import pygame.locals as pgl
from naja.constants import (
- INFO_SIZE, ACT, KEYS, EXAMINE, PALETTE,
+ INFO_SIZE, KEYS, PALETTE,
ACTION_TEXT_OFFSET, INFO_LEFT_PADDING,
- INFO_RIGHT_PADDING, BIT_SIZE)
-from naja.events import finish_event
+ INFO_RIGHT_PADDING, BIT_SIZE, BITS)
+from naja.events import InvalidateTheWorld, finish_event
from naja.resources import resources
from naja.resources.mutators import EIGHT_BIT, blender
from naja.sound import sound
-from naja.utils import bit_glyphs
+from naja.utils import bit_glyphs, Flashlight
from naja.widgets.base import Widget
from naja.widgets.tile import BIT_MAP
-from naja.widgets.text import TextBoxWidget, TextWidget
+from naja.widgets.text import TextBoxWidget
+from naja import constants
-HINTS = {
- ACT: ("Choose an action using the Up/Down keys.\n"
- "Press Return to execute the action."),
- EXAMINE: "Select a card to examine using the arrow keys.",
-}
+HINTS = [
+ "Browse the tiles with {NORTH,SOUTH,EAST,WEST} keys.",
+ "Switch actions using TAB.",
+]
-HINT_LEGAL_MOVE = "\nPress Return to move to this card."
-
-TITLES = {
- ACT: "Choose an Action",
- EXAMINE: "Select a Card",
-}
+HINT_LEGAL_MOVE = "\nPress {RETURN} to move and execute the action."
class InfoAreaWidget(Widget):
def __init__(self, pos, state):
super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
self.state = state
- self.chosen = None
- self.card_position = state.player.position
- self.set_position(state.player.position)
+ self.set_position(state.player.position, legal=True)
+ self.flash_light = Flashlight(constants.FPS // 2)
def prepare(self):
- if self.state.gameboard.player_mode == ACT:
- self.set_position(self.state.player.position)
self.surface = pygame.surface.Surface(INFO_SIZE)
self.surface.fill((0, 0, 0))
y_offset = 0
pos = lambda: (INFO_LEFT_PADDING, y_offset)
- # Top title
- title = TextWidget(
- pos(), TITLES[self.state.gameboard.player_mode],
- colour=PALETTE.WHITE)
- title.render(self.surface)
- y_offset += title.surface.get_rect().height - 4
-
# Bits
+ y_offset += 12
bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
for bit in reversed(range(8)))
if self.card.bitwise_operand:
bits_text = '%s %s' % (
bits_text, bit_glyphs(self.card.bitwise_operand))
card_bits = TextBoxWidget(
- pos(), bits_text, box_width=box_width,
- colour=PALETTE.LIGHT_TURQUOISE, bg_colour=PALETTE.BLACK)
- card_bits.render(self.surface)
- y_offset += card_bits.surface.get_rect().height + 4
+ (0, 0), bits_text, padding=4, centre=True,
+ colour=PALETTE.WHITE, border=2,
+ bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
+ box_width=box_width)
+ card_bits.prepare()
+ self.surface.blit(card_bits.surface, pos())
+ y_offset += card_bits.surface.get_rect().height + 12
# Actions
for choice, action in enumerate(self.card.actions):
y_offset = self.prepare_action(choice, action, y_offset, box_width)
# Hint text
- hint_text = HINTS[self.state.gameboard.player_mode]
- if self.state.gameboard.player_mode == EXAMINE:
- if self.card_position in self.state.player.legal_moves():
- hint_text += HINT_LEGAL_MOVE
+ hint_text = " ".join(HINTS)
+ if self.card_position in self.state.player.legal_moves():
+ hint_text += HINT_LEGAL_MOVE
hint = TextBoxWidget(
(0, 0), hint_text, padding=4,
- box_width=box_width,
- border=2, border_colour=PALETTE.GREY)
+ colour=PALETTE.WHITE, border=2,
+ bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
+ box_width=box_width)
hint.prepare()
y_offset = (INFO_SIZE[1] - hint.surface.get_rect().height
- BIT_SIZE[1] - 2)
