def __init__(self, spriteName):
        super().__init__()
        self._viewPointer = ServiceLocator.getGlobalServiceInstance(ServiceNames.ViewPointer)
        self.image = pygame.Surface([32,32])
        self.image.fill((0,0,0))
        #self.rect = self._calculateViewPosition(screen, self.image)
        self.rect = pygame.Rect((0,0, 32,32))
        self._spriteName = spriteName
        self._animations = {}
        self._transparenceKey = None
        self.loadAnimations(spriteName)

        self._JumpCalculator = JumpCalculator(jumpUpSpeed = 0.2, jumpUpTime = 500)
        #self._JumpCalculator.jumpUpSpeed = 200
        #self._JumpCalculator.jumpUpTime = 500

        self._moveStateMachine = PlayerMoveStateMachine(self)
class PlayerBaseClass(pygame.sprite.Sprite):
    """The player sprite base class."""
    #def __init__(self, screen, spriteName, position, tileMapManager):
    def __init__(self, spriteName):
        super().__init__()
        self._viewPointer = ServiceLocator.getGlobalServiceInstance(ServiceNames.ViewPointer)
        self.image = pygame.Surface([32,32])
        self.image.fill((0,0,0))
        #self.rect = self._calculateViewPosition(screen, self.image)
        self.rect = pygame.Rect((0,0, 32,32))
        self._spriteName = spriteName
        self._animations = {}
        self._transparenceKey = None
        self.loadAnimations(spriteName)

        self._JumpCalculator = JumpCalculator(jumpUpSpeed = 0.2, jumpUpTime = 500)
        #self._JumpCalculator.jumpUpSpeed = 200
        #self._JumpCalculator.jumpUpTime = 500

        self._moveStateMachine = PlayerMoveStateMachine(self)


    def configure(self, configuration):
        """Configure the player"""
        if ConfigKey.Animations in configuration:
            self.configureAnimations(configuration[ConfigKey.Animations])
        else:
            logging.warn("No player animation list found.")
        pass

    def configureAnimations(self, configuration):
        """Configure the animation from config file."""
        defaultAnimations = [AnimationNames.Standing, AnimationNames.StandingLeft, AnimationNames.StandingRight, AnimationNames.Falling, 
                             AnimationNames.Left, AnimationNames.Right, AnimationNames.JumpLeft, 
                             AnimationNames.JumpRight, AnimationNames.JumpUp, AnimationNames.FallingLeft, AnimationNames.FallingRight, AnimationNames.Climb]
        for aniName in defaultAnimations:
            if aniName in configuration:
                self._animations[aniName] = self.loadAnimationFromConfiguration(aniName, configuration[aniName])
            else:
                logging.warn("Animation: {0} in player configuration.".format(aniName))
        pass

    def loadAnimationFromConfiguration(self, animationname, configuration):
        result = AnimationInfo()
        result.configure(self._spriteName, animationname, configuration)
        return result

    def loadAnimations(self, spriteName):
        """Loads all animation imanges from spritename folder."""
        pass


    @property
    def moveState(self):
        return self._moveStateMachine.moveState
    @moveState.setter
    def moveState(self, value):
        self._moveStateMachine.moveState = value

    def joystickChanged(self, externalInput):
        """Drives the player movestate by external device."""
        #self._joystickState.joystickChanged(externalInput)
        self._moveStateMachine.joystickChanged(externalInput)
        pass

   

    
    @staticmethod
    def loadAnimationFile(spriteName, animationName):
        result = None
        animationFile = getSpriteAnimationImage(spriteName, animationName)
        if os.path.isfile(animationFile):
            result = pygame.image.load(animationFile).convert()
        return result

