Use new puzzle tiles.
[naja.git] / naja / widgets / tile.py
index 93078a586df3cc90adc1327e59bafd5dff5ac22b..5417dcf3ba3e4e8960c829d76dc8e7c4353a09cf 100644 (file)
@@ -2,7 +2,7 @@
 import pygame
 
 from naja.constants import (
-    TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS, PALETTE)
+    TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, PALETTE)
 from naja.resources import resources
 from naja.resources.mutators import EIGHT_BIT, blender
 from naja.widgets.base import Widget
@@ -20,48 +20,45 @@ BIT_MAP = {
 }
 
 
-GLYPH_MAP = {
-    ACTION_GLYPHS.CLEAR_BITS: 'glyphs/bits_clear.png',
-    ACTION_GLYPHS.TOGGLE_BITS: 'glyphs/bits_toggle.png',
-    ACTION_GLYPHS.SET_BITS: 'glyphs/bits_set.png',
-    ACTION_GLYPHS.CHANGE_BOARD: 'glyphs/board.png',
-    ACTION_GLYPHS.DAMAGE: 'glyphs/damage.png',
-    ACTION_GLYPHS.HEAL: 'glyphs/health.png',
-    ACTION_GLYPHS.MOVEMENT: 'glyphs/move.png',
-    ACTION_GLYPHS.WINTOKEN: 'glyphs/win.png',
-    ACTION_GLYPHS.MSB: 'glyphs/msb.png',
-    ACTION_GLYPHS.NOTHING: 'glyphs/do_nothing.png',
-}
-
-
 class TileWidget(Widget):
     """Widget which holds a tile on the game board."""
     def __init__(self, pos, state=None, board_pos=None):
         super(TileWidget, self).__init__(pos, TILE_SIZE)
         self.state = state
+        self.current_card = None
         self.board_pos = board_pos
         self.highlighted = False
+        self.animation = TILE_SIZE[0]
 
     def prepare(self):
         # Draw background
         x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
 
+        if self.state.gameboard.puzzle:
+            tile_1_name = 'board/tile_1.png'
+            tile_2_name = 'board/tile_2_puzzle.png'
+            tile_available_name = 'board/tile_available_puzzle.png'
+        else:
+            tile_1_name = 'board/tile_1.png'
+            tile_2_name = 'board/tile_2.png'
+            tile_available_name = 'board/tile_available.png'
+
         if (x + y) % 2 == 0:
-            bg = resources.get_image('board/tile_2.png',
-                                     transforms=(EIGHT_BIT,))
+            bg_name = tile_2_name
         else:
-            bg = resources.get_image('board/tile_1.png',
-                                     transforms=(EIGHT_BIT,))
+            bg_name = tile_1_name
+        bg = resources.get_image(bg_name, transforms=(EIGHT_BIT,))
         overlays = []
 
         legal_move = (self.board_pos in self.state.player.legal_moves())
 
         if self.state.gameboard.player_mode == EXAMINE and legal_move:
-            overlays.append(resources.get_image('board/tile_available.png',
-                                     transforms=(EIGHT_BIT,)))
+            overlays.append(resources.get_image(
+                tile_available_name, transforms=(EIGHT_BIT,)))
         if self.highlighted:
-            overlays.append(resources.get_image('board/tile_selected.png',
-                                          transforms=(EIGHT_BIT,)))
+            overlays.append(resources.get_image(
+                'board/tile_selected.png',
+                transforms=(EIGHT_BIT,)))
 
         self.surface = pygame.surface.Surface(TILE_SIZE)
         self.surface.blit(bg, (0, 0))
@@ -69,6 +66,10 @@ class TileWidget(Widget):
             self.surface.blit(overlay, (0, 0))
         # Look up the required bits on the board location
         card = self.state.board_locations[self.board_pos]
+        if card is not self.current_card:
+            self.animation = TILE_SIZE[0]
+            self.current_card = card
+
         y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
         for action in card.actions:
             y_offset = self._prepare_action(action, y_offset)
@@ -78,11 +79,18 @@ class TileWidget(Widget):
             return 4
 
         img_name = BIT_MAP[action.required_bits]
+
         if self.board_pos != self.state.player.position:
             x_offset = 0
         else:
             img_name = img_name.replace('.png', '_small.png')
-            x_offset = 4
+            x_offset = 2
+            if y_offset == LOCK_HEIGHT:
+                y_offset = 0  # middle -> top
+            elif y_offset == 2 * LOCK_HEIGHT:
+                # bottom -> further down
+                y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
+
         img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
         self.surface.blit(img, (x_offset, y_offset))
         return x_offset + img.get_width() + 2
@@ -91,13 +99,12 @@ class TileWidget(Widget):
         x_offset = self._prepare_lock(action, y_offset)
         if self.board_pos != self.state.player.position:
             for glyph in action.GLYPHS:
-                img = resources.get_image(
-                    GLYPH_MAP[glyph], transforms=(EIGHT_BIT,))
+                img = resources.get_image(glyph, transforms=(EIGHT_BIT,))
                 self.surface.blit(img, (x_offset, y_offset + 4))
                 x_offset += img.get_width()
             if action.MSB_GLYPH is not None:
                 img = resources.get_image(
-                    GLYPH_MAP[action.MSB_GLYPH],
+                    action.MSB_GLYPH,
                     transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
                 self.surface.blit(img, (x_offset, y_offset + 4))
                 x_offset += img.get_width()
@@ -110,4 +117,12 @@ class TileWidget(Widget):
             self.highlighted = True
 
     def draw(self, surface):
-        surface.blit(self.surface, self.pos)
+        scaled_width = self.surface.get_width() - self.animation
+        scaled_height = self.surface.get_height() - self.animation
+        scaled_position = (self.pos[0] + (self.animation / 2),
+                           self.pos[1] + (self.animation / 2))
+        if self.animation > 0:
+            self.animation = max(0, self.animation - 4)
+        scaled_surface = pygame.transform.scale(
+            self.surface, (scaled_width, scaled_height))
+        surface.blit(scaled_surface, scaled_position)