Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/src/states/Area1Game1.py
blob: 7485e1af10f43e78b83d839af03e6a6eacb0c5c6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184

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