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# ============================================
# main.py - Punto de entrada del juego
# ============================================
import pygame
import sys
import ctypes
from config import (
SCREEN_WIDTH,
SCREEN_HEIGHT,
FPS,
BLACK,
STATE_MENU,
STATE_HOUSE,
STATE_BUNKER,
STATE_ENDING,
)
from sounds import SoundManager
from menu import MainMenu, EndScreen
from house import HousePhase
from bunker import BunkerPhase
class Game:
"""Clase principal del juego y manejo de estados."""
def __init__(self):
pygame.init()
try:
pygame.mixer.init(frequency=22050, size=-16, channels=1, buffer=512)
except Exception:
pass
self.windowed_flags = self._compose_flags("RESIZABLE")
self.fullscreen_flags = self._compose_flags("FULLSCREEN_DESKTOP", "FULLSCREEN")
self.fullscreen = False
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), self.windowed_flags)
pygame.display.set_caption("30 Segundos Antes de la Tragedia")
self.clock = pygame.time.Clock()
self.canvas = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT)).convert()
self.display_size = self.screen.get_size()
self._logical_mouse_pos = (0, 0)
self._raw_mouse_get_pos = pygame.mouse.get_pos
pygame.mouse.get_pos = self._get_logical_mouse_pos
self._maximize_window()
self.sound_manager = SoundManager()
self.menu = MainMenu(self.sound_manager)
self.house_phase = HousePhase(self.sound_manager)
self.bunker_phase = BunkerPhase(self.sound_manager)
self.end_screen = EndScreen(self.sound_manager)
self.state = STATE_MENU
self.running = True
self.pause_active = False
self.pause_screen = "main" # main | controls | options
self.pause_button_rect = pygame.Rect(12, 10, 42, 36)
self.font_pause = pygame.font.SysFont("Arial", 18, bold=True)
self.font_pause_title = pygame.font.SysFont("Arial", 28, bold=True)
self.font_pause_text = pygame.font.SysFont("Arial", 18)
self.font_pause_small = pygame.font.SysFont("Arial", 15)
def _maximize_window(self):
"""Maximiza la ventana en modo ventana normal."""
try:
hwnd = pygame.display.get_wm_info().get("window")
if hwnd:
ctypes.windll.user32.ShowWindow(hwnd, 3)
except Exception:
pass
def _get_logical_mouse_pos(self):
return self._logical_mouse_pos
def _compose_flags(self, *flag_names):
"""Construye un OR de flags disponibles en esta version de pygame."""
flags = 0
for name in flag_names:
value = getattr(pygame, name, 0)
flags |= value
return flags
def _set_display_mode(self, fullscreen):
"""Cambia entre ventana maximizada y pantalla completa."""
self.fullscreen = fullscreen
flags = self.fullscreen_flags if fullscreen else self.windowed_flags
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), flags)
self._sync_display_size()
if not fullscreen:
self._maximize_window()
def _toggle_fullscreen(self):
"""Alterna con F11 entre ventana y pantalla completa."""
self._set_display_mode(not self.fullscreen)
def run(self):
"""Bucle principal."""
while self.running:
dt = self.clock.tick(FPS) / 1000.0
events = []
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
break
if event.type == pygame.KEYDOWN and event.key == pygame.K_F11:
self._toggle_fullscreen()
continue
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
if self.state in (STATE_HOUSE, STATE_BUNKER):
if self.pause_active:
if self.pause_screen == "main":
self.pause_active = False
else:
self.pause_screen = "main"
else:
self.pause_active = True
self.pause_screen = "main"
continue
events.append(self._map_input_event(event))
if not self.running:
break
self._sync_mouse_position()
if self.state in (STATE_HOUSE, STATE_BUNKER):
if self._update_pause(events):
self._draw_current_state()
self._draw_pause_button()
if self.pause_active:
self._draw_pause_overlay()
self._present_frame()
continue
if self.pause_active:
self._draw_current_state()
self._draw_pause_button()
self._draw_pause_overlay()
self._present_frame()
continue
if self.state == STATE_MENU:
result = self.menu.update(events, dt)
if result == "new_game":
self._start_new_game()
elif result == "quit":
self.running = False
elif self.state == STATE_HOUSE:
result = self.house_phase.update(events, dt)
if result:
next_state, data = result
if next_state == STATE_BUNKER:
self._enter_bunker(data)
elif next_state == STATE_ENDING:
self._show_ending(data, 0)
elif self.state == STATE_BUNKER:
result = self.bunker_phase.update(events, dt)
if result:
days = self.bunker_phase.days_completed
self._show_ending(result, days)
elif self.state == STATE_ENDING:
result = self.end_screen.update(events, dt)
if result == "menu":
self._return_to_menu()
self._draw_current_state()
if self.state in (STATE_HOUSE, STATE_BUNKER):
self._draw_pause_button()
self._present_frame()
pygame.quit()
sys.exit()
def _update_pause(self, events):
"""Procesa clics del boton de pausa y del menu de pausa."""
