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, light_name
from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
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
x, y, step = 50, SCREEN_SIZE[1] - 40, 50
- tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
+ tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y), tooltip=Tooltip(["Plant seed"])))
x += step
for light_config in gamestate.station["available_lights"]:
'32', '%s.png' % light_config["type"], name='light',
pos=(x, y))
tool.light_config = light_config
+ tool_name = light_name(light_config)
+ tool.tooltip = Tooltip(["Place %s" % tool_name])
tools.append(tool)
x += step
tools.append(ImageButton(
- '32', 'remove.png', name='remove light', pos=(x, y)))
+ '32', 'remove.png', name='remove light', pos=(x, y), tooltip=Tooltip(["Remove light"])))
x += step
tools.append(ImageButton(
- '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
+ '32', 'default_cursor.png', name='reset tool', pos=(x, y), tooltip=Tooltip(["Reset tool"])))
tools.append(ImageButton(
'32', 'night.png', name='start night',
- pos=(SCREEN_SIZE[0] - 100, y)))
+ pos=(SCREEN_SIZE[0] - 100, y), tooltip=Tooltip(["Start night"])))
tools.append(ImageButton(
- '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
+ '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y), tooltip=Tooltip(["Exit"])))
return tools
def exit(self, gamestate):
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)
+ for tool in self._tools:
+ tool.render(surface)
+
self._draw_cursor(surface)
if self._game_over_text:
for surf, pos in self._game_over_text:
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)
+ light_tool.tooltip = Tooltip(tooltip_text)
+
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)