345 lines
16 KiB
Python
345 lines
16 KiB
Python
# -*- coding: latin-1 -*-
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###########################################
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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 database
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from constants import DEBUG
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from imloader import cached_image_loader
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from actor import BaseActor
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from state import BaseState, VALID_STATES
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MENUS = {'MAIN':0, 'SCORE':1, 'INTRO':2}
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class MenuState(BaseState):
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def __init__(self):
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BaseState.__init__(self)
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self.next_transition = VALID_STATES['STAY']
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self.current_menu = MENUS['MAIN']
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self.story_time = 0
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self.story_timeout = 7000 # 7 seconds.
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self.then = 0
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self.cursor_x = 0
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self.cursor_y = 0
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# Load main menu buttons.
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image = cached_image_loader.get_image_to_screen_percent('gfx/logo.png')
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self.logo = BaseActor(0, image, "SHR98 logo", False, True, False)
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self.logo.set_position([pygame.display.Info().current_w // 2, (image.get_height() // 2) + 20])
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image2 = cached_image_loader.get_image_to_screen_percent('gfx/boton_socre.png')
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self.scr_button = BaseActor(1, image2, "Score Button", False, True, False)
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self.scr_button.set_position([pygame.display.Info().current_w // 2,
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self.logo.get_position()[1] + (image.get_height()) + 20])
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image = cached_image_loader.get_image_to_screen_percent('gfx/boton_new.png')
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self.new_button = BaseActor(2, image, "New button", False, True, False)
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self.new_button.set_position([pygame.display.Info().current_w // 2 - 10 -image2.get_width(),
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self.scr_button.get_position()[1]])
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image = cached_image_loader.get_image_to_screen_percent('gfx/boton_salir.png')
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self.quit_button = BaseActor(3, image, "Quit button", False, True, False)
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self.quit_button.set_position([pygame.display.Info().current_w // 2 + 10 +image2.get_width(),
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self.scr_button.get_position()[1]])
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# Load score menu buttons.
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image = cached_image_loader.get_image_to_screen_percent('gfx/MenosMalos.png')
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self.scoreboard = BaseActor(4, image, "Scoreboard", False, True, False)
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self.scoreboard.set_position([(image.get_width() // 2) + 20, pygame.display.Info().current_h // 2])
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image2 = cached_image_loader.get_image_to_screen_percent('gfx/boton_back.png')
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self.back_button = BaseActor(5, image2, "Back button", False, True, False)
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self.back_button.set_position([self.scoreboard.get_position()[0] + image.get_width() - (image.get_width() // 10),
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pygame.display.Info().current_h // 2])
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font_size = 42
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screen_prop = (float(font_size) / 768.0)
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screen_fract = (float(pygame.display.Info().current_h) * screen_prop) / 768.0
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scale_factor = screen_fract / screen_prop
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self.font = pygame.font.Font('font/ProfaisalEliteRiqa/Profaisal-EliteRiqaV1.0.ttf', int(font_size * scale_factor))
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# Score labels.
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self.score_1 = None
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self.score_2 = None
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self.score_3 = None
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self.score_4 = None
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self.score_5 = None
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# Story labels.
