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

87 lines
3.1 KiB
Python

###########################################
# Created on 1-7-2013. Miguel Angel Astor #
###########################################
import math
import pygame
try:
import android
except ImportError:
android = None
from state import BaseState, VALID_STATES
import actor
import game
class IntroState(BaseState):
def __init__(self):
BaseState.__init__(self)
self.count = 0
self.next_transition = VALID_STATES['STAY']
self.screen_vertical_half = pygame.display.Info().current_h / 2
image = pygame.image.load('gfx/burbuja.png')
self.sine_movement = actor.BulletActor(0, image, "SineMovement", False, True, False)
self.sine_movement.set_position([-300, 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 plus the width of the submarine sprite
# in 20 seconds. We divide by 60 to obtain the speed in pixels per frame.
x_velocity = (float(pygame.display.Info().current_w + 600) / 20.0) / 60.0
self.sine_movement.set_velocity([0.5, 0])
self.sine_movement.move()
image2 = pygame.image.load('gfx/submarino1.png')
self.submarine = actor.BaseActor(1, image2, "Submarine", True, True, False)
self.submarine.set_image_point_tuple((117, 284))
# Instert second animation frame of the subamrine.
# Create the particle system.
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']
else:
self.next_transition = VALID_STATES['MENU']
if event.type == pygame.QUIT:
self.next_transition = VALID_STATES['QUIT']
if event.type == pygame.MOUSEBUTTONDOWN:
self.next_transition = VALID_STATES['MENU']
def update(self):
self.sine_movement.update()
sm_position = self.sine_movement.get_position()
self.submarine.set_position([sm_position[0], self.screen_vertical_half + math.sin(0.05 * float(sm_position[0])) * 42.0])
if game.DEBUG:
print
print "OBJECT: " + self.sine_movement.get_name()
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 + 300:
self.next_transition = VALID_STATES['MENU']
return self.next_transition
def render(self, canvas):
canvas.fill(self.background_color)
self.submarine.draw(canvas)