import math
import pygame.display
+import pygame.surface
import pygame.locals as pgl
import pymunk
import pymunk.pygame_util
from .base import BaseScene
-from ..lights import LightManager
+from ..battery import BatteryManager
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
-from ..utils import debug_timer
+from ..utils import debug_timer, shadowed_text
from ..loader import loader
-from ..transforms import Overlay, Multiply, Alpha
+from ..transforms import Overlay, Alpha, ColourWedges
-from ..constants import SCREEN_SIZE, FONTS, COLOURS
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
from ..widgets import ImageButton
from ..turnip import Turnip, TurnipInvalidPosition
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._battery = BatteryManager(gamestate)
+ self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._turnips = []
- self._seeds = gamestate.seeds
- self._harvested = gamestate.harvested
self._paused = False
self._tool = None
- self._light_color = None
+ self._light_colors = None
self._dragging = None
# Turnip
self.grow_turnips(gamestate)
# Tools
self._light_toolbar = []
self._tools = self.create_tools(gamestate)
- self._update_toolbar(gamestate)
# Background
self._soil = loader.load_image(
"textures", "soil.png", transform=self.BRIGHTNESS)
+ # Check if we've lost
+ self._game_over_text = []
+ if gamestate.seeds == 0 and len(self._turnips) == 0:
+ self._draw_you_lose(gamestate)
+ elif gamestate.harvested >= gamestate.turnip_target:
+ self._draw_you_win(gamestate)
+
+ def _draw_you_lose(self, gamestate):
+ overlay = pygame.surface.Surface(
+ (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
+ overlay.fill((0, 0, 0, 128))
+ self._game_over_text.append((overlay, (0, 250)))
+ self._game_over_text.append(
+ (shadowed_text("You Lost", FONTS["bold"], 48), (400, 280)))
+ self._game_over_text.append(
+ (shadowed_text("You have no seeds and no turnips growing",
+ FONTS["sans"], 24), (300, 350)))
+ self._game_over_text.append(
+ (shadowed_text("Press a key to return to the menu",
+ FONTS["sans"], 24), (350, 400)))
+
+ def _draw_you_win(self, gamestate):
+ overlay = pygame.surface.Surface(
+ (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
+ overlay.fill((0, 0, 0, 128))
+ self._game_over_text.append((overlay, (0, 250)))
+ self._game_over_text.append(
+ (shadowed_text("You Win", FONTS["bold"], 48), (400, 280)))
+ self._game_over_text.append(
+ (shadowed_text(
+ ("You have Successfully Harvested %d turnips" %
+ gamestate.harvested),
+ FONTS["sans"], 24),
+ (300, 350)))
+ self._game_over_text.append(
+ (shadowed_text("Press a key to return to the menu",
+ FONTS["sans"], 24), (350, 400)))
def grow_turnips(self, gamestate):
for turnip_data in gamestate.turnips:
# Turnips grow at dawn
seeds = turnip.grow()
if seeds:
- self._seeds += seeds
- self._harvested += 1
+ gamestate.seeds += seeds
+ gamestate.harvested += 1
else:
self._turnips.append(turnip)
def create_tools(self, gamestate):
tools = []
- x, y, step = 0, SCREEN_SIZE[1] - 40, 50
-
- tools.append(ImageButton(
- '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
- x += step
+
+ x, y, step = 50, SCREEN_SIZE[1] - 40, 50
+
tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
x += step
x += step
tools.append(ImageButton(
- '32', 'night.png', name='start night', pos=(SCREEN_SIZE[0] - 100, y)))
+ '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
+
+ tools.append(ImageButton(
+ '32', 'night.png', name='start night',
+ pos=(SCREEN_SIZE[0] - 100, y)))
tools.append(ImageButton(
'32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
return tools
def exit(self, gamestate):
self._unset_cursor()
- gamestate.seeds = self._seeds
- gamestate.harvested = self._harvested
turnip_data = [turnip.serialize() for turnip in self._turnips]
gamestate.turnips = turnip_data
+ def end_day(self, gamestate):
+ self._battery.apply_recharge()
+ gamestate.update_lights(self._lights)
+ from .night import NightScene
+ SceneChangeEvent.post(scene=NightScene())
+
+ @property
+ def turnip_count(self):
+ return len(self._turnips)
+
+ @property
+ def power_usage(self):
+ power = self._lights.total_power_usage()
+ power = power / (FPS * NIGHT_HOURS_PER_TICK)
+ return int(round(power))
+
@debug_timer("day.render")
def render(self, surface, gamestate):
surface.blit(self._soil, (0, 0))