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font_size = 22
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screen_prop = (float(font_size) / 768.0)
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screen_fract = (float(pygame.display.Info().current_h) * screen_prop) / 768.0
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scale_factor = screen_fract / screen_prop
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font_small = pygame.font.Font('font/ProfaisalEliteRiqa/Profaisal-EliteRiqaV1.0.ttf', int(font_size * scale_factor))
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self.story_1 = font_small.render("Este es Moncho, nuestro heroe...", True, (0, 0, 0))
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self.story_2 = font_small.render("Moncho ama a toda la gente, gente como esta...", True, (0, 0, 0))
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self.story_3 = font_small.render("Ama tanto a la gente que solo quiere abrazarlos...", True, (0, 0, 0))
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self.story_5 = font_small.render("Aunque, tal vez Moncho no ame a TODA la gente...", True, (0, 0, 0))
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font_size = 35
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screen_prop = (float(font_size) / 768.0)
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screen_fract = (float(pygame.display.Info().current_h) * screen_prop) / 768.0
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scale_factor = screen_fract / screen_prop
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font_big = pygame.font.Font('font/ProfaisalEliteRiqa/Profaisal-EliteRiqaV1.0.ttf', int(font_size * scale_factor))
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self.story_4 = font_big.render("<EFBFBD><EFBFBD><EFBFBD>ABRAZARLOS HASTA QUE EXPLOTEN!!!", True, (255, 0, 0))
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self.interrogation = font_big.render("?", True, (0, 0, 0))
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self.player_label_1 = cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front.png')
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self.player_label_2 = cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front_HUG.png')
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self.he_huggable_1 = cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Idle_front.png')
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self.he_huggable_2 = cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Walking_front_1_scared.png')
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self.she_huggable_1 = cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Idle_front.png')
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self.she_huggable_2 = cached_image_loader.get_image_to_screen_percent('gfx/SheHuggable/Walking_front_2_scared.png')
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self.explosion = cached_image_loader.get_image_to_screen_percent('gfx/Explosion2.png')
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self.mystery_guy = cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_Front_face_hidden.png')
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self.score_text_x = int(float(image.get_width()) * 0.183) + self.scoreboard.rect.left # image holds the scoreboard graphic.
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self.score_text_1_y = int(float(image.get_height()) * 0.300) + self.scoreboard.rect.top
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self.score_text_inc = int(float(image.get_height()) * 0.112)
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self.story_1_x = int((float(pygame.display.Info().current_w) * 177.0 ) / 1024.0)
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self.story_1_y = int((float(pygame.display.Info().current_h) * 109.0 ) / 768.0)
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self.story_2_x = int((float(pygame.display.Info().current_w) * 211.0 ) / 1024.0)
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self.story_2_y = int((float(pygame.display.Info().current_h) * 223.0 ) / 768.0)
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self.story_3_x = int((float(pygame.display.Info().current_w) * 240.0 ) / 1024.0)
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self.story_3_y = int((float(pygame.display.Info().current_h) * 346.0 ) / 768.0)
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self.story_4_x = int((float(pygame.display.Info().current_w) * 38.0 ) / 1024.0)
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self.story_4_y = int((float(pygame.display.Info().current_h) * 517.0 ) / 768.0)
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self.story_5_x = int((float(pygame.display.Info().current_w) * 244.0 ) / 1024.0)
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self.story_5_y = int((float(pygame.display.Info().current_h) * 710.0 ) / 768.0)
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self.interr_x = int((float(pygame.display.Info().current_w) * 173.0 ) / 1024.0)
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self.interr_y = int((float(pygame.display.Info().current_h) * 650.0 ) / 768.0)
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self.moncho_1_x = int((float(pygame.display.Info().current_w) * 49.0 ) / 1024.0)
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self.moncho_1_y = int((float(pygame.display.Info().current_h) * 49.0 ) / 768.0)
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self.moncho_2_x = int((float(pygame.display.Info().current_w) * 98.0 ) / 1024.0)
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self.moncho_2_y = int((float(pygame.display.Info().current_h) * 293.0 ) / 768.0)
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self.hug_male_1_x = int((float(pygame.display.Info().current_w) * 834.0 ) / 1024.0)
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self.hug_male_1_y = int((float(pygame.display.Info().current_h) * 193.0 ) / 768.0)
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self.hug_male_2_x = int((float(pygame.display.Info().current_w) * 702.0 ) / 1024.0)
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self.hug_male_2_y = int((float(pygame.display.Info().current_h) * 495.0 ) / 768.0)
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self.hug_female_1_x = int((float(pygame.display.Info().current_w) * 738.0 ) / 1024.0)
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self.hug_female_1_y = int((float(pygame.display.Info().current_h) * 184.0 ) / 768.0)
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self.hug_female_2_x = int((float(pygame.display.Info().current_w) * 797.0 ) / 1024.0)
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self.hug_female_2_y = int((float(pygame.display.Info().current_h) * 457.0 ) / 768.0)
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self.explosion_x = int((float(pygame.display.Info().current_w) * 705.0 ) / 1024.0)
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self.explosion_y = int((float(pygame.display.Info().current_h) * 428.0 ) / 768.0)
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self.mystery_x = int((float(pygame.display.Info().current_w) * 117.0 ) / 1024.0)
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self.mystery_y = int((float(pygame.display.Info().current_h) * 706.0 ) / 768.0)
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self.user_click = False
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def reload_scores(self):
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# Reload the scores from the database.
