from .base import BaseScene
from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light, seed_cost
from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
colour_combos = light_config["available_colours"]
for combo in colour_combos:
colours = combo.split("/")
+ cost = seed_cost(light_config, len(colours))
+
light_fitting = light_fitting_by_type(light_config["type"])
light_tool = ImageButton(
"32", light_fitting, transform=ColourWedges(colours=colours),
pos=(x, height), name=combo)
+ font = loader.load_font(FONTS["sans"], size=12)
+ tool_cost = font.render("%d" % cost, True, (0, 0, 0))
+ light_tool._img.blit(tool_cost, (16, 12), None)
+
light_tool.colours = colours
+ light_tool.cost = cost
self._light_toolbar.append(light_tool)
x += 40
# 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)
+ pos = (ev.pos[0] - 6, ev.pos[1] - 6)
try:
turnip = Turnip(age=0, pos=pos, space=self._space)
self._turnips.append(turnip)
angle = math.atan2(distance[1], distance[0])
# Set light angle to this position
self._dragging.ray_manager.direction = math.degrees(angle)
+ self._dragging.ray_manager.update_shapes()
# Hackily update gamestate with new angle
for light_cfg in gamestate.station["lights"]:
light_pos = pymunk.Vec2d(light_cfg["position"])
light_cfg["direction"] = math.degrees(angle)
break
- def _place_light(self, gamestate, cfg, colours, ev):
+ def _place_light(self, gamestate, cfg, cost, colours, ev):
cfg = cfg.copy()
- cost = cfg.pop("cost")
cfg.pop("available_colours")
if gamestate.seeds > cost:
pos = pymunk.pygame_util.from_pygame(
transform=ColourWedges(colours=light_tool.colours))
# colour=COLOURS[0] + (172,)))
self._light_colors = light_tool.colours
+ self._light_cost = light_tool.cost
return
if self._tool:
if self._tool.name == "seed":
elif self._tool.name == "light" and self._light_colors:
self._place_light(
gamestate, self._tool.light_config,
- self._light_colors, ev)
+ self._light_cost, self._light_colors, ev)
else:
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)