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, EIGHT_BIT_SCALE, ACT, KEYS,
+ EXAMINE, PALETTE)
+from naja.events import finish_event
from naja.resources import resources
from naja.resources.mutators import EIGHT_BIT
+from naja.sound import sound
from naja.widgets.base import Widget
from naja.widgets.tile import BIT_MAP
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 the Up/Down keys.\n"
+ "Press Return to execute the action."),
+ EXAMINE: "Select a card to examine using the arrow keys.",
+}
+
+HINT_LEGAL_MOVE = "\nPress Return to move to this card."
TITLES = {
- MOVE: "Move the Robot",
- ACT: "Choose an Action",
- }
+ ACT: "Choose an Action",
+ EXAMINE: "Select a Card",
+}
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)
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))
+ colour=PALETTE.WHITE)
title.render(self.surface)
y_offset = title.surface.get_rect().height + 8
+
+ # TODO: Make this better.
+ bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
+ for bit in reversed(range(8)))
+ card_bits = TextWidget((0, y_offset), bits_text,
+ colour=PALETTE.LIGHT_TURQUOISE)
+ card_bits.render(self.surface)
+ y_offset += card_bits.surface.get_rect().height + 8
+
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
+ y_offset = self.prepare_action(choice, action, y_offset)
# We cheat horribly for layout reasons
- hint = TextBoxWidget((0, 0), HINTS[self.state.gameboard.player_mode],
- box_width = INFO_SIZE[0] // EIGHT_BIT_SCALE)
+ 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.prepare()
y_offset = INFO_SIZE[1] - hint.surface.get_rect().height
- self.surface.blit(hint.surface, (0, y_offset))
+ self.surface.blit(hint.surface, (4, y_offset))
+
+ def prepare_action(self, choice, action, y_offset):
+ x_offset = 18
+ 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(),
+ box_width=(INFO_SIZE[0] - 16) // EIGHT_BIT_SCALE,
+ fontsize=28, colour=text_colour)
+ text.render(self.surface)
+
+ border_colour = None
+ if choice == self.chosen:
+ border_colour = PALETTE.GREEN if action_viable else PALETTE.ORANGE
+ 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(
+ '.png', '_small.png')
+ img = resources.get_image(img_name,
+ transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (0, y_offset))
+ 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):
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
- if self.state.gameboard.player_mode == MOVE:
+ def prev_action(self, viable_only=False):
+ return self.next_action(viable_only=viable_only, step=-1)
+
+ 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.replace_card(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)