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.board_pos = board_pos
29 self.highlighted = False
33 x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
36 bg_name = 'board/tile_2.png'
38 bg_name = 'board/tile_1.png'
39 bg = resources.get_image(bg_name, transforms=(EIGHT_BIT,))
42 legal_move = (self.board_pos in self.state.player.legal_moves())
44 if self.state.gameboard.player_mode == EXAMINE and legal_move:
45 overlays.append(resources.get_image(
46 'board/tile_available.png', transforms=(EIGHT_BIT,)))
48 overlays.append(resources.get_image(
49 'board/tile_selected.png',
50 transforms=(EIGHT_BIT,)))
52 self.surface = pygame.surface.Surface(TILE_SIZE)
53 self.surface.blit(bg, (0, 0))
54 for overlay in overlays:
55 self.surface.blit(overlay, (0, 0))
56 # Look up the required bits on the board location
57 card = self.state.board_locations[self.board_pos]
58 y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
59 for action in card.actions:
60 y_offset = self._prepare_action(action, y_offset)
62 def _prepare_lock(self, action, y_offset):
63 if not action.required_bits:
66 img_name = BIT_MAP[action.required_bits]
68 if self.board_pos != self.state.player.position:
71 img_name = img_name.replace('.png', '_small.png')
73 if y_offset == LOCK_HEIGHT:
74 y_offset = 0 # middle -> top
75 elif y_offset == 2 * LOCK_HEIGHT:
76 # bottom -> further down
77 y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
79 img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
80 self.surface.blit(img, (x_offset, y_offset))
81 return x_offset + img.get_width() + 2
83 def _prepare_action(self, action, y_offset):
84 x_offset = self._prepare_lock(action, y_offset)
85 if self.board_pos != self.state.player.position:
86 for glyph in action.GLYPHS:
87 img = resources.get_image(glyph, transforms=(EIGHT_BIT,))
88 self.surface.blit(img, (x_offset, y_offset + 4))
89 x_offset += img.get_width()
90 if action.MSB_GLYPH is not None:
91 img = resources.get_image(
93 transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
94 self.surface.blit(img, (x_offset, y_offset + 4))
95 x_offset += img.get_width()
96 return y_offset + LOCK_HEIGHT
98 def set_highlight(self, pos):
99 self.highlighted = False
100 if (self.state.gameboard.player_mode == EXAMINE and
101 self.board_pos == pos):
102 self.highlighted = True
104 def draw(self, surface):
105 surface.blit(self.surface, self.pos)