""" Be prepared. """
+import pygame.display
import pygame.locals as pgl
import pymunk
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..utils import debug_timer
+from ..loader import loader
+from ..transforms import Overlay, Multiply, Alpha
-from ..constants import SCREEN_SIZE
+from ..constants import SCREEN_SIZE, FONTS, COLOURS
from ..widgets import ImageButton
-from ..turnip import Turnip
+from ..turnip import Turnip, TurnipInvalidPosition
class DayScene(BaseScene):
+
+ BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
+
def enter(self, gamestate):
self._space = pymunk.Space()
+ self._toolbar_font = loader.load_font(FONTS['sans'], size=20)
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
self._turnips = []
self._seeds = gamestate.seeds
self._harvested = gamestate.harvested
+ self._paused = False
self._tool = None
+ self._light_color = None
for turnip_data in gamestate.turnips:
- turnip = Turnip(**turnip_data)
+ turnip = Turnip(space=self._space, **turnip_data)
# Turnips grow at dawn
seeds = turnip.grow()
if seeds:
self._harvested += 1
else:
self._turnips.append(turnip)
- print 'Seeds', self._seeds
- # Toolbar
+ # Tools
+ self._light_toolbar = []
self._tools = [
ImageButton('32', 'seed.png', name='seed',
pos=(50, SCREEN_SIZE[1] - 40)),
+ ImageButton('32', 'spotlight.png', name='spotlight',
+ pos=(100, SCREEN_SIZE[1] - 40)),
+ ImageButton('32', 'lamp.png', name='lamp',
+ pos=(150, SCREEN_SIZE[1] - 40)),
ImageButton('32', 'default_cursor.png', name='reset tool',
pos=(SCREEN_SIZE[0] - 50, SCREEN_SIZE[1] - 40)),
]
+ self._update_toolbar(gamestate)
+ # Background
+ self._soil = loader.load_image(
+ "textures", "soil.png", transform=self.BRIGHTNESS)
def exit(self, gamestate):
self._unset_cursor()
@debug_timer("day.render")
def render(self, surface, gamestate):
- surface.fill((0, 0, 155))
+ surface.blit(self._soil, (0, 0))
+
+ for turnip in self._turnips:
+ turnip.render(surface)
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
- for turnip in self._turnips:
- turnip.render(surface)
+ surface.blit(self._toolbar, (120, 10), None)
for tool in self._tools:
tool.render(surface)
+ for light_tool in self._light_toolbar:
+ light_tool.render(surface)
self._draw_cursor(surface)
+ def _draw_light_toolbar(self, light_type, x):
+ self._light_toolbar = []
+ height = SCREEN_SIZE[1] - 80
+ for color in sorted(COLOURS.keys()):
+ light_tool = ImageButton('32', light_type + '.png',
+ pos=(x, height), name=color,
+ transform=Multiply(colour=COLOURS[color]))
+ self._light_toolbar.append(light_tool)
+ x += 40
+
+ def _clear_light_toolbar(self):
+ self._light_toolbar = []
+
+ def _place_seed(self, gamestate, ev):
+ if self._seeds > 0:
+ # plant seed
+ # We don't want top-left to equal the mouse position,
+ # since that looks weird, but we don't want to center
+ # the turnip under the mouse either, since that
+ # causes issues as well, so we compromise
+ pos = (ev.pos[0] - 8, ev.pos[1] - 8)
+ try:
+ turnip = Turnip(age=0, pos=pos, space=self._space)
+ self._turnips.append(turnip)
+ self._seeds -= 1
+ self._update_toolbar(gamestate)
+ except TurnipInvalidPosition as e:
+ # TODO: Add error sound or something
+ pass
+
+ def _place_spotlight(self, gamestate, colour, ev):
+ if self._seeds > 5:
+ pos = pymunk.pygame_util.from_pygame(ev.pos,
+ pygame.display.get_surface())
+ # Bail if we're too close to an existing light
+ if self._lights.nearest(pos, max_distance=25):
+ return
+ self._seeds -= 5
+ self._update_toolbar(gamestate)
+ cfg = {
+ "type": "spotlight",
+ "colour": colour,
+ "position": pos,
+ "angle_limits": [0, 90],
+ "intensity": 0.5,
+ "radius_limits": [0, 100],
+ }
+ gamestate.station["lights"].append(cfg)
+ self._lights.add_light(cfg)
+
+ def _place_lamp(self, gamestate, colour, ev):
+ if self._seeds > 3:
+ pos = pymunk.pygame_util.from_pygame(ev.pos,
+ pygame.display.get_surface())
+ # Bail if we're too close to an existing light
+ if self._lights.nearest(pos, max_distance=25):
+ return
+ self._seeds -= 3
+ self._update_toolbar(gamestate)
+ cfg = {
+ "type": "lamp",
+ "colour": colour,
+ "position": pos,
+ "intensity": 0.5,
+ }
+ gamestate.station["lights"].append(cfg)
+ self._lights.add_light(cfg)
+
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
if ev.key == pgl.K_e:
from .night import NightScene
SceneChangeEvent.post(scene=NightScene())
+ if ev.key == pgl.K_SPACE:
+ self._paused = not self._paused
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
# Check tools
for tool in self._tools:
if tool.pressed(ev):
+ self._color = None
if tool.name == 'reset tool':
self._unset_cursor()
self._tool = None
+ self._clear_light_toolbar()
else:
self._tool = tool.name
- self._set_cursor(tool.name)
+ if self._tool == 'seed':
+ self._set_cursor(
+ 'seed', transform=Alpha(alpha=172))
+ self._clear_light_toolbar()
+ elif self._tool == 'spotlight':
+ self._unset_cursor()
+ self._draw_light_toolbar('spotlight', 100)
+ elif self._tool == 'lamp':
+ self._unset_cursor()
+ self._draw_light_toolbar('lamp', 150)
+ return
+ # Check light toolbar
+ for light_tool in self._light_toolbar:
+ if light_tool.pressed(ev):
+ self._set_cursor(
+ self._tool,
+ transform=Multiply(
+ colour=COLOURS[light_tool.name] + (172,)))
+ self._light_color = light_tool.name
return
if self._tool == "seed":
- if self._seeds > 0:
- # plant seed
- turnip = Turnip(age=0, pos=ev.pos)
- self._turnips.append(turnip)
- self._seeds -= 1
- self._update_toolbar
+ self._place_seed(gamestate, ev)
+ elif self._tool == 'spotlight' and self._light_color:
+ self._place_spotlight(gamestate, self._light_color, ev)
+ elif self._tool == 'lamp' and self._light_color:
+ self._place_lamp(gamestate, self._light_color, ev)
else:
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
print self._lights.lit_by(ev.pos, surfpos=True)
+ elif ev.button == 3 and self._tool:
+ self._tool = None
+ self._unset_cursor()
@debug_timer("day.tick")
def tick(self, gamestate):
- self._lights.tick()
+ if not self._paused:
+ self._lights.tick()
- def _update_toolbar(self):
- pass
+ def _update_toolbar(self, gamestate):
+ text = ("Turnip Stocks: Seeds: %d. Planted: %d. "
+ "Harvested: %d. Destroyed: %d" %
+ (self._seeds, len(self._turnips),
+ self._harvested, gamestate.eaten))
+ self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))