import pygame
import pygame.locals as pgl
-from naja.constants import (INFO_SIZE, EIGHT_BIT_SCALE, ACT, KEYS,
- EXAMINE, PALETTE, INFO_LEFT_PADDING)
+from naja.constants import (
+ INFO_SIZE, ACT, KEYS, EXAMINE, PALETTE,
+ ACTION_TEXT_OFFSET, INFO_LEFT_PADDING,
+ INFO_RIGHT_PADDING, BIT_SIZE, BITS)
from naja.events import finish_event
from naja.resources import resources
-from naja.resources.mutators import EIGHT_BIT
+from naja.resources.mutators import EIGHT_BIT, blender
from naja.sound import sound
-from naja.utils import bit_glyphs
+from naja.utils import bit_glyphs, Flashlight
from naja.widgets.base import Widget
from naja.widgets.tile import BIT_MAP
-from naja.widgets.text import TextBoxWidget, TextWidget
+from naja.widgets.text import TextBoxWidget
+from naja import constants
HINTS = {
- ACT: ("Choose an action using the Up/Down keys.\n"
- "Press Return to execute the action."),
- EXAMINE: "Select a card to examine using the arrow keys.",
+ ACT: "Choose an action using {NORTH,SOUTH}."
+ " Press {RETURN} to execute it.",
+ EXAMINE: "Browse the tiles with {NORTH,SOUTH,EAST,WEST} keys.",
}
-HINT_LEGAL_MOVE = "\nPress Return to move to this card."
+HINT_LEGAL_MOVE = "\nPress {RETURN} to move."
TITLES = {
ACT: "Choose an Action",
- EXAMINE: "Select a Card",
+ EXAMINE: "Select a Tile",
}
self.chosen = None
self.card_position = state.player.position
self.set_position(state.player.position)
+ self.flash_light = Flashlight(constants.FPS // 2)
def prepare(self):
if self.state.gameboard.player_mode == ACT:
self.set_position(self.state.player.position)
self.surface = pygame.surface.Surface(INFO_SIZE)
self.surface.fill((0, 0, 0))
- # Extract actions and such from the card
- title = TextWidget((INFO_LEFT_PADDING, 0), TITLES[self.state.gameboard.player_mode],
- colour=PALETTE.WHITE)
- title.render(self.surface)
- y_offset = title.surface.get_rect().height + 8
- # TODO: Make this better.
+ box_width = INFO_SIZE[0] - INFO_LEFT_PADDING - INFO_RIGHT_PADDING
+ y_offset = 0
+ pos = lambda: (INFO_LEFT_PADDING, y_offset)
+
+ # Bits
+ y_offset += 12
bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
for bit in reversed(range(8)))
if self.card.bitwise_operand:
bits_text = '%s %s' % (
bits_text, bit_glyphs(self.card.bitwise_operand))
- card_bits = TextBoxWidget((INFO_LEFT_PADDING, y_offset), bits_text,
- box_width=INFO_SIZE[0],
- colour=PALETTE.LIGHT_TURQUOISE,
- bg_colour=PALETTE.BLACK)
- card_bits.render(self.surface)
- y_offset += card_bits.surface.get_rect().height + 8
-
+ card_bits = TextBoxWidget(
+ (0, 0), bits_text, padding=4, centre=True,
+ colour=PALETTE.WHITE, border=2,
+ bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
+ box_width=box_width)
+ card_bits.prepare()
+ self.surface.blit(card_bits.surface, pos())
+ y_offset += card_bits.surface.get_rect().height + 12
+
+ # Actions
for choice, action in enumerate(self.card.actions):
- y_offset = self.prepare_action(choice, action, y_offset)
- # We cheat horribly for layout reasons
+ y_offset = self.prepare_action(choice, action, y_offset, box_width)
+
+ # Hint text
hint_text = HINTS[self.state.gameboard.player_mode]
if self.state.gameboard.player_mode == EXAMINE:
if self.card_position in self.state.player.legal_moves():
hint_text += HINT_LEGAL_MOVE
- hint = TextBoxWidget((4, 0), hint_text, padding=2,
- box_width=(INFO_SIZE[0] - 4) // EIGHT_BIT_SCALE)
+ hint = TextBoxWidget(
+ (0, 0), hint_text, padding=4,
+ colour=PALETTE.WHITE, border=2,
+ bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
+ box_width=box_width)
hint.prepare()
- y_offset = INFO_SIZE[1] - hint.surface.get_rect().height - INFO_LEFT_PADDING -2
- self.surface.blit(hint.surface, (INFO_LEFT_PADDING, y_offset))
-
- def prepare_action(self, choice, action, y_offset):
+ y_offset = (INFO_SIZE[1] - hint.surface.get_rect().height
+ - BIT_SIZE[1] - 2)
+ self.surface.blit(hint.surface, pos())
+
+ # Game mode (puzzle, easy, standard, hard, etc ...)
