Keep move highlighting in examine move
[naja.git] / naja / widgets / tile.py
index 1950996aea0dd70391e6986d26d5cd242781fa2b..85f90057ecd35760aaaf858ddf6be72911ce757e 100644 (file)
@@ -1,26 +1,84 @@
-from naja.constants import TILE_SIZE
-from naja.resources import resources
-
-from .base import Widget
-
 # 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, MOVE, EXAMINE
+from naja.resources import resources
+from naja.resources.mutators import EIGHT_BIT
+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',
+    }
+
 
 class TileWidget(Widget):
     """Widget which holds a tile on the game board."""
-    def __init__(self, pos, image=None):
+    def __init__(self, pos, state=None, board_pos=None):
         super(TileWidget, self).__init__(pos, TILE_SIZE)
-        self.image = image
+        self.state = state
+        self.board_pos = board_pos
+        self.highlighted = False
 
     def prepare(self):
-        # Placeholder logic - just draw the outline of a square
+        # Draw background
+        x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
+        legal_move = (self.board_pos in self.state.player.legal_moves())
+        if self.state.gameboard.player_mode in (MOVE, EXAMINE) and legal_move:
+            bg = resources.get_image('board/tile_available.png',
+                                     transforms=(EIGHT_BIT,))
+        elif (x + y) % 2 == 0:
+            bg = resources.get_image('board/tile_2.png',
+                                     transforms=(EIGHT_BIT,))
+        else:
+            bg = resources.get_image('board/tile_1.png',
+                                     transforms=(EIGHT_BIT,))
+        if self.highlighted:
+            bg = resources.get_image('board/tile_selected.png',
+                                     transforms=(EIGHT_BIT,))
         self.surface = pygame.surface.Surface(TILE_SIZE)
-        pygame.draw.lines(self.surface, pgl.color.THECOLORS['yellow'],
-                          True, [(1, 1), (1, 95), (95, 95), (95, 1)], 2)
-        self.surface.convert_alpha(pygame.display.get_surface())
+        self.surface.blit(bg, (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 = []
+        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
+
+    def set_highlight(self, pos):
+        self.highlighted = False
+        if (self.state.gameboard.player_mode == EXAMINE and
+                self.board_pos == pos):
+            self.highlighted = True
 
     def draw(self, surface):
-        surface.blit(self.surface, self.rect)
+        surface.blit(self.surface, self.pos)