94 lines
3.1 KiB
Python
94 lines
3.1 KiB
Python
###########################################
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# Created on 1-7-2013. Miguel Angel Astor #
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###########################################
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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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import player
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import background
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from state import BaseState, VALID_STATES
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class InGameState(BaseState):
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def __init__(self):
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BaseState.__init__(self)
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self.background_color = (125, 158, 192)
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self.next_transition = VALID_STATES['STAY']
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self.cursor_x = 0
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self.cursor_y = 0
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self.user_click = False
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screen_center = self.get_screen_center()
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self.rectangle = pygame.Rect(screen_center[0] - 50, screen_center[1] - 50, 100, 100)
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# Create a surface for the background.
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bg_w = 1280
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bg_h = 1024
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self.background = pygame.Surface((bg_w, bg_h))
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# Create the floor.
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floor = background.TiledBackground(1280, 1024, 'gfx/piso.png')
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# Create the walls for the top and the bottom (the same for both).
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bg_h = int((80.0 * float(pygame.display.Info().current_h)) / 768.0)
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walls_top = background.TiledBackground(1280, bg_h, 'gfx/Pared.png')
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bg_y = 1024 - int((80.0 * float(pygame.display.Info().current_h)) / 768.0)
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# Create the left walls.
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walls_left = background.TiledBackground(-1, 1024, 'gfx/Pared2.png')
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_y = int((80.0 * float(pygame.display.Info().current_h)) / 768.0)
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walls_left.set_position((0, _y))
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# Create the right walls.
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walls_right = background.TiledBackground(-1, 1024, 'gfx/Pared3.png')
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_x = 1280 - int((40.0 * float(pygame.display.Info().current_w)) / 1024.0)
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walls_right.set_position((_x, _y))
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# Build the background image.
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floor.draw(self.background)
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walls_top.set_position((0, 0))
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walls_top.draw(self.background)
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walls_left.draw(self.background)
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walls_right.draw(self.background)
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walls_top.set_position((0, bg_y))
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walls_top.draw(self.background)
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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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self.user_click = True
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if event.type == pygame.QUIT:
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self.next_transition = VALID_STATES['QUIT']
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# Catch the position of a mouse click (or tap).
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if event.type == pygame.MOUSEBUTTONDOWN:
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(self.cursor_x, self.cursor_y) = event.pos
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self.user_click = True
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def update(self):
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if self.next_transition != VALID_STATES['QUIT']:
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if self.next_transition != VALID_STATES['STAY']:
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self.next_transition = VALID_STATES['STAY']
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if self.user_click:
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self.next_transition = VALID_STATES['SCORE']
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self.user_click = False
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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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canvas.blit(self.background, (0, 0))
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pygame.draw.rect(canvas, (255, 0, 255), self.rectangle)
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