Files
Super-HUGS-Revolution-98/intro.py

69 lines
2.5 KiB
Python

###########################################
# Created on 1-7-2013. Miguel Angel Astor #
###########################################
import pygame
try:
import android
except ImportError:
android = None
from state import BaseState, VALID_STATES
from actor import BulletActor
import game
class IntroState(BaseState):
def __init__(self):
self.count = 0
screen_center = self.get_screen_center()
self.rectangle = pygame.Rect(screen_center[0] - 50, screen_center[1] - 50, 100, 100)
self.next_transition = VALID_STATES['STAY']
self.background_color = (139, 210, 228)
image = pygame.image.load('gfx/burbuja.png')
self.sine_movement = BulletActor(0, image, "SineMovement", False, True, False)
self.sine_movement.set_position([-20, pygame.display.Info().current_h / 2])
# The next line calculates the horizontal velocity of sine_movement.
# We want it to cover the width of the screen in 20 seconds. We divide
# by 60 to obtain the speed in pixels per frame.
x_velocity = (float(pygame.display.Info().current_w) / 20.0) / 60.0
self.sine_movement.set_velocity([0.5, 0])
self.sine_movement.move()
if game.DEBUG:
print "Velocity: " + str(self.sine_movement.get_velocity())
print "Position: " + str(self.sine_movement.get_position())
print self.sine_movement.is_moving()
def input(self):
for event in pygame.event.get():
if android:
if android.check_pause():
android.wait_for_resume()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.next_transition = VALID_STATES['QUIT']
if event.type == pygame.QUIT:
self.next_transition = VALID_STATES['QUIT']
def update(self):
self.sine_movement.update()
if game.DEBUG:
print
print "NEXT UPDATE"
print "Velocity: " + str(self.sine_movement.get_velocity())
print "Position: " + str(self.sine_movement.get_position())
print self.sine_movement.is_moving()
if self.next_transition != VALID_STATES['QUIT']:
sm_position = self.sine_movement.get_position()
if sm_position[0] > pygame.display.Info().current_w + 30:
self.next_transition = VALID_STATES['MENU']
else:
self.next_transition = VALID_STATES['STAY']
return self.next_transition
def render(self, canvas):
canvas.fill(self.background_color)
canvas.blit(self.sine_movement.image, self.sine_movement.rect)