import pygame
from naja.constants import (
- TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS, PALETTE)
+ TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, PALETTE)
from naja.resources import resources
from naja.resources.mutators import EIGHT_BIT, blender
from naja.widgets.base import Widget
}
-GLYPH_MAP = {
- ACTION_GLYPHS.CLEAR_BITS: 'glyphs/bits_clear.png',
- ACTION_GLYPHS.TOGGLE_BITS: 'glyphs/bits_toggle.png',
- ACTION_GLYPHS.SET_BITS: 'glyphs/bits_set.png',
- ACTION_GLYPHS.CHANGE_BOARD: 'glyphs/board.png',
- ACTION_GLYPHS.DAMAGE: 'glyphs/damage.png',
- ACTION_GLYPHS.HEAL: 'glyphs/health.png',
- ACTION_GLYPHS.MOVEMENT: 'glyphs/move.png',
- ACTION_GLYPHS.WINTOKEN: 'glyphs/win.png',
- ACTION_GLYPHS.MSB: 'glyphs/msb.png',
- ACTION_GLYPHS.NOTHING: 'glyphs/do_nothing.png',
-}
-
-
class TileWidget(Widget):
"""Widget which holds a tile on the game board."""
def __init__(self, pos, state=None, board_pos=None):
super(TileWidget, self).__init__(pos, TILE_SIZE)
self.state = state
+ self.current_card = None
self.board_pos = board_pos
self.highlighted = False
+ self.animation = TILE_SIZE[0]
def prepare(self):
# Draw background
x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
+ if self.state.gameboard.puzzle:
+ tile_1_name = 'board/tile_1.png'
+ tile_2_name = 'board/tile_2_puzzle.png'
+ tile_available_name = 'board/tile_available_puzzle.png'
+ else:
+ tile_1_name = 'board/tile_1.png'
+ tile_2_name = 'board/tile_2.png'
+ tile_available_name = 'board/tile_available.png'
+
if (x + y) % 2 == 0:
- bg = resources.get_image('board/tile_2.png',
- transforms=(EIGHT_BIT,))
+ bg_name = tile_2_name
else:
- bg = resources.get_image('board/tile_1.png',
- transforms=(EIGHT_BIT,))
+ bg_name = tile_1_name
+ bg = resources.get_image(bg_name, transforms=(EIGHT_BIT,))
overlays = []
legal_move = (self.board_pos in self.state.player.legal_moves())
if self.state.gameboard.player_mode == EXAMINE and legal_move:
- overlays.append(resources.get_image('board/tile_available.png',
- transforms=(EIGHT_BIT,)))
+ overlays.append(resources.get_image(
+ tile_available_name, transforms=(EIGHT_BIT,)))
if self.highlighted:
- overlays.append(resources.get_image('board/tile_selected.png',
- transforms=(EIGHT_BIT,)))
+ overlays.append(resources.get_image(
+ 'board/tile_selected.png',
+ transforms=(EIGHT_BIT,)))
self.surface = pygame.surface.Surface(TILE_SIZE)
self.surface.blit(bg, (0, 0))
self.surface.blit(overlay, (0, 0))
# Look up the required bits on the board location
card = self.state.board_locations[self.board_pos]
+ if card is not self.current_card:
+ self.animation = TILE_SIZE[0]
+ self.current_card = card
+
y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
for action in card.actions:
y_offset = self._prepare_action(action, y_offset)
+ self._prepare_countdown(card)
+
+ def _prepare_countdown(self, card):
+ if card.replacement_time is None:
+ return
+ elif card.replacement_time <= 1:
+ glyph = 'glyphs/countdown_1.png'
+ elif card.replacement_time == 2:
+ glyph = 'glyphs/countdown_2.png'
+ elif card.replacement_time == 3:
+ glyph = 'glyphs/countdown_3.png'
+ elif card.replacement_time < 8:
+ glyph = 'glyphs/countdown_4.png'
+ else:
+ glyph = 'glyphs/countdown_5.png'
+ img = resources.get_image(
+ glyph, transforms=(EIGHT_BIT, blender(PALETTE.DARK_VIOLET)))
+ self.surface.blit(img, (TILE_SIZE[0] - 20, 0))
+
def _prepare_lock(self, action, y_offset):
- if not action.required_bits:
+ if action.required_bits not in BIT_MAP:
return 4
img_name = BIT_MAP[action.required_bits]
if y_offset == LOCK_HEIGHT:
y_offset = 0 # middle -> top
elif y_offset == 2 * LOCK_HEIGHT:
- y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2 # bottom -> further down
+ # bottom -> further down
+ y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
self.surface.blit(img, (x_offset, y_offset))
x_offset = self._prepare_lock(action, y_offset)
if self.board_pos != self.state.player.position:
for glyph in action.GLYPHS:
- img = resources.get_image(
- GLYPH_MAP[glyph], transforms=(EIGHT_BIT,))
+ img = resources.get_image(glyph, transforms=(EIGHT_BIT,))
self.surface.blit(img, (x_offset, y_offset + 4))
x_offset += img.get_width()
if action.MSB_GLYPH is not None:
img = resources.get_image(
- GLYPH_MAP[action.MSB_GLYPH],
+ action.MSB_GLYPH,
transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
self.surface.blit(img, (x_offset, y_offset + 4))
x_offset += img.get_width()
self.highlighted = True
def draw(self, surface):
- surface.blit(self.surface, self.pos)
+ scaled_width = self.surface.get_width() - self.animation
+ scaled_height = self.surface.get_height() - self.animation
+ scaled_position = (self.pos[0] + (self.animation / 2),
+ self.pos[1] + (self.animation / 2))
+ if self.animation > 0:
+ self.animation = max(0, self.animation - 4)
+ scaled_surface = pygame.transform.scale(
+ self.surface, (scaled_width, scaled_height))
+ surface.blit(scaled_surface, scaled_position)