- 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] - 32 * 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
+ y_offset = self._prepare_action(action, y_offset)
+
+ def _prepare_lock(self, action, y_offset):
+ if not action.required_bits:
+ return 4
+
+ img_name = BIT_MAP[action.required_bits]
+
+ if self.board_pos != self.state.player.position:
+ x_offset = 0
+ else:
+ img_name = img_name.replace('.png', '_small.png')
+ x_offset = 2
+ 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
+
+ img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset))
+ return x_offset + img.get_width() + 2
+
+ def _prepare_action(self, action, 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,))
+ 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],
+ transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
+ self.surface.blit(img, (x_offset, y_offset + 4))
+ x_offset += img.get_width()
+ return y_offset + LOCK_HEIGHT
+
+ def set_highlight(self, pos):
+ self.highlighted = False
+ if (self.state.gameboard.player_mode == EXAMINE and
+ self.board_pos == pos):
+ self.highlighted = True