1 # These will probably need to go away when we have images
4 from naja.constants import (
5 TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, PALETTE)
6 from naja.resources import resources
7 from naja.resources.mutators import EIGHT_BIT, blender
8 from naja.widgets.base import Widget
12 frozenset([BITS.RED]): 'board/tile_red.png',
13 frozenset([BITS.GREEN]): 'board/tile_green.png',
14 frozenset([BITS.BLUE]): 'board/tile_blue.png',
15 frozenset([BITS.RED, BITS.GREEN]): 'board/tile_red_green.png',
16 frozenset([BITS.RED, BITS.BLUE]): 'board/tile_red_blue.png',
17 frozenset([BITS.GREEN, BITS.BLUE]): 'board/tile_green_blue.png',
18 frozenset([BITS.RED, BITS.GREEN, BITS.BLUE]):
19 'board/tile_red_green_blue.png',
23 class TileWidget(Widget):
24 """Widget which holds a tile on the game board."""
25 def __init__(self, pos, state=None, board_pos=None):
26 super(TileWidget, self).__init__(pos, TILE_SIZE)
28 self.current_card = None
29 self.board_pos = board_pos
30 self.highlighted = False
32 self.animation = TILE_SIZE[0]
36 x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
38 if self.state.gameboard.puzzle:
39 tile_1_name = 'board/tile_1.png'
40 tile_2_name = 'board/tile_2_puzzle.png'
41 tile_available_name = 'board/tile_available_puzzle.png'
43 tile_1_name = 'board/tile_1.png'
44 tile_2_name = 'board/tile_2.png'
45 tile_available_name = 'board/tile_available.png'
51 bg = resources.get_image(bg_name, transforms=(EIGHT_BIT,))
54 legal_move = (self.board_pos in self.state.player.legal_moves())
56 if self.state.gameboard.player_mode == EXAMINE and legal_move:
57 overlays.append(resources.get_image(
58 tile_available_name, transforms=(EIGHT_BIT,)))
61 select_name = 'board/tile_selected_pulse.png'
63 select_name = 'board/tile_selected.png'
64 overlays.append(resources.get_image(
65 select_name, transforms=(EIGHT_BIT,)))
66 self.surface = pygame.surface.Surface(TILE_SIZE)
67 self.surface.blit(bg, (0, 0))
68 for overlay in overlays:
69 self.surface.blit(overlay, (0, 0))
70 # Look up the required bits on the board location
71 card = self.state.board_locations[self.board_pos]
72 if card is not self.current_card:
73 self.animation = TILE_SIZE[0]
74 self.current_card = card
76 y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
77 for action in card.actions:
78 y_offset = self._prepare_action(action, y_offset)
80 self._prepare_countdown(card)
82 def _prepare_countdown(self, card):
83 if card.replacement_time is None:
85 elif card.replacement_time <= 1:
86 glyph = 'glyphs/countdown_1.png'
87 elif card.replacement_time == 2:
88 glyph = 'glyphs/countdown_2.png'
89 elif card.replacement_time == 3:
90 glyph = 'glyphs/countdown_3.png'
91 elif card.replacement_time < 8:
92 glyph = 'glyphs/countdown_4.png'
94 glyph = 'glyphs/countdown_5.png'
95 img = resources.get_image(
96 glyph, transforms=(EIGHT_BIT, blender(PALETTE.DARK_VIOLET)))
97 self.surface.blit(img, (TILE_SIZE[0] - 20, 0))
99 def _prepare_lock(self, action, y_offset):
100 required_keys = action.required_bits & frozenset([
101 BITS.RED, BITS.GREEN, BITS.BLUE])
102 if required_keys not in BIT_MAP:
105 img_name = BIT_MAP[required_keys]
107 if self.board_pos != self.state.player.position:
110 img_name = img_name.replace('.png', '_small.png')
112 if y_offset == LOCK_HEIGHT:
113 y_offset = 0 # middle -> top
114 elif y_offset == 2 * LOCK_HEIGHT:
115 # bottom -> further down
116 y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
118 img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
119 img_rect = img.get_rect()
120 self.surface.blit(img, (x_offset, y_offset))
122 if BITS.MSB in action.required_bits:
123 msb = resources.get_image('board/msb_lock_decoration.png',
124 transforms=(EIGHT_BIT,))
125 msb_rect = msb.get_rect()
127 msb, (x_offset + img_rect.width - msb_rect.width, y_offset)
130 return x_offset + img_rect.width + 2
132 def _prepare_action(self, action, y_offset):
133 x_offset = self._prepare_lock(action, y_offset)
134 if self.board_pos != self.state.player.position:
135 for glyph in action.get_glyphs():
136 img = resources.get_image(glyph, transforms=(EIGHT_BIT,))
137 self.surface.blit(img, (x_offset, y_offset + 4))
138 x_offset += img.get_width()
139 if action.get_msb_glyph() is not None:
140 img = resources.get_image(
141 action.get_msb_glyph(),
142 transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
143 self.surface.blit(img, (x_offset, y_offset + 4))
144 x_offset += img.get_width()
145 return y_offset + LOCK_HEIGHT
147 def set_highlight(self, pos, bright=False):
148 self.highlighted = False
150 if (self.state.gameboard.player_mode == EXAMINE and
151 self.board_pos == pos):
152 self.highlighted = True
154 def draw(self, surface):
155 scaled_width = self.surface.get_width() - self.animation
156 scaled_height = self.surface.get_height() - self.animation
157 scaled_position = (self.pos[0] + (self.animation / 2),
158 self.pos[1] + (self.animation / 2))
159 if self.animation > 0:
160 self.animation = max(0, self.animation - 4)
161 scaled_surface = pygame.transform.scale(
162 self.surface, (scaled_width, scaled_height))
163 surface.blit(scaled_surface, scaled_position)