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
- surface.blit(self._toolbar, (120, 10), None)
+ self._infobar.render(surface, gamestate)
for tool in self._tools:
tool.render(surface)
for light_tool in self._light_toolbar:
light_tool.render(surface)
self._draw_cursor(surface)
+ if self._game_over_text:
+ for surf, pos in self._game_over_text:
+ surface.blit(surf, pos)
def _draw_light_toolbar(self, light_config, x):
- self._light_toolbar = []
height = SCREEN_SIZE[1] - 80
- for color in sorted(COLOURS.keys()):
- light_tool = ImageButton('32', light_config["type"] + '.png',
- pos=(x, height), name=color,
- transform=Multiply(colour=COLOURS[color]))
+ self._light_toolbar = []
+ colour_combos = light_config["available_colours"]
+ for combo in colour_combos:
+ colours = combo.split("/")
+ light_fitting = light_fitting_by_type(light_config["type"])
+ light_tool = ImageButton(
+ "32", light_fitting, transform=ColourWedges(colours=colours),
+ pos=(x, height), name=combo)
+ light_tool.colours = colours
self._light_toolbar.append(light_tool)
x += 40
self._light_toolbar = []
def _place_seed(self, gamestate, ev):
- if self._seeds > 0:
+ if gamestate.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)
+ pos = (ev.pos[0] - 18, ev.pos[1] - 18)
try:
turnip = Turnip(age=0, pos=pos, space=self._space)
self._turnips.append(turnip)
- self._seeds -= 1
- self._update_toolbar(gamestate)
+ gamestate.seeds -= 1
except TurnipInvalidPosition:
# TODO: Add error sound or something
pass
def _place_light(self, gamestate, cfg, colours, ev):
cfg = cfg.copy()
cost = cfg.pop("cost")
- if self._seeds > cost:
+ cfg.pop("available_colours")
+ if gamestate.seeds > cost:
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):
+ # Bail if we're too close to an existing light, obstacle or turnip
+ if check_space_for_light(self._space, pos, max_distance=25):
return
- self._seeds -= cost
- self._update_toolbar(gamestate)
+ gamestate.seeds -= cost
cfg["position"] = pos
cfg["colours"] = colours
gamestate.station["lights"].append(cfg)
self._lights.add_light(cfg)
def event(self, ev, gamestate):
+ if self._game_over_text:
+ if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
+ from .menu import MenuScene
+ SceneChangeEvent.post(scene=MenuScene())
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif ev.key == pgl.K_e:
- from .night import NightScene
- SceneChangeEvent.post(scene=NightScene())
- elif ev.key == pgl.K_SPACE:
+ self.end_day(gamestate)
+ elif ev.key == pgl.K_SPACE and DEBUG:
self._paused = not self._paused
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
self._tool = None
self._clear_light_toolbar()
elif tool.name == 'start night':
- from .night import NightScene
- SceneChangeEvent.post(scene=NightScene())
+ self.end_day(gamestate)
elif tool.name == 'exit':
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
# Check light toolbar
for light_tool in self._light_toolbar:
if light_tool.pressed(ev):
+ fitting_image = light_fitting_by_type(
+ self._tool.light_config["type"])
self._set_cursor(
- self._tool.light_config["type"],
- transform=Multiply(
- colour=COLOURS[light_tool.name] + (172,)))
- self._light_color = light_tool.name
+ fitting_image[:-4], # strip .png
+ transform=ColourWedges(colours=light_tool.colours))
+ # colour=COLOURS[0] + (172,)))
+ self._light_colors = light_tool.colours
return
- if self._tool.name == "seed":
- self._place_seed(gamestate, ev)
- elif self._tool.name == "light" and self._light_color:
- self._place_light(
- gamestate, self._tool.light_config,
- [self._light_color], ev)
+ if self._tool:
+ if self._tool.name == "seed":
+ self._place_seed(gamestate, ev)
+ elif self._tool.name == "light" and self._light_colors:
+ self._place_light(
+ gamestate, self._tool.light_config,
+ self._light_colors, ev)
else:
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
elif self._tool:
# Unset tool
self._tool = None
+ self._clear_light_toolbar()
self._unset_cursor()
elif ev.type == pgl.MOUSEMOTION:
if self._dragging:
def tick(self, gamestate):
if not self._paused:
self._lights.tick()
-
- def _update_toolbar(self, gamestate):
- text = ("Day: %d: Turnip Stocks: Seeds: %d. Planted: %d. "
- "Harvested: %d. Destroyed: %d" %
- (gamestate.days, self._seeds, len(self._turnips),
- self._harvested, gamestate.eaten))
- self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))