95 lines
3.5 KiB
Python
95 lines
3.5 KiB
Python
###########################################
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# Created on 1-7-2013. Miguel Angel Astor #
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###########################################
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import math
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import pygame
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try:
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import android
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except ImportError:
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android = None
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from state import BaseState, VALID_STATES
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import actor
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import game
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import particle
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class IntroState(BaseState):
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def __init__(self):
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BaseState.__init__(self)
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self.count = 0
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self.next_transition = VALID_STATES['STAY']
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self.screen_vertical_half = pygame.display.Info().current_h / 2
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image = pygame.image.load('gfx/burbuja.png')
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self.sine_movement = actor.BulletActor(0, image, "SineMovement", False, True, False)
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self.sine_movement.set_position([-300, pygame.display.Info().current_h / 2])
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# The next line calculates the horizontal velocity of sine_movement.
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# We want it to cover the width of the screen plus the width of the submarine sprite
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# in 20 seconds. We divide by 60 to obtain the speed in pixels per frame.
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x_velocity = (float(pygame.display.Info().current_w + 600) / 20.0) / 60.0
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self.sine_movement.set_velocity([0.5, 0])
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self.sine_movement.move()
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image2 = pygame.image.load('gfx/submarino1.png')
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self.submarine = actor.BaseActor(1, image2, "Submarine", True, True, False)
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self.submarine.set_image_point_xy(117, 284)
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# Instert second animation frame of the subamrine.
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self.particle_system = particle.ParticleSystem(0, "Bubbles", 'gfx/burbuja.png', 1000, 1000, 1, -130.0)
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self.particle_system.set_friction(1.0)
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self.particle_system.set_gravity([0.0, -60.0])
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self.particle_system.set_max_velocity(5.0)
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self.particle_system.start()
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if game.DEBUG:
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print "Velocity: " + str(self.sine_movement.get_velocity())
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print "Position: " + str(self.sine_movement.get_position())
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print self.sine_movement.is_moving()
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def input(self):
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for event in pygame.event.get():
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if android:
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if android.check_pause():
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android.wait_for_resume()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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self.next_transition = VALID_STATES['QUIT']
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else:
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self.next_transition = VALID_STATES['MENU']
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if event.type == pygame.QUIT:
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self.next_transition = VALID_STATES['QUIT']
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if event.type == pygame.MOUSEBUTTONDOWN:
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self.next_transition = VALID_STATES['MENU']
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def update(self):
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self.sine_movement.update()
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sm_position = self.sine_movement.get_position()
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self.submarine.set_position([sm_position[0], self.screen_vertical_half + math.sin(0.05 * float(sm_position[0])) * 42.0])
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self.particle_system.set_position(self.submarine.get_image_point(0))
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self.particle_system.update()
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if game.DEBUG:
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print
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print "OBJECT: " + self.sine_movement.get_name()
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print "Velocity: " + str(self.sine_movement.get_velocity())
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print "Position: " + str(self.sine_movement.get_position())
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print self.sine_movement.is_moving()
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if self.next_transition != VALID_STATES['QUIT']:
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sm_position = self.sine_movement.get_position()
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if sm_position[0] > pygame.display.Info().current_w + 300:
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self.next_transition = VALID_STATES['MENU']
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return self.next_transition
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def render(self, canvas):
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canvas.fill(self.background_color)
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self.submarine.draw(canvas)
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self.particle_system.draw(canvas)
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