    @staticmethod
    def loadAnimationResourceFile(spritename, filename):
        result = None
        resourceFile = getSpriteResourceFilename(spritename, filename)
        if os.path.isfile(resourceFile):
            result = pygame.image.load(resourceFile).convert()
        return result

    def _getAnimationByMoveState(self, moveState):
        # todo get animation by state
        result = None
        if moveState == PlayerMoveState.MoveLeft:
            result = self._animations[AnimationNames.Left]
        elif moveState == PlayerMoveState.MoveRight:
            result = self._animations[AnimationNames.Right]
        elif moveState == PlayerMoveState.JumpLeft:
            result = self._animations[AnimationNames.JumpLeft]
        elif moveState == PlayerMoveState.JumpRight:
            result = self._animations[AnimationNames.JumpRight]
        elif moveState == PlayerMoveState.Falling:
            result = self._animations[AnimationNames.Falling]
        elif moveState == PlayerMoveState.FallingLeft:
            result = self._animations[AnimationNames.FallingLeft]
        elif moveState == PlayerMoveState.FallingRight:
            result = self._animations[AnimationNames.FallingRight]

        elif moveState == PlayerMoveState.Standing:
            result = self._animations[AnimationNames.Standing]
        elif moveState == PlayerMoveState.StandingLeft:
            result = self._animations[AnimationNames.StandingLeft]
        elif moveState == PlayerMoveState.StandingRight:
            result = self._animations[AnimationNames.StandingRight]
        elif moveState == PlayerMoveState.JumpUp:
            result = self._animations[AnimationNames.JumpUp]
        elif moveState == PlayerMoveState.ClimbUp:
            result = self._animations[AnimationNames.Climb]
        elif moveState == PlayerMoveState.ClimbDown:
            result = self._animations[AnimationNames.Climb]
        else:
            result = self._animations[AnimationNames.Standing]
            logging.warn("No animation defined for movestate: {0}".format(moveState))
        return result


    def _getImage(self, moveState, time, position):
        """Get the subsurface of the animation based on moveState and time."""
        result = None
        ani = self._getAnimationByMoveState(moveState)
        self.rect.left = position.left
        self.rect.top = position.top
        if ani:
            if ani.AnimationType == AnimationTypes.TimeBased:
                index = ani.calculateTimeIndex(time)
                result = ani.getAnimationPictureByIndex(index)
            elif ani.AnimationType == AnimationTypes.PositionBased:
                index = ani.calculatePositionIndex(position.left)
                result = ani.getAnimationPictureByIndex(index)
            elif ani.AnimationType == AnimationTypes.VerticalPositionBased:
                index = ani.calculatePositionIndex(position.top)
                result = ani.getAnimationTerminated(time)
            elif ani.AnimationType == AnimationTypes.TerminatedAnimation:
                index = ani.getAnimationTerminated(time)
        return result

    def onMoveStateClimb(self, timeStamp, moveStateMachine):
        duration = timeStamp - moveStateMachine.lastChange
        if moveStateMachine.moveState == PlayerMoveState.ClimbUp:
            movey = self._JumpCalculator.calcClimbing(duration)
            self._viewPointer.playerPositionY = moveStateMachine.lastPosition.top - movey
        elif moveStateMachine.moveState == PlayerMoveState.ClimbDown:
            movey = self._JumpCalculator.calcClimbing(duration)
            self._viewPointer.playerPositionY = moveStateMachine.lastPosition.top + movey
        pass


    def onMoveStateJump(self, timeStamp, moveStateMachine):
        if self._moveStateMachine._MoveEndFlag:
            # Move has ended
            pass
        else:
            movex = 0
            movey = 0
            duration = timeStamp - moveStateMachine.lastChange
            if moveStateMachine.moveState == PlayerMoveState.JumpRight:
                movey = self._JumpCalculator.calcY(duration) * -1
                movex = self._JumpCalculator.calcX(duration)
            elif moveStateMachine.moveState == PlayerMoveState.JumpLeft:
                movey = self._JumpCalculator.calcY(duration) * -1
                movex = self._JumpCalculator.calcX(duration) * -1
            elif moveStateMachine.moveState == PlayerMoveState.JumpUp:
                #movey = duration * self.jumpSpeedY / 1000 * -1
                movey = self._JumpCalculator.calcJumpUp(duration)

            self._viewPointer.playerPositionX = int(moveStateMachine.lastPosition.left+ movex)
            self._viewPointer.playerPositionY = int(moveStateMachine.lastPosition.top + movey)

        pass

    def _fixGroundingPosition(self, moveStateMachine):
        info = moveStateMachine.collider.currentState
        if not info.isDockGround and not info.isLadderTouched:
                self._viewPointer.playerPositionY -= 1

    def fixWallCollide(self, moveStateMachine):
        
