# 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
+from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE
from naja.resources import resources
+from naja.resources.mutators import EIGHT_BIT
from naja.widgets.base import Widget
BIT_MAP = {
- BITS.CYAN: 'board/tile_cyan.png',
- BITS.MAGENTA: 'board/tile_magenta.png',
- BITS.YELLOW: 'board/tile_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',
+}
class TileWidget(Widget):
super(TileWidget, self).__init__(pos, TILE_SIZE)
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)
+
+ if (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,))
+ 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,)))
+ if self.highlighted:
+ overlays.append(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))
+ for overlay in overlays:
+ 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 = []
for action in card.actions:
if action.required_bits:
self.size = self.surface.get_rect().size
if bits:
bits.sort(key=lambda x: len(x))
- y_offset = TILE_SIZE[1] - 32 * len(bits)
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
for pattern in bits:
- x_offset = 10
- for bit in pattern:
- img = resources.get_image(BIT_MAP[bit])
- self.surface.blit(img, (x_offset, y_offset))
- x_offset += 32
- y_offset += 32
+ 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.pos)