# Game mode (puzzle, easy, standard, hard, etc ...)
game_mode = TextBoxWidget(
- (0, 0), "UNKNOWN", padding=4, centre=True,
+ (0, 0), self.mode_hint(), padding=4, centre=True,
colour=PALETTE.WHITE, border=2,
bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
box_width=box_width)
y_offset = (INFO_SIZE[1] - BIT_SIZE[1] + 12)
self.surface.blit(game_mode.surface, pos())
+ def mode_hint(self):
+ gameboard = self.state.gameboard
+ if gameboard.puzzle:
+ return "PUZZLE"
+ return {
+ 0: "DEATH", 1: "NINTENDO HARD",
+ 2: "VERY HARD", 3: "HARD",
+ 4: "STANDARD", 5: "EASY",
+ }.get(gameboard.max_health, "UNKNOWN")
+
def prepare_action(self, choice, action, y_offset, box_width):
x_offset = INFO_LEFT_PADDING
- glyphs_x_offset = 0
+ glyphs_x_offset = 2
glyphs_y_offset = y_offset
y_offset += ACTION_TEXT_OFFSET
- action_viable = action.check_available(self.state.player)
+ action_viable = (
+ action.check_available(self.state.player) and self.legal)
text_colour = PALETTE.BLACK if action_viable else PALETTE.GREY
text = TextBoxWidget(
border_colour = None
if choice == self.chosen:
- border_colour = PALETTE.GREEN if action_viable else PALETTE.ORANGE
+ if self.flash_light.on:
+ border_colour = (PALETTE.GREEN if action_viable else
+ PALETTE.ORANGE)
+ else:
+ border_colour = (PALETTE.DARK_GREEN if action_viable else
+ PALETTE.DARK_RED)
+
if border_colour:
bottom = y_offset + text.surface.get_rect().height
right = text.surface.get_rect().width + x_offset
[(x_offset, y_offset), (right, y_offset),
(right, bottom), (x_offset, bottom)], 4)
- if action.required_bits:
- img_name = BIT_MAP[action.required_bits].replace(
+ required_keys = action.required_bits & frozenset([
+ BITS.RED, BITS.GREEN, BITS.BLUE])
+ if required_keys in BIT_MAP:
+ img_name = BIT_MAP[required_keys].replace(
'.png', '_small.png')
img = resources.get_image(img_name,
transforms=(EIGHT_BIT,))
else:
glyphs_x_offset = INFO_LEFT_PADDING
- for glyph in action.GLYPHS:
+ if BITS.MSB in action.required_bits:
+ msb = resources.get_image('board/msb_lock_decoration.png',
+ transforms=(EIGHT_BIT,))
+ msb_rect = msb.get_rect()
+ self.surface.blit(
+ msb, (glyphs_x_offset - msb_rect.width - 4, glyphs_y_offset)
+ )
+
+ for glyph in action.get_glyphs():
img = resources.get_image(
glyph, transforms=(EIGHT_BIT, blender(PALETTE.GREY)))
self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
glyphs_x_offset += img.get_width()
- if action.MSB_GLYPH is not None:
+ if action.get_msb_glyph() is not None:
img = resources.get_image(
- action.MSB_GLYPH,
+ action.get_msb_glyph(),
transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
return y_offset + text.surface.get_rect().height + 16
- def set_position(self, position):
+ def set_position(self, position, legal):
+ self.legal = legal
self.card_position = position
self.card = self.state.board_locations[self.card_position]
- if self.state.gameboard.player_mode == ACT:
- if self.chosen is None:
- self.chosen = 0
- else:
- self.chosen = None
+ self.chosen = None
+ self.next_action(viable_only=True)
def draw(self, surface):
+ if self.flash_light.tick():
+ self.prepare()
surface.blit(self.surface, self.pos)
def next_action(self, viable_only=False, step=1):
if num_actions == 0:
return
player = self.state.player
- chosen = self.chosen
- for i in range(num_actions - 1):
+ chosen = self.chosen if self.chosen is not None else -step
+ for i in range(num_actions):
# loop through each action at most once.
chosen = (chosen + step) % num_actions
action = self.card.actions[chosen]
if not viable_only or action.check_available(player):
sound.play_sound('zoop.ogg', volume=0.05)
self.chosen = chosen
+ break
def prev_action(self, viable_only=False):
return self.next_action(viable_only=viable_only, step=-1)
def try_perform_action(self):
player = self.state.player
- action = self.card.actions[self.chosen]
- if not action.check_available(player):
+ if self.chosen is None or not self.legal:
+ action = None
+ else:
+ action = self.card.actions[self.chosen]
+ if action is None or not action.check_available(player):
sound.play_sound('error.ogg')
+ return False
else:
sound.play_sound('chirp.ogg', volume=0.5)
+ player.set_position(self.card_position)
action.perform_action(self.state.gameboard, self.card)
- self.state.gameboard.card_used(player.position)
- self.state.gameboard.change_mode(EXAMINE)
- self.set_position(player.position)
+ self.state.gameboard.card_used(self.card_position)
+ self.set_position(self.card_position, legal=True)
+ return True
def handle_event(self, ev):
- if self.state.gameboard.player_mode == EXAMINE:
- return super(InfoAreaWidget, self).handle_event(ev)
+ if InvalidateTheWorld.matches(ev):
+ self.flash_light.reset()
if ev.type == pgl.KEYDOWN:
- if ev.key in KEYS.SELECT:
- self.try_perform_action()
- return finish_event()
- if ev.key in KEYS.UP:
- self.next_action()
- return finish_event()
- if ev.key in KEYS.DOWN:
- self.prev_action()
- return finish_event()
if ev.key in KEYS.SWITCH:
self.next_action(viable_only=True)
return finish_event()
+ elif ev.key in KEYS.SELECT:
+ self.try_perform_action()
+ return finish_event()
return super(InfoAreaWidget, self).handle_event(ev)