Allow custom flags for blending.
[naja.git] / naja / widgets / tile.py
index be02a3555eeda9cae7ed6193740835a783354cc6..db3ffb48cda8ddf5f5d19593f165ee600af2f733 100644 (file)
@@ -2,7 +2,7 @@
 import pygame
 
 from naja.constants import (
-    TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS, PALETTE)
+    TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, PALETTE)
 from naja.resources import resources
 from naja.resources.mutators import EIGHT_BIT, blender
 from naja.widgets.base import Widget
@@ -20,20 +20,6 @@ BIT_MAP = {
 }
 
 
-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):
     """Widget which holds a tile on the game board."""
     def __init__(self, pos, state=None, board_pos=None):
@@ -47,21 +33,21 @@ class TileWidget(Widget):
         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,))
+            bg_name = 'board/tile_2.png'
         else:
-            bg = resources.get_image('board/tile_1.png',
-                                     transforms=(EIGHT_BIT,))
+            bg_name = 'board/tile_1.png'
+        bg = resources.get_image(bg_name, 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,)))
+            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,)))
+            overlays.append(resources.get_image(
+                'board/tile_selected.png',
+                transforms=(EIGHT_BIT,)))
 
         self.surface = pygame.surface.Surface(TILE_SIZE)
         self.surface.blit(bg, (0, 0))
@@ -78,16 +64,18 @@ class TileWidget(Widget):
             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 = 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
+            x_offset = 2
+            if y_offset == LOCK_HEIGHT:
+                y_offset = 0  # middle -> top
+            elif y_offset == 2 * LOCK_HEIGHT:
+                # bottom -> further down
+                y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
+
         img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
         self.surface.blit(img, (x_offset, y_offset))
         return x_offset + img.get_width() + 2
@@ -96,13 +84,12 @@ class TileWidget(Widget):
         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,))
+                img = resources.get_image(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],
+                    action.MSB_GLYPH,
                     transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
                 self.surface.blit(img, (x_offset, y_offset + 4))
                 x_offset += img.get_width()