import pygame.locals as pgl
from naja.constants import (
- INFO_SIZE, ACT, KEYS, EXAMINE, PALETTE,
+ INFO_SIZE, KEYS, PALETTE,
ACTION_TEXT_OFFSET, INFO_LEFT_PADDING,
INFO_RIGHT_PADDING, BIT_SIZE, BITS)
-from naja.events import finish_event
+from naja.events import InvalidateTheWorld, finish_event
from naja.resources import resources
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 {NORTH,SOUTH} keys.\n"
- "Press {RETURN} to execute it.",
- EXAMINE: "Browse the tiles with {NORTH,SOUTH,EAST,WEST} keys.",
-}
+HINTS = [
+ "{NORTH,SOUTH,EAST,WEST} to browse tiles.",
+ "TAB to switch actions.",
+]
-HINT_LEGAL_MOVE = "\nPress {RETURN} to move to this tile."
-
-TITLES = {
- ACT: "Choose an Action",
- EXAMINE: "Select a Tile",
-}
+HINT_LEGAL_MOVE = "\n{RETURN} to act."
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.set_position(state.player.position, legal=True)
+ 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))
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_text = " ".join(HINTS)
+ if self.card_position in self.state.player.legal_moves():
+ hint_text += HINT_LEGAL_MOVE
hint = TextBoxWidget(
(0, 0), hint_text, padding=4,
if gameboard.puzzle:
return "PUZZLE"
return {
- 0: "DEATH", 1: "LUDICROUS",
- 2: "RAMBO", 3: "HARD",
+ 0: "DEATH", 1: "NINTENDO HARD",
+ 2: "VERY HARD", 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 = 0
+ glyphs_x_offset = 2
glyphs_y_offset = y_offset
y_offset += ACTION_TEXT_OFFSET
- action_viable = action.check_available(self.state.player)
+ action_viable = (
+ action.check_available(self.state.player) and self.legal)
text_colour = PALETTE.BLACK if action_viable else PALETTE.GREY
text = TextBoxWidget(
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
return y_offset + text.surface.get_rect().height + 16
- def set_position(self, position):
+ def set_position(self, position, legal):
+ self.legal = legal
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
+ self.chosen = None
+ self.next_action(viable_only=True)
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):
if num_actions == 0:
return
player = self.state.player
- chosen = self.chosen
- for i in range(num_actions - 1):
+ chosen = self.chosen if self.chosen is not None else -step
+ for i in range(num_actions):
# 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
+ break
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):
+ if self.chosen is None or not self.legal:
+ action = None
+ else:
+ action = self.card.actions[self.chosen]
+ if action is None or not action.check_available(player):
sound.play_sound('error.ogg')
+ return False
else:
sound.play_sound('chirp.ogg', volume=0.5)
+ player.set_position(self.card_position)
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)
+ self.state.gameboard.card_used(self.card_position)
+ self.set_position(self.card_position, legal=True)
+ return True
def handle_event(self, ev):
- if self.state.gameboard.player_mode == EXAMINE:
- return super(InfoAreaWidget, self).handle_event(ev)
+ if InvalidateTheWorld.matches(ev):
+ self.flash_light.reset()
if ev.type == pgl.KEYDOWN:
- if ev.key in KEYS.SELECT:
- self.try_perform_action()
- return finish_event()
- if ev.key in KEYS.UP:
- self.next_action()
- return finish_event()
- if ev.key in KEYS.DOWN:
- self.prev_action()
- return finish_event()
if ev.key in KEYS.SWITCH:
self.next_action(viable_only=True)
return finish_event()
+ elif ev.key in KEYS.SELECT:
+ self.try_perform_action()
+ return finish_event()
return super(InfoAreaWidget, self).handle_event(ev)