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import pygame
import api.Sprite
from api.Sprite import CSprite
from api.Vector import CVector
import api.Game
from api.Game import CGame
import states.GameState
from states.GameState import CGameState
import api.Button
from api.Button import CButton
import api.Image as Image
import MenuState
from MenuState import *
STATE_STALE = 0
STATE_DRAG = 1
STATE_ADJUST = 2
STATE_RETURN = 3
STATE_OK = 4
#Piece class hereda de CSprite
class Piece(CSprite):
#mState = STATE_NONE
mState = None
MIN_DISTANCE = 40
TIME_RETURN = 15
TIME_ADJUST = 7.5
RADIUS_COLLISION = 10
def init(self, aXOrigin, aYOrigin, aXDest, aYDest):
setState(STATE_STALE)
self.mOrigin = CVector(aXOrigin, aYOrigin)
self.mDest = VCector(aXDest, aYDest)
setMaxVel(10, 10)
#image = ....
def update(self):
if (aState == STATE_STALE):
if self.mouseDown():
self.setState(STATE_DRAG)
return
if (aState == STATE_DRAG):
#x = self.mPos
pass
if self.clicked():
if (CMath.dist(x, y, mXDest, mYDest) < MIN_DISTANCE):
self.setState(STATE_ADJUST)
else:
self.setState(STATE_RETURN)
if (aState == STATE_ADJUST):
if (CMath.dist(x, y, mXDest, mYDest) < RADIUS_COLLISION):
self.setState(STATE_OK)
if (aState == STATE_RETURN):
if (CMath.dist(x, y, mXOrigin, mYOrigin) < RADIUS_COLLISION):
#play(Sonido mal)
self.setState(STATE_STALE)
if (aState == STATE_OK):
return
def render(self):
pass
def destroy(self):
pass
#eliminar la imagen creada
def setState(self, aState):
if (aState == STATE_STALE):
x = mXOrigin
y = mYOrigin
velX = 0
velY = 0
if (aState == STATE_DRAG):
velX = 0
velY = 0
if (aState == STATE_ADJUST):
velX = (mXDest - x) / TIME_ADJUST
velY = (mXDest - y) / TIME_ADJUST
if (aState == STATE_RETURN):
velX = (mXOrigin - x) / TIME_RETURN
velY = (mXOrigin - y) / TIME_RETURN
if (aState == STATE_OK):
x = mXDest
y = mYDest
xVel = 0
yVel = 0
#play(Sonido OK)
mState = aState
def getState(self):
return mState
class CArea1Game1(CGameState):
mBackground = None
mInstructions = None
#mX = 10
mButtonPlay = None
#def __init__(self):
# '''
# Constructor
# '''
def init(self):
CGameState.init(self)
#self.mInstructions = CMultiLabel()
#CGame().addChild(self.mInstructions)
#print self.mX
self.mButtonBack = CButton()
#TODO: Create a function to create image.
self.mButtonBack.bgColor = (0x99, 0x99, 0x66)
self.mButtonBack.font = pygame.font.Font('assets/fonts/fipps.ttf', 20)
self.mButtonBack.center = (110, 420)
self.mButtonBack.size = (200, 40)
self.mButtonBack.text = "Volver"
CGame().addChild(self.mButtonBack)
self.mBackground = Image.loadImage('assets/images/back_game.png', False)
CGame().setBackground(self.mBackground)
# load the zone 1 and 2 for the objects
self.mArea1 = CSprite()
self.mArea1.setImage('assets/images/area1.png', False)
CGame().addChild(self.mArea1)
def update(self):
#print "menu update"
CGameState.update(self)
if self.mButtonBack.clicked:
print "clicked menu"
#cs = CHelpState()
ms = MenuState.CMenuState()
CGame().setState(ms)
#def render(self):
# CGameState.render(self)
# print "CMenuState render"
def destroy(self):
CGameState.destroy(self)
#self.mInstructions.destroy()
self.mInstructions = None
CGame().removeChild(self.mButtonPlay)
#self.mButtonPlay.destroy()
self.mButtonBack = None
self.mBackground = None
print "CMenuState destroy"
def doEvents(self, aEvent):
print aEvent.type
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