# These will probably need to go away when we have images
import pygame
-from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE
+from naja.constants import (
+ TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, PALETTE)
from naja.resources import resources
-from naja.resources.mutators import EIGHT_BIT
+from naja.resources.mutators import EIGHT_BIT, blender
from naja.widgets.base import 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))
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 = []
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
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
+ y_offset = self._prepare_action(action, y_offset)
+
+ def _prepare_lock(self, action, y_offset):
+ if not action.required_bits:
+ 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 = 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
+
+ def _prepare_action(self, action, y_offset):
+ 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, 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(
+ action.MSB_GLYPH,
+ transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
+ self.surface.blit(img, (x_offset, y_offset + 4))
+ x_offset += img.get_width()
+ return y_offset + LOCK_HEIGHT
def set_highlight(self, pos):
self.highlighted = False