for event in events:
if event.type != pygame.MOUSEBUTTONDOWN:
continue
mouse = event.pos
if not self.pause_active:
if self.pause_button_rect.collidepoint(mouse):
self.pause_active = True
self.pause_screen = "main"
self.sound_manager.play("select")
return True
continue
panel = pygame.Rect(SCREEN_WIDTH // 2 - 220, SCREEN_HEIGHT // 2 - 190, 440, 380)
if self.pause_screen == "main":
btns = self._get_pause_main_buttons(panel)
# Priorizar "Salir al Menu" en caso de borde/solape visual.
if btns["menu"].collidepoint(mouse):
self.sound_manager.play("select")
self._return_to_menu()
self.pause_active = False
return True
if btns["resume"].collidepoint(mouse):
self.pause_active = False
self.sound_manager.play("select")
return True
if btns["controls"].collidepoint(mouse):
self.pause_screen = "controls"
self.sound_manager.play("select")
return True
if btns["options"].collidepoint(mouse):
self.pause_screen = "options"
self.sound_manager.play("select")
return True
elif self.pause_screen == "controls":
back_btn = pygame.Rect(panel.left + 120, panel.bottom - 60, 200, 38)
if back_btn.collidepoint(mouse):
self.pause_screen = "main"
self.sound_manager.play("select")
return True
elif self.pause_screen == "options":
sound_btn = pygame.Rect(panel.left + 100, panel.top + 150, 240, 48)
back_btn = pygame.Rect(panel.left + 120, panel.bottom - 60, 200, 38)
if sound_btn.collidepoint(mouse):
self.sound_manager.toggle()
self.sound_manager.play("select")
return True
if back_btn.collidepoint(mouse):
self.pause_screen = "main"
self.sound_manager.play("select")
return True
return self.pause_active
def _sync_mouse_position(self):
"""Actualiza la posicion del mouse en coordenadas logicas."""
self._sync_display_size()
self._logical_mouse_pos = self._to_logical_pos(self._raw_mouse_get_pos())
def _sync_display_size(self):
"""Lee el tamaño real de salida de la ventana o pantalla completa."""
try:
self.display_size = pygame.display.get_window_size()
except Exception:
self.display_size = self.screen.get_size()
def _to_logical_pos(self, pos):
"""Convierte coordenadas de pantalla a coordenadas logicas."""
dw, dh = self.display_size
if dw <= 0 or dh <= 0:
return pos
x = int(pos[0] * SCREEN_WIDTH / dw)
y = int(pos[1] * SCREEN_HEIGHT / dh)
x = max(0, min(SCREEN_WIDTH - 1, x))
y = max(0, min(SCREEN_HEIGHT - 1, y))
return (x, y)
def _map_input_event(self, event):
"""Reescribe eventos de mouse a coordenadas logicas."""
if event.type in (pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP, pygame.MOUSEMOTION):
data = event.dict.copy()
if "pos" in data:
data["pos"] = self._to_logical_pos(data["pos"])
if "rel" in data and self.display_size[0] and self.display_size[1]:
data["rel"] = (
int(data["rel"][0] * SCREEN_WIDTH / self.display_size[0]),
int(data["rel"][1] * SCREEN_HEIGHT / self.display_size[1]),
)
return pygame.event.Event(event.type, data)
return event
def _present_frame(self):
"""Escala la superficie logica a la resolucion real de salida."""
