import pygame
import pygame.locals as pgl
-from naja.constants import INFO_SIZE, EIGHT_BIT_SCALE, MOVE, ACT, KEYS
-from naja.events import InvalidateTheWorld, PlayerMoved
+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, 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 = {
- MOVE: "Move using the arrow keys.\nPress SPACE to stay in place",
- ACT: "Choose an action using the Up/Down keys.\n"
- "Press Return to execute the action.",
- }
+ 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."
TITLES = {
- MOVE: "Move the Robot",
- ACT: "Choose an Action",
- }
+ ACT: "Choose an Action",
+ EXAMINE: "Select a Tile",
+}
class InfoAreaWidget(Widget):
def __init__(self, pos, state):
super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
self.state = state
+ 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((0, 0), TITLES[self.state.gameboard.player_mode],
- colour=(255, 255, 255))
- title.render(self.surface)
- y_offset = title.surface.get_rect().height + 8
+
+ 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(
+ (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):
- if action.required_bits:
- img_name = BIT_MAP[action.required_bits].replace('.png', '_small.png')
- img = resources.get_image(img_name,
- transforms=(EIGHT_BIT,))
- self.surface.blit(img, (0, y_offset))
- y_offset += 8
- text = TextBoxWidget((12, y_offset), action.TEXT,
- box_width=(INFO_SIZE[0] - 12) // EIGHT_BIT_SCALE,
- fontsize=28)
- text.render(self.surface)
- if choice == self.chosen:
- colour = (255, 255, 0, 128)
- bottom = y_offset + text.surface.get_rect().height
- right = text.surface.get_rect().width + 12
- pygame.draw.lines(self.surface, colour, True,
- [(12, y_offset), (right, y_offset),
- (right, bottom), (12, bottom)], 4)
- y_offset += text.surface.get_rect().height + 16
- # We cheat horribly for layout reasons
- hint = TextBoxWidget((0, 0), HINTS[self.state.gameboard.player_mode],
- box_width = INFO_SIZE[0] // EIGHT_BIT_SCALE)
+ 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(
+ (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
- self.surface.blit(hint.surface, (0, 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=box_width,
+ fontsize=28, colour=text_colour,
+ border=2, border_colour=PALETTE.GREY)
+ text.render(self.surface)
+
+ border_colour = None
+ if choice == self.chosen:
+ 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)
+
+ 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, (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.card = self.state.board_locations[position]
- self.chosen = 0
+ self.card_position = position
+ self.card = self.state.board_locations[self.card_position]
+ if self.state.gameboard.player_mode == ACT:
+ if self.chosen is None:
+ self.chosen = 0
+ else:
+ self.chosen = None
def draw(self, surface):
+ if self.flash_light.tick():
+ self.prepare()
surface.blit(self.surface, self.pos)
- def handle_event(self, ev):
- if PlayerMoved.matches(ev):
- self.set_position(self.state.player.position)
- return False
+ def next_action(self, viable_only=False, step=1):
+ num_actions = len(self.card.actions)
+ if num_actions == 0:
+ return
+ player = self.state.player
+ chosen = self.chosen
+ for i in range(num_actions - 1):
+ # loop through each action at most once.
+ chosen = (chosen + step) % num_actions
+ action = self.card.actions[chosen]
+ if not viable_only or action.check_available(player):
+ sound.play_sound('zoop.ogg', volume=0.05)
+ self.chosen = chosen
+
+ def prev_action(self, viable_only=False):
+ return self.next_action(viable_only=viable_only, step=-1)
- if self.state.gameboard.player_mode == MOVE:
+ def try_perform_action(self):
+ player = self.state.player
+ action = self.card.actions[self.chosen]
+ if not action.check_available(player):
+ sound.play_sound('error.ogg')
+ else:
+ sound.play_sound('chirp.ogg', volume=0.5)
+ action.perform_action(self.state.gameboard, self.card)
+ self.state.gameboard.card_used(player.position)
+ self.state.gameboard.change_mode(EXAMINE)
+ self.set_position(player.position)
+
+ def handle_event(self, ev):
+ if self.state.gameboard.player_mode == EXAMINE:
return super(InfoAreaWidget, self).handle_event(ev)
if ev.type == pgl.KEYDOWN:
if ev.key in KEYS.SELECT:
- action = self.card.actions[self.chosen]
- if not action.check_available(self.state.gameboard.player):
- print "BEEP!"
- return True
- action.perform_action(self.state.gameboard, self.card)
- self.state.gameboard.change_mode()
- InvalidateTheWorld.post()
- return True
+ self.try_perform_action()
+ return finish_event()
if ev.key in KEYS.UP:
- if self.chosen > 0:
- self.chosen -= 1
- InvalidateTheWorld.post()
- return True
+ self.next_action()
+ return finish_event()
if ev.key in KEYS.DOWN:
- if self.chosen + 1 < len(self.card.actions):
- self.chosen += 1
- InvalidateTheWorld.post()
- return True
+ self.prev_action()
+ return finish_event()
+ if ev.key in KEYS.SWITCH:
+ self.next_action(viable_only=True)
+ return finish_event()
return super(InfoAreaWidget, self).handle_event(ev)