- # Placeholder logic - just draw the outline of a square
- self.surface = pygame.surface.Surface(self.size)
- pygame.draw.lines(self.surface, pgl.color.THECOLORS['yellow'],
- True, [(1, 1), (1, 95), (95, 95), (95, 1)], 2)
- self.surface.convert_alpha(pygame.display.get_surface())
+ # 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,))
+ 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,)))
+ if self.highlighted:
+ 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))
+ for overlay in overlays:
+ self.surface.blit(overlay, (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