+""" Be prepared. """
+
+import math
+
+import pygame.display
+import pygame.locals as pgl
+
+import pymunk
+import pymunk.pygame_util
+
+from .base import BaseScene
+from ..lights import LightManager
+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, FONTS, COLOURS
+from ..widgets import ImageButton
+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
+ self._dragging = None
+ for turnip_data in gamestate.turnips:
+ turnip = Turnip(space=self._space, **turnip_data)
+ # Turnips grow at dawn
+ seeds = turnip.grow()
+ if seeds:
+ self._seeds += seeds
+ self._harvested += 1
+ else:
+ self._turnips.append(turnip)
+ # 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()
+ gamestate.seeds = self._seeds
+ gamestate.harvested = self._harvested
+ turnip_data = [turnip.serialize() for turnip in self._turnips]
+ gamestate.turnips = turnip_data
+
+ @debug_timer("day.render")
+ def render(self, surface, gamestate):
+ 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)
+ 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:
+ # TODO: Add error sound or something
+ pass
+
+ def _update_light_angle(self, pos, gamestate):
+ # Update the angle of the given light
+ pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
+ distance = pos - self._dragging.position
+ angle = math.atan2(distance[1], distance[0])
+ # Set light angle to this position
+ self._dragging.ray_manager.direction = math.degrees(angle)
+ # Hackily update gamestate with new angle
+ for light_cfg in gamestate.station["lights"]:
+ light_pos = pymunk.Vec2d(light_cfg["position"])
+ if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
+ light_cfg["direction"] = math.degrees(angle)
+ break
+
+ 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",
+ "colours": [colour],
+ "position": pos,
+ "direction": 45,
+ "spread": 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(ev.pos, surfpos=True, max_distance=25):
+ return
+ self._seeds -= 3
+ self._update_toolbar(gamestate)
+ cfg = {
+ "type": "lamp",
+ "colours": [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):
+ 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._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
+ 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":
+ 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:
+ light = self._lights.nearest(ev.pos, surfpos=True,
+ max_distance=20.0)
+ if light:
+ # Start drag to rotate light
+ self._dragging = light
+ elif self._tool:
+ # Unset tool
+ self._tool = None
+ self._unset_cursor()
+ elif ev.type == pgl.MOUSEMOTION:
+ if self._dragging:
+ # Calculate angle between current position and mouse pos
+ self._update_light_angle(ev.pos, gamestate)
+ elif ev.type == pgl.MOUSEBUTTONUP:
+ self._dragging = None
+
+ @debug_timer("day.tick")
+ def tick(self, gamestate):
+ if not self._paused:
+ self._lights.tick()
+
+ 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))