if self.display_size == (SCREEN_WIDTH, SCREEN_HEIGHT):
self.screen.blit(self.canvas, (0, 0))
else:
scaled = pygame.transform.smoothscale(self.canvas, self.display_size)
self.screen.blit(scaled, (0, 0))
pygame.display.flip()
def _draw_current_state(self):
self.canvas.fill(BLACK)
if self.state == STATE_MENU:
self.menu.draw(self.canvas)
elif self.state == STATE_HOUSE:
self.house_phase.draw(self.canvas)
elif self.state == STATE_BUNKER:
self.bunker_phase.draw(self.canvas)
elif self.state == STATE_ENDING:
self.end_screen.draw(self.canvas)
def _draw_pause_button(self):
mouse = pygame.mouse.get_pos()
hover = self.pause_button_rect.collidepoint(mouse)
bg = (100, 100, 120) if hover else (75, 75, 95)
pygame.draw.rect(self.canvas, bg, self.pause_button_rect, border_radius=6)
pygame.draw.rect(self.canvas, (230, 230, 240), self.pause_button_rect, 2, border_radius=6)
bar_y = self.pause_button_rect.y + 9
pygame.draw.rect(self.canvas, (240, 240, 240), (self.pause_button_rect.x + 12, bar_y, 6, 18))
pygame.draw.rect(self.canvas, (240, 240, 240), (self.pause_button_rect.x + 24, bar_y, 6, 18))
def _draw_pause_overlay(self):
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 160))
self.canvas.blit(overlay, (0, 0))
panel = pygame.Rect(SCREEN_WIDTH // 2 - 220, SCREEN_HEIGHT // 2 - 190, 440, 380)
pygame.draw.rect(self.canvas, (40, 40, 55), panel, border_radius=10)
pygame.draw.rect(self.canvas, (130, 130, 155), panel, 2, border_radius=10)
if self.pause_screen == "main":
title = self.font_pause_title.render("Pausa", True, (245, 245, 245))
self.canvas.blit(title, title.get_rect(center=(panel.centerx, panel.top + 45)))
btns = self._get_pause_main_buttons(panel)
self._draw_pause_menu_button(btns["resume"], "Reanudar")
self._draw_pause_menu_button(btns["controls"], "Controles")
self._draw_pause_menu_button(btns["options"], "Opciones")
self._draw_pause_menu_button(btns["menu"], "Salir al Menu")
elif self.pause_screen == "controls":
title = self.font_pause_title.render("Controles", True, (245, 245, 245))
self.canvas.blit(title, title.get_rect(center=(panel.centerx, panel.top + 38)))
controls = [
"Movimiento: W A S D o Flechas",
"Recoger libro / Entrar bunker: E",
"Entregar respuesta: Enter",
"Interaccion en bunker: Clic",
]
y = panel.top + 90
for line in controls:
t = self.font_pause_text.render(line, True, (220, 220, 235))
self.canvas.blit(t, (panel.left + 35, y))
y += 38
self._draw_back_button(panel)
elif self.pause_screen == "options":
title = self.font_pause_title.render("Opciones", True, (245, 245, 245))
self.canvas.blit(title, title.get_rect(center=(panel.centerx, panel.top + 38)))
status = "Sonido: Activado" if self.sound_manager.is_enabled() else "Sonido: Desactivado"
sound_btn = pygame.Rect(panel.left + 100, panel.top + 150, 240, 48)
hover = sound_btn.collidepoint(pygame.mouse.get_pos())
color = (75, 130, 75) if hover else (60, 105, 60)
pygame.draw.rect(self.canvas, color, sound_btn, border_radius=7)
pygame.draw.rect(self.canvas, (240, 240, 240), sound_btn, 2, border_radius=7)
label = self.font_pause_text.render(status, True, (245, 245, 245))
self.canvas.blit(label, label.get_rect(center=sound_btn.center))
hint = self.font_pause_small.render("Clic para cambiar", True, (200, 200, 220))
self.canvas.blit(hint, hint.get_rect(center=(panel.centerx, sound_btn.bottom + 24)))
self._draw_back_button(panel)
def _get_pause_main_buttons(self, panel):
"""Rectangulos unificados para dibujar y detectar clic en pausa."""
return {
"resume": pygame.Rect(panel.left + 80, panel.top + 90, 280, 44),
"controls": pygame.Rect(panel.left + 80, panel.top + 145, 280, 44),
"options": pygame.Rect(panel.left + 80, panel.top + 200, 280, 44),
"menu": pygame.Rect(panel.left + 80, panel.top + 255, 280, 44),
}
def _draw_pause_menu_button(self, rect, text):
hover = rect.collidepoint(pygame.mouse.get_pos())
color = (90, 90, 115) if hover else (70, 70, 95)
pygame.draw.rect(self.canvas, color, rect, border_radius=8)
pygame.draw.rect(self.canvas, (240, 240, 240), rect, 2, border_radius=8)
label = self.font_pause_text.render(text, True, (245, 245, 245))
self.canvas.blit(label, label.get_rect(center=rect.center))
def _draw_back_button(self, panel):
rect = pygame.Rect(panel.left + 120, panel.bottom - 60, 200, 38)
hover = rect.collidepoint(pygame.mouse.get_pos())
color = (90, 90, 115) if hover else (70, 70, 95)
pygame.draw.rect(self.canvas, color, rect, border_radius=8)
pygame.draw.rect(self.canvas, (240, 240, 240), rect, 2, border_radius=8)
label = self.font_pause_text.render("Volver", True, (245, 245, 245))
self.canvas.blit(label, label.get_rect(center=rect.center))
def _start_new_game(self):
self.house_phase.reset()
self.pause_active = False
self.pause_screen = "main"
self.state = STATE_HOUSE
def _enter_bunker(self, books_collected):
self.bunker_phase.init_with_books(books_collected)
self.state = STATE_BUNKER
def _show_ending(self, ending_type, days_completed):
self.end_screen.init(ending_type, days_completed)
self.pause_active = False
self.state = STATE_ENDING
def _return_to_menu(self):
self.menu.selected = 0
self.pause_active = False
self.pause_screen = "main"
self.state = STATE_MENU
if __name__ == "__main__":
game = Game()
game.run()