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for row in database.scores.execute('SELECT * FROM score ORDER BY _id'):
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if row[0] == 1:
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self.score_1 = self.font.render("1) " + row[1] + " . . . . . . . . . " + str(max(row[2], 0)), True, (0, 0, 0))
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elif row[0] == 2:
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self.score_2 = self.font.render("2) " + row[1] + " . . . . . . . . . " + str(max(row[2], 0)), True, (0, 0, 0))
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elif row[0] == 3:
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self.score_3 = self.font.render("3) " + row[1] + " . . . . . . . . . " + str(max(row[2], 0)), True, (0, 0, 0))
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elif row[0] == 4:
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self.score_4 = self.font.render("4) " + row[1] + " . . . . . . . . . " + str(max(row[2], 0)), True, (0, 0, 0))
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else:
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self.score_5 = self.font.render("5) " + row[1] + " . . . . . . . . . " + str(max(row[2], 0)), True, (0, 0, 0))
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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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if self.current_menu == MENUS['INTRO']:
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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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if self.current_menu == MENUS['INTRO']:
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self.user_click = True
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def update(self):
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if android is None:
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pygame.mouse.set_visible(True)
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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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# Set next_transition to STAY if the game gets to this state from ScoreState.
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self.next_transition = VALID_STATES['STAY']
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if self.current_menu == MENUS['MAIN']:
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# Check for mouse (tap) collisions with the main menu buttons.
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if self.quit_button.rect.collidepoint(self.cursor_x, self.cursor_y):
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# Collision with the quit button.
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self.next_transition = VALID_STATES['QUIT']
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elif self.scr_button.rect.collidepoint(self.cursor_x, self.cursor_y):
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# Collision with the high scores button.
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self.current_menu = MENUS['SCORE']
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self.reload_scores()
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elif self.new_button.rect.collidepoint(self.cursor_x, self.cursor_y):
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# Collision with the new game button.
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self.current_menu = MENUS['INTRO']
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self.then = pygame.time.get_ticks()
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elif self.current_menu == MENUS['SCORE']:
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# Check for mouse (tap) collisions with the high scores menu buttons.
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if self.back_button.rect.collidepoint(self.cursor_x, self.cursor_y):
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# Collision with the go back button.
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self.current_menu = MENUS['MAIN']
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elif self.current_menu == MENUS['INTRO']:
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# Wait for a timeout before going to the game.
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now = pygame.time.get_ticks()
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delta_t = now - self.then
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self.story_time += delta_t
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if self.user_click:
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# If the user taps or presses a key before the timeout, go to the game.
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self.user_click = False
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self.story_time = 0
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self.current_menu = MENUS['SCORE']
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self.next_transition = VALID_STATES['IN_GAME']
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elif self.story_time >= self.story_timeout:
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# After the timeout, reset the time counter and go to the game.
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self.story_time = 0
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self.current_menu = MENUS['SCORE']
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self.next_transition = VALID_STATES['IN_GAME']
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else:
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# Keep tracking time.
