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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 api.Vector
from api.Vector import CVector
import MenuState
from MenuState import *
import api.Mouse as Mouse
import api.Math as Math
import api.Label
from api.Label import CLabel
STATE_STALE = 0
STATE_DRAG = 1
STATE_ADJUST = 2
STATE_RETURN = 3
STATE_OK = 4
#Piece class hereda de CSprite
class Piece(CSprite):
mState = None
mParent = None
MIN_DISTANCE = 40
TIME_RETURN = 15
TIME_ADJUST = 8
RADIUS_COLLISION = 40
mPos = CVector(0.0, 0.0)
mOrigin = CVector(0.0, 0.0)
mDest = CVector(0.0, 0.0)
#center = (0.0, 0.0)
#size = (0.0, 0.0)
def init(self):
CButton.__init__(self)
self.setMaxVel(100, 100)
self.setState(STATE_STALE)
def set_parent(self, aParent):
self.mParent = aParent
#image = ....
def set_origin(self, aOrigin):
self.mOrigin = aOrigin
#self.mPos =
self.setXY(aOrigin.getX(), aOrigin.getY())
def set_destine(self, aDestine):
self.mDest = aDestine
def update(self):
CSprite.update(self)
if (self.mState == STATE_STALE):
if self.mouseDown():
self.setState(STATE_DRAG)
return
if (self.mState == STATE_DRAG):
x, y = Mouse.get_position()
self.setXY(x, y)
if self.clicked():
d = Math.dist(self.mPos.getX() , self.mPos.getY(), self.mDest.getX(), self.mDest.getY())
#print 'drag-dist:', d
#self.d2 = d / 2
#print 'pos', self.mPos.getX()
#print 'dest', self.mDest.getX()
if (d < self.MIN_DISTANCE):
self.setState(STATE_ADJUST)
else:
print 'set return'
self.setState(STATE_RETURN)
if (self.mState == STATE_ADJUST):
if (Math.dist(self.mPos.getX() , self.mPos.getY(), self.mDest.getX(), self.mDest.getY()) < self.RADIUS_COLLISION):
#self.mParent.mOption1.set_bgColor((0x19, 0x1C, 0xC0))
#self.mParent.mOption1.set_fgColor((0xE2, 0x1F, 0x1F))
CGame().addChild(self.mParent.mOption1)
self.setState(STATE_OK)
if (self.mState == STATE_RETURN):
dist = Math.dist(self.mPos.getX() , self.mPos.getY(), self.mOrigin.getX(), self.mOrigin.getY())
if (dist < self.RADIUS_COLLISION):
#play(Sonido mal)
self.setState(STATE_STALE)
#else:
# if (dist < self.d2):
# self.setState(STATE_RETURN)
if (self.mState == STATE_OK):
return
def render(self):
pass
def destroy(self):
pass
#eliminar la imagen creada
def setState(self, aState):
if (aState == STATE_STALE):
o = CVector(self.mOrigin.getX(), self.mOrigin.getY())
self.setPosition(o)
#self.setXY(100, 200)
self.mVel = CVector(0.0, 0.0)
if (aState == STATE_DRAG):
self.mVel = CVector(0.0, 0.0)
if (aState == STATE_ADJUST):
self.setVelXY((self.mDest.getX() - self.mPos.getX()) / self.TIME_ADJUST,
(self.mDest.getY() - self.mPos.getY()) / self.TIME_ADJUST)
if (aState == STATE_RETURN):
print 'estado retorno'
print 'pos', self.mPos.getX(), self.mPos.getY()
print 'orig', self.mOrigin.getX(), self.mOrigin.getY()
x = int((self.mOrigin.getX() - self.mPos.getX()) / self.TIME_ADJUST)
y = int((self.mOrigin.getY() - self.mPos.getY()) / self.TIME_ADJUST)
print 'vel', x, y
self.setVelXY(x, y)
if (aState == STATE_OK):
self.setPosition(self.mDest)
self.mVel = CVector(0.0, 0.0)
#play(Sonido OK)
self.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.set_bgColor((0x99, 0x99, 0x66))
self.mButtonBack.font = pygame.font.Font('assets/fonts/fipps.ttf', 20)
self.mButtonBack.setCenter((110, 650))
self.mButtonBack.set_size((200, 40))
self.mButtonBack.set_text('Volver')
CGame().addChild(self.mButtonBack)
self.mBackground = Image.loadImage('assets/images/a1game1.png', False)
CGame().setBackground(self.mBackground)
self.mPiece1 = Piece()
self.mPiece1.set_parent(self)
self.mPiece1.setImage('assets/images/piece1.png', False)
self.mPiece1.set_origin(CVector(824.0, 693.0))
self.mPiece1.set_destine(CVector(487.0, 169.0))
self.mPiece1.setState(STATE_STALE)
#self.mPiece1.setXY(700, 200)
CGame().addChild(self.mPiece1)
self.mOption1 = CSprite()
self.mOption1.setXY(124, 145)
self.mOption1.setImage('assets/images/option1.png', False)
self.mOption1.update()
#CGame().addChild(self.mOption1)
def update(self):
#print "menu update"
CGameState.update(self)
if self.mButtonBack.clicked():
print "clicked clicked back of a1g1"
#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.mButtonBack)
CGame().removeChild(self.mPiece1)
CGame().removeChild(self.mOption1)
#self.mButtonPlay.destroy()
self.mButtonBack = None
self.mBackground = None
self.mPiece1 = None
self.mOption1 = None
print "CArea1Game1 destroy"
def doEvents(self, aEvent):
print aEvent.type
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