added tooltips with information about light tools
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index bf97f95bfc95133c6bb8bc7e49bc9beefc09203c..a43517cd92efa0574515be687539f7cb58c006d2 100644 (file)
@@ -11,7 +11,7 @@ import pymunk.pygame_util
 
 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, light_info
 from ..infobar import InfoBar
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
@@ -21,7 +21,7 @@ from ..sound import sound
 from ..transforms import Overlay, Alpha, ColourWedges
 
 from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
-from ..widgets import ImageButton
+from ..widgets import ImageButton, Tooltip
 from ..turnip import Turnip, TurnipInvalidPosition
 
 
@@ -103,9 +103,6 @@ class DayScene(BaseScene):
             tool = ImageButton(
                 '32', '%s.png' % light_config["type"], name='light',
                 pos=(x, y))
-            font = loader.load_font(FONTS["sans"], size=12)
-            tool_cost = font.render("%d" % light_config["cost"], True, (0, 0, 0))
-            tool._img.blit(tool_cost, (16, 12), None)
             tool.light_config = light_config
             tools.append(tool)
             x += step
@@ -162,6 +159,7 @@ class DayScene(BaseScene):
             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:
@@ -173,11 +171,21 @@ class DayScene(BaseScene):
         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)
+            
             light_tool.colours = colours
+            light_tool.cost = cost
+
+            tooltip_text = ["cost: %d" % cost] + light_info(light_config)
+
+            tooltip = Tooltip(tooltip_text)
+            light_tool.tooltip = tooltip
+            
             self._light_toolbar.append(light_tool)
             x += 40
 
@@ -214,9 +222,8 @@ class DayScene(BaseScene):
                 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(
@@ -294,6 +301,7 @@ class DayScene(BaseScene):
                             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":
@@ -303,7 +311,7 @@ class DayScene(BaseScene):
                     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)