fixed lock repulsion
[naja.git] / naja / widgets / tile.py
index 26a94dad607099a8f8cd4305ccaa2908d6284406..808798fd2e9f88df1a04c1475f3b4d5920695962 100644 (file)
@@ -1,22 +1,37 @@
 # These will probably need to go away when we have images
 import pygame
-import pygame.locals as pgl
 
-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
 
 
 BIT_MAP = {
-    frozenset([BITS.CYAN]): 'board/tile_cyan.png',
-    frozenset([BITS.MAGENTA]): 'board/tile_magenta.png',
-    frozenset([BITS.YELLOW]): 'board/tile_yellow.png',
-    frozenset([BITS.CYAN, BITS.MAGENTA]): 'board/tile_cyan_magenta.png',
-    frozenset([BITS.CYAN, BITS.YELLOW]): 'board/tile_cyan_yellow.png',
-    frozenset([BITS.MAGENTA, BITS.YELLOW]): 'board/tile_magenta_yellow.png',
-    frozenset([BITS.CYAN, BITS.MAGENTA, BITS.YELLOW]): 'board/tile_cyan_magenta_yellow.png',
-    }
+    frozenset([BITS.RED]): 'board/tile_red.png',
+    frozenset([BITS.GREEN]): 'board/tile_green.png',
+    frozenset([BITS.BLUE]): 'board/tile_blue.png',
+    frozenset([BITS.RED, BITS.GREEN]): 'board/tile_red_green.png',
+    frozenset([BITS.RED, BITS.BLUE]): 'board/tile_red_blue.png',
+    frozenset([BITS.GREEN, BITS.BLUE]): 'board/tile_green_blue.png',
+    frozenset([BITS.RED, BITS.GREEN, BITS.BLUE]):
+        'board/tile_red_green_blue.png',
+}
+
+
+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):
@@ -54,32 +69,45 @@ 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]
-        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