import pygame
import pygame.locals as pgl
-from naja.constants import TILE_SIZE, BITS
+from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT
from naja.resources import resources
+from naja.resources.mutators import EIGHT_BIT
from naja.widgets.base import Widget
BIT_MAP = {
- BITS['CYAN']: 'board/tile_cyan.png',
- BITS['MAGENTA']: 'board/tile_magenta.png',
- BITS['YELLOW']: 'board/tile_yellow.png',
- }
+ frozenset([BITS.CYAN]): 'board/tile_cyan.png',
+ frozenset([BITS.MAGENTA]): 'board/tile_magenta.png',
+ frozenset([BITS.YELLOW]): 'board/tile_yellow.png',
+ frozenset([BITS.CYAN, BITS.MAGENTA]): 'board/tile_cyan_magenta.png',
+ frozenset([BITS.CYAN, BITS.YELLOW]): 'board/tile_cyan_yellow.png',
+ frozenset([BITS.MAGENTA, BITS.YELLOW]): 'board/tile_magenta_yellow.png',
+ frozenset([BITS.CYAN, BITS.MAGENTA, BITS.YELLOW]): 'board/tile_cyan_magenta_yellow.png',
+ }
class TileWidget(Widget):
self.board_pos = board_pos
def prepare(self):
- # Placeholder logic - just draw the outline of a square
+ # Draw background
+ x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
+ if (x + y) % 2 == 0:
+ bg = resources.get_image('board/tile_2.png',
+ transforms=(EIGHT_BIT,))
+ else:
+ bg = resources.get_image('board/tile_1.png',
+ transforms=(EIGHT_BIT,))
self.surface = pygame.surface.Surface(TILE_SIZE)
- pygame.draw.lines(self.surface, pgl.color.THECOLORS['yellow'],
- True, [(1, 1), (1, 95), (95, 95), (95, 1)], 2)
- self.surface.convert_alpha(pygame.display.get_surface())
+ self.surface.blit(bg, (0, 0))
# Look up the required bits on the board location
- card = self.state.gameboard.board_locations[self.board_pos]
+ card = self.state.board_locations[self.board_pos]
+ player_pos = self.state.player.position
bits = []
for action in card.actions:
if action.required_bits:
self.size = self.surface.get_rect().size
if bits:
bits.sort(key=lambda x: len(x))
- y_offset = TILE_SIZE[1] - 32 * len(bits)
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
for pattern in bits:
- x_offset = 10
- for bit in pattern:
- img = resources.get_image(BIT_MAP[bit])
- self.surface.blit(img, (x_offset, y_offset))
- x_offset += 32
- y_offset += 32
+ if self.board_pos != player_pos:
+ img_name = BIT_MAP[pattern]
+ x_offset = 0
+ else:
+ img_name = BIT_MAP[pattern].replace('.png', '_small.png')
+ x_offset = 4
+ if y_offset >= TILE_SIZE[1] // 2:
+ # FIXME: Hack'ish
+ # Bump the lock down by some hand-tuned factor
+ # to not overlap with the robot
+ y_offset += LOCK_HEIGHT // 2 - 4
+ img = resources.get_image(img_name,
+ transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset))
+ y_offset += LOCK_HEIGHT
def draw(self, surface):
- surface.blit(self.surface, self.rect)
+ surface.blit(self.surface, self.pos)