Properly implement player movement.
[naja.git] / naja / widgets / info_area.py
index 4c79f07d330641123285efb5d7e928e32f7fee7b..a2956a0d139a4d1d1cd369fed03cccddf6769228 100644 (file)
@@ -5,7 +5,7 @@ import pygame
 import pygame.locals as pgl
 
 from naja.constants import INFO_SIZE, EIGHT_BIT_SCALE, MOVE, ACT, KEYS
-from naja.events import InvalidateTheWorld
+from naja.events import InvalidateTheWorld, PlayerMoved
 from naja.resources import resources
 from naja.resources.mutators import EIGHT_BIT
 
@@ -32,15 +32,12 @@ class InfoAreaWidget(Widget):
     """
     def __init__(self, pos, state):
         super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
-        self.card = None
         self.state = state
-        self.chosen = 0
+        self.set_position(state.player.position)
 
     def prepare(self):
         self.surface = pygame.surface.Surface(INFO_SIZE)
         self.surface.fill((0, 0, 0))
-        # Quick hack for testing
-        self.card = self.state.board_locations[self.state.player.position]
         # Extract actions and such from the card
         title = TextWidget((0, 0), TITLES[self.state.gameboard.player_mode],
                            colour=(255, 255, 255))
@@ -72,13 +69,18 @@ class InfoAreaWidget(Widget):
         y_offset = INFO_SIZE[1] - hint.surface.get_rect().height
         self.surface.blit(hint.surface, (0, y_offset))
 
-    def set_card(self, card):
-        self.card = card
+    def set_position(self, position):
+        self.card = self.state.board_locations[position]
+        self.chosen = 0
 
     def draw(self, surface):
         surface.blit(self.surface, self.pos)
 
     def handle_event(self, ev):
+        if PlayerMoved.matches(ev):
+            self.set_position(self.state.player.position)
+            return False
+
         if self.state.gameboard.player_mode == MOVE:
             return super(InfoAreaWidget, self).handle_event(ev)
         if ev.type == pgl.KEYDOWN: