
class AnimatedImageControl(ImageControl):
    
    def __init__(self, game, x, y, imageFilePath, imageDivisions):
        ImageControl.__init__(self, game, x, y, imageFilePath, "", imageDivisions)
        self.__counter = 0        
        self.framesBetweenUpdates = 0
        self.__frameCounter = 0
        self.pingpong = False
        self.__direction = 1
        
    def isPlaying(self):
        return self.__counter != 0
        
    def playAnimation(self, repetitions):
        if repetitions < 0: repetitions = -2
        self.__counter = repetitions + 1
        
    def stop(self):
        self.pause()
        self.setImageDivisionIndex(0)
        
    def pause(self):
        self.__counter = 0
        
    def getNumberOfFrames(self):
        return self.image.getNumberOfDivisions()
        
    def update(self):
        #TODO: correct main loop for child games
        #This will jump if imageDivisions < 2
        ImageControl.update(self)
        if self.__frameCounter == 0:      
            if self.__counter > 0 or self.__counter == -1:
                imageDivisionIndex = self.getImageDivisionIndex()
                numberOfDivisions = self.getNumberOfFrames()
                imageDivisionIndex = (imageDivisionIndex + self.__direction)%numberOfDivisions
                self.setImageDivisionIndex(imageDivisionIndex)
                if self.pingpong:
                    if imageDivisionIndex == 0 or imageDivisionIndex == (numberOfDivisions-1):
                        self.__direction = -self.__direction
                if self.__counter > -1 and imageDivisionIndex == numberOfDivisions - 1: #not accurate in ping pong mode.
                    self.__counter = self.__counter - 1                
        self.__frameCounter = (self.__frameCounter + 1)% (self.framesBetweenUpdates+1)
        
class MultipleFileAnimation(AnimatedImageControl):
    def __init__(self, game, x, y, dirPath):
        self.__index = 0
        self.__framesCollection = os.listdir(dirPath)
        if "Thumbs.db" in self.__framesCollection:              
            self.__framesCollection.remove("Thumbs.db")
        self.__framesCollection.sort() 
        self.__dirPath = dirPath
        firstFrame = os.path.join(dirPath, self.__framesCollection[0])       
        AnimatedImageControl.__init__(self, game, x, y, firstFrame, 1)
        
    def getNumberOfFrames(self):
        return len(self.__framesCollection)
    
    def setImageDivisionIndex(self, index):        
        self.__index = index        
        self.image.path = os.path.join(self.__dirPath, self.__framesCollection[index])
        self.image.data = None
        self.image.load()
        self.markChanges()
        
    def getImageDivisionIndex(self):
        return self.__index             
       
        
        
class ProgressBar(Control):
    def __init__(self, game, x, y, width, height, layer=0):
        Control.__init__(self, game, x, y, width, height, "", layer)
        self.maxValue = 100.0
        self.curValue = 0.0
        self.borderColor = (0,0,0)
#        self.emptyColor = (127,127,127)
        self.filledColor = (255,255,255)
        self.borderWidth = 1
        
    def setCurValue(self, value):        
        self.curValue = 0.0 + value        
        self.markChanges()
                
    def show(self, surface):
        fraction = self.curValue/self.maxValue        
        availableWidth = self.getWidth() - 2*self.borderWidth
        fillWidth = round(fraction * availableWidth)
#        surface.fill(self.emptyColor, Rect(self.getX(), self.getY(), self.getWidth(), self.getHeight()))
        fillRect = Rect(self.getX() + self.borderWidth, self.getY(), fillWidth, self.getHeight())
        surface.fill(self.filledColor, fillRect)
        pygame.draw.rect(surface, self.borderColor, self.getRect(), self.borderWidth)

class GrowsAndShrinksAnimatedControl(ImageControl):
    
    (RESTING, GROWING, SHRINKING) = (0,1,2)
    
    def __init__(self, game, x, y, imageFilePath, soundFilePath, imageDivisions):
        ImageControl.__init__(self, game, x, y, imageFilePath, soundFilePath, imageDivisions)
        self.state = GrowsAndShrinksAnimatedControl.RESTING
        self.__originalWidth = self.getWidth()
        self.__originalHeight = self.getHeight()
        self.loop = False        
        self.delay = 0
        
    def playAnimation(self):
        self.loop = True
        if not self.isBeingScaled():            
            self.state = GrowsAndShrinksAnimatedControl.GROWING
            self.startScaling(1.1*self.getWidth(), 1.1*self.getHeight(), 2)
                
    def update(self):
        if self.game.isPaused:
            return
        if self.delay > 0: 
            self.delay = self.delay - 1
            return
        ImageControl.update(self)
        if self.state == GrowsAndShrinksAnimatedControl.GROWING:
            if not self.isBeingScaled():
                self.startScaling(self.__originalWidth, self.__originalHeight, 2)
                self.state = GrowsAndShrinksAnimatedControl.SHRINKING
        elif self.state == GrowsAndShrinksAnimatedControl.SHRINKING:
            if not self.isBeingScaled():
                self.state = GrowsAndShrinksAnimatedControl.RESTING
        elif self.state == GrowsAndShrinksAnimatedControl.RESTING:            
            if self.loop:                
                self.playAnimation()                            
                
    def stopAnimation(self):   
        self.loop = False