Use small locks when robot is on the tile
[naja.git] / naja / widgets / tile.py
index 7550ba573ba147c4e39d3e0bccb7325bd318251e..d808e1a01ef1dcd5095c6de491bc1834cb6f81d9 100644 (file)
@@ -2,24 +2,63 @@
 import pygame
 import pygame.locals as pgl
 
-from naja.constants import TILE_SIZE
+from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT
 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
 
     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 == 1 and y in [0, 1]) or (y == 1 and x in [0, 1]):
+            # Inner ring
+            bg = resources.get_image('board/tile_2.png',
+                                     transforms=(EIGHT_BIT,))
+        else:
+            bg = resources.get_image('board/tile_1.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]
+                else:
+                    img_name = BIT_MAP[pattern].replace('.png', '_small.png')
+                img = resources.get_image(img_name,
+                                          transforms=(EIGHT_BIT,))
+                self.surface.blit(img, (5, y_offset))
+                y_offset += LOCK_HEIGHT
 
     def draw(self, surface):
-        surface.blit(self.surface, self.rect)
+        surface.blit(self.surface, self.pos)