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first stab at automatic variable light pricing
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
day.py
diff --git
a/tabakrolletjie/scenes/day.py
b/tabakrolletjie/scenes/day.py
index bf97f95bfc95133c6bb8bc7e49bc9beefc09203c..8dd9c7b84add10af9ffbb1187ef1baa8d22f98a1 100644
(file)
--- a/
tabakrolletjie/scenes/day.py
+++ b/
tabakrolletjie/scenes/day.py
@@
-11,7
+11,7
@@
import pymunk.pygame_util
from .base import BaseScene
from ..battery import BatteryManager
from .base import BaseScene
from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
, seed_cost
from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
@@
-103,9
+103,6
@@
class DayScene(BaseScene):
tool = ImageButton(
'32', '%s.png' % light_config["type"], name='light',
pos=(x, y))
tool = ImageButton(
'32', '%s.png' % light_config["type"], name='light',
pos=(x, y))
- font = loader.load_font(FONTS["sans"], size=12)
- tool_cost = font.render("%d" % light_config["cost"], True, (0, 0, 0))
- tool._img.blit(tool_cost, (16, 12), None)
tool.light_config = light_config
tools.append(tool)
x += step
tool.light_config = light_config
tools.append(tool)
x += step
@@
-173,11
+170,18
@@
class DayScene(BaseScene):
colour_combos = light_config["available_colours"]
for combo in colour_combos:
colours = combo.split("/")
colour_combos = light_config["available_colours"]
for combo in colour_combos:
colours = combo.split("/")
+ cost = seed_cost(light_config, len(colours))
+
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_fitting = light_fitting_by_type(light_config["type"])
light_tool = ImageButton(
"32", light_fitting, transform=ColourWedges(colours=colours),
pos=(x, height), name=combo)
+ font = loader.load_font(FONTS["sans"], size=12)
+ tool_cost = font.render("%d" % cost, True, (0, 0, 0))
+ light_tool._img.blit(tool_cost, (16, 12), None)
+
light_tool.colours = colours
light_tool.colours = colours
+ light_tool.cost = cost
self._light_toolbar.append(light_tool)
x += 40
self._light_toolbar.append(light_tool)
x += 40
@@
-214,9
+218,8
@@
class DayScene(BaseScene):
light_cfg["direction"] = math.degrees(angle)
break
light_cfg["direction"] = math.degrees(angle)
break
- def _place_light(self, gamestate, cfg, colours, ev):
+ def _place_light(self, gamestate, cfg, co
st, co
lours, ev):
cfg = cfg.copy()
cfg = cfg.copy()
- cost = cfg.pop("cost")
cfg.pop("available_colours")
if gamestate.seeds > cost:
pos = pymunk.pygame_util.from_pygame(
cfg.pop("available_colours")
if gamestate.seeds > cost:
pos = pymunk.pygame_util.from_pygame(
@@
-294,6
+297,7
@@
class DayScene(BaseScene):
transform=ColourWedges(colours=light_tool.colours))
# colour=COLOURS[0] + (172,)))
self._light_colors = light_tool.colours
transform=ColourWedges(colours=light_tool.colours))
# colour=COLOURS[0] + (172,)))
self._light_colors = light_tool.colours
+ self._light_cost = light_tool.cost
return
if self._tool:
if self._tool.name == "seed":
return
if self._tool:
if self._tool.name == "seed":
@@
-303,7
+307,7
@@
class DayScene(BaseScene):
elif self._tool.name == "light" and self._light_colors:
self._place_light(
gamestate, self._tool.light_config,
elif self._tool.name == "light" and self._light_colors:
self._place_light(
gamestate, self._tool.light_config,
- self._light_colors, ev)
+ self._light_co
st, self._light_co
lors, ev)
else:
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
else:
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)