Highlight tiles that are legal moves.
[naja.git] / naja / widgets / tile.py
index 66574b98b1c68490d3e97fec87e98ae72394ea23..f71cda9b3609e8f2b1a2163159136ec29563ee50 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
 from naja.resources import resources
 from naja.resources.mutators import EIGHT_BIT
 from naja.widgets.base import Widget
@@ -29,8 +29,11 @@ class TileWidget(Widget):
     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 == MOVE 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:
@@ -40,6 +43,7 @@ class TileWidget(Widget):
         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:
@@ -50,9 +54,20 @@ class TileWidget(Widget):
             bits.sort(key=lambda x: len(x))
             y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
             for pattern in bits:
-                img = resources.get_image(BIT_MAP[pattern],
+                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, (5, y_offset))
+                self.surface.blit(img, (x_offset, y_offset))
                 y_offset += LOCK_HEIGHT
 
     def draw(self, surface):