# These will probably need to go away when we have images
import pygame
-from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE
+from naja.constants import (
+ TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS, PALETTE)
from naja.resources import resources
-from naja.resources.mutators import EIGHT_BIT
+from naja.resources.mutators import EIGHT_BIT, blender
from naja.widgets.base import Widget
}
+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):
self.surface.blit(overlay, (0, 0))
# Look up the required bits on the board location
card = self.state.board_locations[self.board_pos]
- player_pos = self.state.player.position
- bits = []
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
for action in card.actions:
- if action.required_bits:
- bits.append(action.required_bits)
- # Sort so we have longer lists of bits later
- self.size = self.surface.get_rect().size
- if bits:
- bits.sort(key=lambda x: len(x))
- y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
- for pattern in bits:
- if self.board_pos != player_pos:
- img_name = BIT_MAP[pattern]
- x_offset = 0
- else:
- img_name = BIT_MAP[pattern].replace('.png', '_small.png')
- x_offset = 4
- if y_offset >= TILE_SIZE[1] // 2:
- # FIXME: Hack'ish
- # Bump the lock down by some hand-tuned factor
- # to not overlap with the robot
- y_offset += LOCK_HEIGHT // 2 - 4
- img = resources.get_image(img_name,
- transforms=(EIGHT_BIT,))
- self.surface.blit(img, (x_offset, y_offset))
- y_offset += LOCK_HEIGHT
+ y_offset = self._prepare_action(action, y_offset)
+
+ def _prepare_lock(self, action, y_offset):
+ if not action.required_bits:
+ 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 = 2
+ if y_offset == LOCK_HEIGHT:
+ y_offset = 0 # middle -> top
+ elif y_offset == 2 * LOCK_HEIGHT:
+ y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2 # bottom -> further down
+
+ img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset))
+ return x_offset + img.get_width() + 2
+
+ def _prepare_action(self, action, y_offset):
+ 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,))
+ 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],
+ transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
+ self.surface.blit(img, (x_offset, y_offset + 4))
+ x_offset += img.get_width()
+ return y_offset + LOCK_HEIGHT
def set_highlight(self, pos):
self.highlighted = False