+ game_mode = TextBoxWidget(
+ (0, 0), self.mode_hint(), padding=4, centre=True,
+ colour=PALETTE.WHITE, border=2,
+ bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
+ box_width=box_width)
+ game_mode.prepare()
+
+ y_offset = (INFO_SIZE[1] - BIT_SIZE[1] + 12)
+ self.surface.blit(game_mode.surface, pos())
+
+ def mode_hint(self):
+ gameboard = self.state.gameboard
+ if gameboard.puzzle:
+ return "PUZZLE"
+ return {
+ 0: "DEATH", 1: "LUDICROUS",
+ 2: "RAMBO", 3: "HARD",
+ 4: "STANDARD", 5: "EASY",
+ }.get(gameboard.max_health, "UNKNOWN")
+
+ def prepare_action(self, choice, action, y_offset, box_width):
x_offset = INFO_LEFT_PADDING
+ glyphs_x_offset = 2
+ glyphs_y_offset = y_offset
+ y_offset += ACTION_TEXT_OFFSET
action_viable = action.check_available(self.state.player)
text_colour = PALETTE.BLACK if action_viable else PALETTE.GREY
text = TextBoxWidget(
(x_offset, y_offset), action.get_text(self.card),
- box_width=(INFO_SIZE[0] - 16) // EIGHT_BIT_SCALE,
- fontsize=28, colour=text_colour)
+ box_width=box_width,
+ fontsize=28, colour=text_colour,
+ border=2, border_colour=PALETTE.GREY)
text.render(self.surface)
border_colour = None
if choice == self.chosen:
- border_colour = PALETTE.GREEN if action_viable else PALETTE.ORANGE
+ if self.flash_light.on:
+ border_colour = (PALETTE.GREEN if action_viable else
+ PALETTE.ORANGE)
+ else:
+ border_colour = (PALETTE.DARK_GREEN if action_viable else
+ PALETTE.DARK_RED)
+
if border_colour:
bottom = y_offset + text.surface.get_rect().height
right = text.surface.get_rect().width + x_offset
pygame.draw.lines(self.surface, border_colour, True,
[(x_offset, y_offset), (right, y_offset),
(right, bottom), (x_offset, bottom)], 4)
- if action.required_bits:
- img_name = BIT_MAP[action.required_bits].replace(
+
+ required_keys = action.required_bits & frozenset([
+ BITS.RED, BITS.GREEN, BITS.BLUE])
+ if required_keys in BIT_MAP:
+ img_name = BIT_MAP[required_keys].replace(
'.png', '_small.png')
img = resources.get_image(img_name,
transforms=(EIGHT_BIT,))
- self.surface.blit(img, (0, y_offset))
+ self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset))
+ glyphs_x_offset += img.get_width() + 4
+ else:
+ glyphs_x_offset = INFO_LEFT_PADDING
+
+ if BITS.MSB in action.required_bits:
+ msb = resources.get_image('board/msb_lock_decoration.png',
+ transforms=(EIGHT_BIT,))
+ msb_rect = msb.get_rect()
+ self.surface.blit(
+ msb, (glyphs_x_offset - msb_rect.width - 4, glyphs_y_offset)
+ )
+
+ for glyph in action.get_glyphs():
+ img = resources.get_image(
+ glyph, transforms=(EIGHT_BIT, blender(PALETTE.GREY)))
+ self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
+ glyphs_x_offset += img.get_width()
+ if action.get_msb_glyph() is not None:
+ img = resources.get_image(
+ action.get_msb_glyph(),
+ transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
+ self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
+
return y_offset + text.surface.get_rect().height + 16
def set_position(self, position):
self.chosen = None
def draw(self, surface):
+ if self.flash_light.tick():
+ self.prepare()
surface.blit(self.surface, self.pos)
def next_action(self, viable_only=False, step=1):
else:
sound.play_sound('chirp.ogg', volume=0.5)
action.perform_action(self.state.gameboard, self.card)
- self.state.gameboard.replace_card(player.position)
+ self.state.gameboard.card_used(player.position)
self.state.gameboard.change_mode(EXAMINE)
self.set_position(player.position)