Draw locks on infobar above the text
[naja.git] / naja / widgets / tile.py
1 # These will probably need to go away when we have images
2 import pygame
3 import pygame.locals as pgl
4
5 from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT, MOVE, EXAMINE
6 from naja.resources import resources
7 from naja.resources.mutators import EIGHT_BIT
8 from naja.widgets.base import Widget
9
10
11 BIT_MAP = {
12     frozenset([BITS.CYAN]): 'board/tile_cyan.png',
13     frozenset([BITS.MAGENTA]): 'board/tile_magenta.png',
14     frozenset([BITS.YELLOW]): 'board/tile_yellow.png',
15     frozenset([BITS.CYAN, BITS.MAGENTA]): 'board/tile_cyan_magenta.png',
16     frozenset([BITS.CYAN, BITS.YELLOW]): 'board/tile_cyan_yellow.png',
17     frozenset([BITS.MAGENTA, BITS.YELLOW]): 'board/tile_magenta_yellow.png',
18     frozenset([BITS.CYAN, BITS.MAGENTA, BITS.YELLOW]): 'board/tile_cyan_magenta_yellow.png',
19     }
20
21
22 class TileWidget(Widget):
23     """Widget which holds a tile on the game board."""
24     def __init__(self, pos, state=None, board_pos=None):
25         super(TileWidget, self).__init__(pos, TILE_SIZE)
26         self.state = state
27         self.board_pos = board_pos
28         self.highlighted = False
29
30     def prepare(self):
31         # Draw background
32         x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
33         legal_move = (self.board_pos in self.state.player.legal_moves())
34         if self.state.gameboard.player_mode in (MOVE, EXAMINE) and legal_move:
35             bg = resources.get_image('board/tile_available.png',
36                                      transforms=(EIGHT_BIT,))
37         elif (x + y) % 2 == 0:
38             bg = resources.get_image('board/tile_2.png',
39                                      transforms=(EIGHT_BIT,))
40         else:
41             bg = resources.get_image('board/tile_1.png',
42                                      transforms=(EIGHT_BIT,))
43         if self.highlighted:
44             bg = resources.get_image('board/tile_selected.png',
45                                      transforms=(EIGHT_BIT,))
46         self.surface = pygame.surface.Surface(TILE_SIZE)
47         self.surface.blit(bg, (0, 0))
48         # Look up the required bits on the board location
49         card = self.state.board_locations[self.board_pos]
50         player_pos = self.state.player.position
51         bits = []
52         for action in card.actions:
53             if action.required_bits:
54                 bits.append(action.required_bits)
55         # Sort so we have longer lists of bits later
56         self.size = self.surface.get_rect().size
57         if bits:
58             bits.sort(key=lambda x: len(x))
59             y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
60             for pattern in bits:
61                 if self.board_pos != player_pos:
62                     img_name = BIT_MAP[pattern]
63                     x_offset = 0
64                 else:
65                     img_name = BIT_MAP[pattern].replace('.png', '_small.png')
66                     x_offset = 4
67                     if y_offset >= TILE_SIZE[1] // 2:
68                         # FIXME: Hack'ish
69                         # Bump the lock down by some hand-tuned factor
70                         # to not overlap with the robot
71                         y_offset += LOCK_HEIGHT // 2 - 4
72                 img = resources.get_image(img_name,
73                                           transforms=(EIGHT_BIT,))
74                 self.surface.blit(img, (x_offset, y_offset))
75                 y_offset += LOCK_HEIGHT
76
77     def set_highlight(self, pos):
78         self.highlighted = False
79         if (self.state.gameboard.player_mode == EXAMINE and
80                 self.board_pos == pos):
81             self.highlighted = True
82
83     def draw(self, surface):
84         surface.blit(self.surface, self.pos)