from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager, light_fitting_by_type
+from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..utils import debug_timer, shadowed_text
from ..constants import SCREEN_SIZE, FONTS, DEBUG
from ..widgets import ImageButton
-from ..turnip import Turnip, TurnipInvalidPosition
+from ..turnip import Turnip, TurnipInvalidPosition, check_turnips
class DayScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
- self._toolbar_font = loader.load_font(FONTS['sans'], size=20)
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
self._battery = BatteryManager(gamestate)
+ self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._turnips = []
- self._seeds = gamestate.seeds
- self._harvested = gamestate.harvested
self._paused = False
self._tool = None
self._light_colors = None
# Tools
self._light_toolbar = []
self._tools = self.create_tools(gamestate)
- self._update_toolbar(gamestate)
# Background
self._soil = loader.load_image(
"textures", "soil.png", transform=self.BRIGHTNESS)
# Check if we've lost
self._game_over_text = []
- if self._seeds == 0 and len(self._turnips) == 0:
- self._draw_game_over_text()
+ if gamestate.seeds == 0 and len(self._turnips) == 0:
+ self._draw_you_lose(gamestate)
+ elif gamestate.harvested >= gamestate.turnip_target:
+ self._draw_you_win(gamestate)
- def _draw_game_over_text(self):
+ def _draw_you_lose(self, gamestate):
overlay = pygame.surface.Surface(
(SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
overlay.fill((0, 0, 0, 128))
(shadowed_text("You Lost", FONTS["bold"], 48), (400, 280)))
self._game_over_text.append(
(shadowed_text("You have no seeds and no turnips growing",
- FONTS["sans"], 24), (250, 350)))
+ FONTS["sans"], 24), (300, 350)))
self._game_over_text.append(
(shadowed_text("Press a key to return to the menu",
- FONTS["sans"], 24), (250, 400)))
+ FONTS["sans"], 24), (350, 400)))
+
+ def _draw_you_win(self, gamestate):
+ overlay = pygame.surface.Surface(
+ (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
+ overlay.fill((0, 0, 0, 128))
+ self._game_over_text.append((overlay, (0, 250)))
+ self._game_over_text.append(
+ (shadowed_text("You Win", FONTS["bold"], 48), (400, 280)))
+ self._game_over_text.append(
+ (shadowed_text(
+ ("You have Successfully Harvested %d turnips" %
+ gamestate.harvested),
+ FONTS["sans"], 24),
+ (300, 350)))
+ self._game_over_text.append(
+ (shadowed_text("Press a key to return to the menu",
+ FONTS["sans"], 24), (350, 400)))
def grow_turnips(self, gamestate):
for turnip_data in gamestate.turnips:
# Turnips grow at dawn
seeds = turnip.grow()
if seeds:
- self._seeds += seeds
- self._harvested += 1
+ gamestate.seeds += seeds
+ gamestate.harvested += 1
else:
self._turnips.append(turnip)
def exit(self, gamestate):
self._unset_cursor()
- gamestate.seeds = self._seeds
- gamestate.harvested = self._harvested
turnip_data = [turnip.serialize() for turnip in self._turnips]
gamestate.turnips = turnip_data
from .night import NightScene
SceneChangeEvent.post(scene=NightScene())
+ @property
+ def turnip_count(self):
+ return len(self._turnips)
+
+ @property
+ def power_usage(self):
+ return int(self._lights.total_power_usage())
+
@debug_timer("day.render")
def render(self, surface, gamestate):
surface.blit(self._soil, (0, 0))
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
- surface.blit(self._toolbar, (120, 10), None)
+ self._infobar.render(surface, gamestate)
for tool in self._tools:
tool.render(surface)
for light_tool in self._light_toolbar:
self._light_toolbar = []
def _place_seed(self, gamestate, ev):
- if self._seeds > 0:
+ if gamestate.seeds > 0:
# plant seed
# We don't want top-left to equal the mouse position,
# since that looks weird, but we don't want to center
# the turnip under the mouse either, since that
# causes issues as well, so we compromise
- pos = (ev.pos[0] - 8, ev.pos[1] - 8)
+ pos = (ev.pos[0] - 18, ev.pos[1] - 18)
try:
turnip = Turnip(age=0, pos=pos, space=self._space)
self._turnips.append(turnip)
- self._seeds -= 1
- self._update_toolbar(gamestate)
+ gamestate.seeds -= 1
except TurnipInvalidPosition:
# TODO: Add error sound or something
pass
cfg = cfg.copy()
cost = cfg.pop("cost")
cfg.pop("available_colours")
- if self._seeds > cost:
+ if gamestate.seeds > cost:
pos = pymunk.pygame_util.from_pygame(
ev.pos, pygame.display.get_surface())
# Bail if we're too close to an existing light
if self._lights.nearest(pos, max_distance=25):
return
- self._seeds -= cost
- self._update_toolbar(gamestate)
+ # Also check turnips
+ if check_turnips(self._space, pos, max_distance=25):
+ return
+ gamestate.seeds -= cost
cfg["position"] = pos
cfg["colours"] = colours
gamestate.station["lights"].append(cfg)
def tick(self, gamestate):
if not self._paused:
self._lights.tick()
-
- def _update_toolbar(self, gamestate):
- text = ("Day: %d: Turnip Stocks: Seeds: %d. Planted: %d. "
- "Harvested: %d. Destroyed: %d" %
- (gamestate.days, self._seeds, len(self._turnips),
- self._harvested, gamestate.eaten))
- self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))