Keep move highlighting in examine move
[naja.git] / naja / widgets / tile.py
index b478584f4330aac871503443d40cc9d779de8b53..85f90057ecd35760aaaf858ddf6be72911ce757e 100644 (file)
@@ -2,7 +2,7 @@
 import pygame
 import pygame.locals as pgl
 
-from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT
+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
@@ -25,17 +25,24 @@ class TileWidget(Widget):
         super(TileWidget, self).__init__(pos, TILE_SIZE)
         self.state = state
         self.board_pos = board_pos
+        self.highlighted = False
 
     def prepare(self):
         # Draw background
         x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
-        if (x == 1 and y in [0, 1]) or (y == 1 and x in [0, 1]):
-            # Inner ring
+        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)
         self.surface.blit(bg, (0, 0))
         # Look up the required bits on the board location
@@ -53,17 +60,25 @@ class TileWidget(Widget):
             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 - 6
+                        y_offset += LOCK_HEIGHT // 2 - 4
                 img = resources.get_image(img_name,
                                           transforms=(EIGHT_BIT,))
-                self.surface.blit(img, (5, y_offset))
+                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.pos)