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self.then = now
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# Recenter the mouse pointer.
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self.cursor_x = 0
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self.cursor_y = 0
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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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if self.current_menu == MENUS['MAIN']:
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self.logo.draw(canvas)
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self.scr_button.draw(canvas)
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self.new_button.draw(canvas)
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self.quit_button.draw(canvas)
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elif self.current_menu == MENUS['SCORE']:
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self.scoreboard.draw(canvas)
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self.back_button.draw(canvas)
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if self.score_1 is None:
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self.reload_scores()
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rect = self.score_1.get_rect()
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rect.top = self.score_text_1_y
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rect.left = self.score_text_x
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canvas.blit(self.score_1, rect)
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rect = self.score_2.get_rect()
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rect.top = self.score_text_1_y + self.score_text_inc
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rect.left = self.score_text_x
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canvas.blit(self.score_2, rect)
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rect = self.score_3.get_rect()
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rect.top = self.score_text_1_y + (2 * self.score_text_inc)
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rect.left = self.score_text_x
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canvas.blit(self.score_3, rect)
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rect = self.score_4.get_rect()
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rect.top = self.score_text_1_y + (3 * self.score_text_inc)
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rect.left = self.score_text_x
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canvas.blit(self.score_4, rect)
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rect = self.score_5.get_rect()
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rect.top = self.score_text_1_y + (4 * self.score_text_inc)
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rect.left = self.score_text_x
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canvas.blit(self.score_5, rect)
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elif self.current_menu == MENUS['INTRO']:
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rect = self.story_1.get_rect()
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rect.top = self.story_1_y
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rect.left = self.story_1_x
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canvas.blit(self.story_1, rect)
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rect = self.story_2.get_rect()
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rect.top = self.story_2_y
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rect.left = self.story_2_x
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canvas.blit(self.story_2, rect)
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rect = self.story_3.get_rect()
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rect.top = self.story_3_y
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rect.left = self.story_3_x
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canvas.blit(self.story_3, rect)
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rect = self.story_4.get_rect()
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rect.top = self.story_4_y
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rect.left = self.story_4_x
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canvas.blit(self.story_4, rect)
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rect = self.story_5.get_rect()
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rect.top = self.story_5_y
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rect.left = self.story_5_x
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canvas.blit(self.story_5, rect)
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rect = self.player_label_1.get_rect()
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rect.top = self.moncho_1_y
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rect.left = self.moncho_1_x
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canvas.blit(self.player_label_1, rect)
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rect = self.player_label_2.get_rect()
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rect.top = self.moncho_2_y
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rect.left = self.moncho_2_x
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canvas.blit(self.player_label_2, rect)
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rect = self.she_huggable_1.get_rect()
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rect.top = self.hug_female_1_y
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rect.left = self.hug_female_1_x
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canvas.blit(self.she_huggable_1, rect)
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rect = self.he_huggable_1.get_rect()
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rect.top = self.hug_male_1_y
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rect.left = self.hug_male_1_x
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canvas.blit(self.he_huggable_1, rect)
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rect = self.explosion.get_rect()
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rect.top = self.explosion_y
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rect.left = self.explosion_x
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canvas.blit(self.explosion, rect)
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rect = self.she_huggable_2.get_rect()
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rect.top = self.hug_female_2_y
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rect.left = self.hug_female_2_x
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canvas.blit(self.she_huggable_2, rect)
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rect = self.he_huggable_2.get_rect()
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rect.top = self.hug_male_2_y
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rect.left = self.hug_male_2_x
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canvas.blit(self.he_huggable_2, rect)
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rect = self.mystery_guy.get_rect()
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rect.top = self.mystery_y
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rect.left = self.mystery_x
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canvas.blit(self.mystery_guy, rect)
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rect = self.interrogation.get_rect()
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rect.top = self.interr_y
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rect.left = self.interr_x
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canvas.blit(self.interrogation, rect)
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