""" Be prepared. """
+import math
+
+import pygame.display
+import pygame.surface
import pygame.locals as pgl
import pymunk
import pymunk.pygame_util
from .base import BaseScene
-from ..lights import LightManager
+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
+from ..utils import debug_timer, shadowed_text
+from ..loader import loader
+from ..transforms import Overlay, Alpha, ColourWedges
+
+from ..constants import SCREEN_SIZE, FONTS, DEBUG
+from ..widgets import ImageButton
+from ..turnip import Turnip, TurnipInvalidPosition, check_turnips
class DayScene(BaseScene):
+
+ BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
+
def enter(self, gamestate):
self._space = pymunk.Space()
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._paused = False
+ self._tool = None
+ self._light_colors = None
+ self._dragging = None
+ # Turnip
+ self.grow_turnips(gamestate)
+ # Tools
+ self._light_toolbar = []
+ self._tools = self.create_tools(gamestate)
+ # Background
+ self._soil = loader.load_image(
+ "textures", "soil.png", transform=self.BRIGHTNESS)
+ # Check if we've lost
+ self._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_you_lose(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 Lost", FONTS["bold"], 48), (400, 280)))
+ self._game_over_text.append(
+ (shadowed_text("You have no seeds and no turnips growing",
+ 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 _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:
+ turnip = Turnip(space=self._space, **turnip_data)
+ # Turnips grow at dawn
+ seeds = turnip.grow()
+ if seeds:
+ gamestate.seeds += seeds
+ gamestate.harvested += 1
+ else:
+ self._turnips.append(turnip)
+
+ def create_tools(self, gamestate):
+ tools = []
+
+ x, y, step = 50, SCREEN_SIZE[1] - 40, 50
+
+ tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
+ x += step
+
+ for light_config in gamestate.station["available_lights"]:
+ tool = ImageButton(
+ '32', '%s.png' % light_config["type"], name='light',
+ pos=(x, y))
+ tool.light_config = light_config
+ tools.append(tool)
+ x += step
+
+ tools.append(ImageButton(
+ '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
+
+ tools.append(ImageButton(
+ '32', 'night.png', name='start night',
+ pos=(SCREEN_SIZE[0] - 100, y)))
+ tools.append(ImageButton(
+ '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
+ return tools
+
+ def exit(self, gamestate):
+ self._unset_cursor()
+ turnip_data = [turnip.serialize() for turnip in self._turnips]
+ gamestate.turnips = turnip_data
+
+ def end_day(self, gamestate):
+ self._battery.apply_recharge()
+ 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.fill((0, 0, 155))
+ surface.blit(self._soil, (0, 0))
+
+ for turnip in self._turnips:
+ turnip.render(surface)
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
+ self._infobar.render(surface, gamestate)
+ for tool in self._tools:
+ tool.render(surface)
+ for light_tool in self._light_toolbar:
+ light_tool.render(surface)
+ self._draw_cursor(surface)
+ if self._game_over_text:
+ for surf, pos in self._game_over_text:
+ surface.blit(surf, pos)
+
+ def _draw_light_toolbar(self, light_config, x):
+ height = SCREEN_SIZE[1] - 80
+ self._light_toolbar = []
+ colour_combos = light_config["available_colours"]
+ for combo in colour_combos:
+ colours = combo.split("/")
+ light_fitting = light_fitting_by_type(light_config["type"])
+ light_tool = ImageButton(
+ "32", light_fitting, transform=ColourWedges(colours=colours),
+ pos=(x, height), name=combo)
+ light_tool.colours = colours
+ self._light_toolbar.append(light_tool)
+ x += 40
+
+ def _clear_light_toolbar(self):
+ self._light_toolbar = []
+
+ def _place_seed(self, gamestate, ev):
+ 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] - 18, ev.pos[1] - 18)
+ try:
+ turnip = Turnip(age=0, pos=pos, space=self._space)
+ self._turnips.append(turnip)
+ gamestate.seeds -= 1
+ except TurnipInvalidPosition:
+ # TODO: Add error sound or something
+ pass
+
+ def _update_light_angle(self, pos, gamestate):
+ # Update the angle of the given light
+ pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
+ distance = pos - self._dragging.position
+ angle = math.atan2(distance[1], distance[0])
+ # Set light angle to this position
+ self._dragging.ray_manager.direction = math.degrees(angle)
+ # Hackily update gamestate with new angle
+ for light_cfg in gamestate.station["lights"]:
+ light_pos = pymunk.Vec2d(light_cfg["position"])
+ if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
+ light_cfg["direction"] = math.degrees(angle)
+ break
+
+ def _place_light(self, gamestate, cfg, colours, ev):
+ cfg = cfg.copy()
+ cost = cfg.pop("cost")
+ cfg.pop("available_colours")
+ 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
+ # 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)
+ self._lights.add_light(cfg)
def event(self, ev, gamestate):
+ if self._game_over_text:
+ if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
+ from .menu import MenuScene
+ SceneChangeEvent.post(scene=MenuScene())
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
+ elif ev.key == pgl.K_e:
+ self.end_day(gamestate)
+ elif ev.key == pgl.K_SPACE and DEBUG:
+ self._paused = not self._paused
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
- self._lights.toggle_nearest(ev.pos, surfpos=True)
- print self._lights.lit_by(ev.pos, surfpos=True)
+ # Check tools
+ for tool in self._tools:
+ if tool.pressed(ev):
+ self._color = None
+ if tool.name == 'reset tool':
+ self._unset_cursor()
+ self._tool = None
+ self._clear_light_toolbar()
+ elif tool.name == 'start night':
+ self.end_day(gamestate)
+ elif tool.name == 'exit':
+ from .menu import MenuScene
+ SceneChangeEvent.post(scene=MenuScene())
+ else:
+ self._tool = tool
+ if self._tool.name == 'seed':
+ self._set_cursor(
+ 'seed', transform=Alpha(alpha=172))
+ self._clear_light_toolbar()
+ elif self._tool.name == 'light':
+ self._unset_cursor()
+ self._draw_light_toolbar(
+ self._tool.light_config, 100)
+ return
+ # Check light toolbar
+ for light_tool in self._light_toolbar:
+ if light_tool.pressed(ev):
+ fitting_image = light_fitting_by_type(
+ self._tool.light_config["type"])
+ self._set_cursor(
+ fitting_image[:-4], # strip .png
+ transform=ColourWedges(colours=light_tool.colours))
+ # colour=COLOURS[0] + (172,)))
+ self._light_colors = light_tool.colours
+ return
+ if self._tool:
+ if self._tool.name == "seed":
+ self._place_seed(gamestate, ev)
+ elif self._tool.name == "light" and self._light_colors:
+ self._place_light(
+ gamestate, self._tool.light_config,
+ self._light_colors, ev)
+ else:
+ # Not tool, so check lights
+ self._lights.toggle_nearest(ev.pos, surfpos=True)
+ elif ev.button == 3:
+ light = self._lights.nearest(ev.pos, surfpos=True,
+ max_distance=20.0)
+ if light:
+ # Start drag to rotate light
+ self._dragging = light
+ elif self._tool:
+ # Unset tool
+ self._tool = None
+ self._clear_light_toolbar()
+ self._unset_cursor()
+ elif ev.type == pgl.MOUSEMOTION:
+ if self._dragging:
+ # Calculate angle between current position and mouse pos
+ self._update_light_angle(ev.pos, gamestate)
+ elif ev.type == pgl.MOUSEBUTTONUP:
+ self._dragging = None
@debug_timer("day.tick")
def tick(self, gamestate):
- pass
+ if not self._paused:
+ self._lights.tick()