        info = moveStateMachine.collider.currentState
        if info.isLeftTouched:
            self._viewPointer.playerPositionX += 8
            #moveStateMachine.lastChange = None
            #moveStateMachine.moveState == PlayerMoveState.Standing
        elif info.isRightToched:
            self._viewPointer.playerPositionX -= 8
            #moveStateMachine.lastChange = None
            #moveStateMachine.moveState == PlayerMoveState.Standing


        pass


    def _updatePosition(self, timeStamp, moveStateMachine):
        #Todo: Implement handler for eache move state
        if moveStateMachine.moveState in [PlayerMoveState.MoveLeft, PlayerMoveState.MoveRight]:
            if moveStateMachine.lastChange:
                if moveStateMachine._MoveEndFlag:
                    # Move has ended. 
                    self._viewPointer.playerPositionX = moveStateMachine._MoveEndFlag[1].left
                    self._viewPointer.playerPositionY = moveStateMachine._MoveEndFlag[1].top
                    moveStateMachine._MoveEndFlag = None
                    pass

                vectors = moveStateMachine.getVectors(moveStateMachine.moveState)
                duration = timeStamp - moveStateMachine.lastChange
                move = self._JumpCalculator.calcWalking(duration, vectors.X)
                self._viewPointer.playerPositionX = int(moveStateMachine.lastPosition.left + move)

        elif moveStateMachine.moveState in [PlayerMoveState.Falling, PlayerMoveState.FallingLeft, PlayerMoveState.FallingRight]:
            #Falling
            if moveStateMachine.lastChange:
                duration = timeStamp - moveStateMachine.lastChange
                move = self._JumpCalculator.calcFalling(duration)
                self._viewPointer.playerPositionY =  int(moveStateMachine.lastPosition.top + move)
        elif moveStateMachine.moveState in [PlayerMoveState.Standing, PlayerMoveState.StandingLeft, PlayerMoveState.StandingRight]:
            if self._moveStateMachine._MoveEndFlag:
                self._viewPointer.playerPositionX = moveStateMachine._MoveEndFlag[1].left
                self._viewPointer.playerPositionY = moveStateMachine._MoveEndFlag[1].top
                self._moveStateMachine._MoveEndFlag = None

            moveStateMachine.collider.setPlayerPosition(self._viewPointer.getPlayerMapPosition())
            self._fixGroundingPosition(moveStateMachine)
            self.fixWallCollide(moveStateMachine)

        elif moveStateMachine.moveState in [PlayerMoveState.JumpLeft, PlayerMoveState.JumpRight, PlayerMoveState.JumpUp]:
            self.onMoveStateJump(timeStamp, moveStateMachine)
        elif moveStateMachine.moveState in [PlayerMoveState.ClimbUp, PlayerMoveState.ClimbDown]:
            self.onMoveStateClimb(timeStamp, moveStateMachine)

        pass

    def update(self):
        ticks = pygame.time.get_ticks()
        self._moveStateMachine.updateState(ticks)
        self._updatePosition(ticks, self._moveStateMachine)
        
        self.image = self._getImage(self.moveState, ticks, self._viewPointer.playerOffset)
        pass

    def configureProperties(self, properties):
        """Configure special properties."""
        pass

    @property
    def speed(self):
        return self._speed
    @property
    def fallSpeed(self):
        return self._fallSpeed

    @property
    def jumpTime(self):
        return self._moveStateMachine.jumpTimeout
    @jumpTime.setter
    def jumpTime(self, value):
        self._moveStateMachine.jumpTimeoute = value

    @property
    def jumpG(self):
        return self._JumpCalculator.g
    @jumpG.setter
    def jumpG(self, value):
        self._JumpCalculator.g = value

    @property
    def jumpV0(self):
        return self._JumpCalculator.v0
    @jumpV0.setter
    def jumpV0(self, value):
        self._JumpCalculator.v0 = value

    @property
    def jumpVx(self):
        return self._JumpCalculator.vx
    @jumpVx.setter
    def jumpVx(self, value):
        self._JumpCalculator.vx = value

    @property
    def collideRect(self):
        """Returns the rectangel that causes a collisoin with the background."""
        return self.rect

    @property
    def collider(self):
        return self._moveStateMachine.collider

    @property
    def jumpCalculator(self):
        return self._JumpCalculator