-#from naja.constants import TILE_SIZE
-from naja.widgets.base import Widget
+# These will probably need to go away when we have images
+import pygame
+import pygame.locals as pgl
+
+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 = {
+ 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):
"""Widget which holds a tile on the game board."""
- def __init__(self, pos, image=None):
- super(TileWidget, self).__init__(pos, (96, 96))
+ def __init__(self, pos, state=None, board_pos=None):
+ super(TileWidget, self).__init__(pos, TILE_SIZE)
+ self.state = state
+ self.board_pos = board_pos
def prepare(self):
- pass
+ # 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)
+ self.surface.blit(bg, (0, 0))
+ # Look up the required bits on the board location
+ card = self.state.board_locations[self.board_pos]
+ player_pos = self.state.player.position
+ bits = []
+ for action in card.actions:
+ if action.required_bits:
+ bits.append(action.required_bits)
+ # Sort so we have longer lists of bits later
+ self.size = self.surface.get_rect().size
+ if bits:
+ bits.sort(key=lambda x: len(x))
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
+ for pattern in bits:
+ 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)