added tooltips for all the other tools
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index be8642509d5a4418a74e53c550e3bfef09a12e7e..ecab05f289814b6bc39d0e883c28a4b0bd43e342 100644 (file)
@@ -11,16 +11,17 @@ 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, light_name
 from ..infobar import InfoBar
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
-from ..utils import debug_timer, shadowed_text
+from ..utils import debug_timer, shadowed_text, write_save_file
 from ..loader import loader
+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
 
 
@@ -39,8 +40,10 @@ class DayScene(BaseScene):
         self._tool = None
         self._light_colors = None
         self._dragging = None
-        # Turnip
-        self.grow_turnips(gamestate)
+        # Create Turnips
+        for turnip_data in gamestate.turnips:
+            turnip = Turnip(space=self._space, **turnip_data)
+            self._turnips.append(turnip)
         # Tools
         self._light_toolbar = []
         self._tools = self.create_tools(gamestate)
@@ -53,6 +56,9 @@ class DayScene(BaseScene):
             self._draw_you_lose(gamestate)
         elif gamestate.harvested >= gamestate.turnip_target:
             self._draw_you_win(gamestate)
+        else:
+            write_save_file(gamestate.serialize())
+        self._ending = False
 
     def _draw_you_lose(self, gamestate):
         overlay = pygame.surface.Surface(
@@ -85,23 +91,12 @@ class DayScene(BaseScene):
             (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)))
+        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"]:
@@ -109,26 +104,36 @@ class DayScene(BaseScene):
                 '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', 'default_cursor.png', name='reset tool', 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), 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._unset_cursor()
-        turnip_data = [turnip.serialize() for turnip in self._turnips]
-        gamestate.turnips = turnip_data
 
     def end_day(self, gamestate):
+        if self._ending:
+            return
         self._battery.apply_recharge()
+        gamestate.update_lights(self._lights)
+        turnip_data = [turnip.serialize() for turnip in self._turnips]
+        gamestate.turnips = turnip_data
+        self._ending = True
         from .night import NightScene
         SceneChangeEvent.post(scene=NightScene())
 
@@ -152,10 +157,11 @@ class DayScene(BaseScene):
         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:
@@ -167,11 +173,19 @@ 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)
+            light_tool.tooltip = Tooltip(tooltip_text)
+            
             self._light_toolbar.append(light_tool)
             x += 40
 
@@ -185,14 +199,13 @@ class DayScene(BaseScene):
             # 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)
                 gamestate.seeds -= 1
             except TurnipInvalidPosition:
-                # TODO: Add error sound or something
-                pass
+                sound.play_sound("beep_kind.ogg")
 
     def _update_light_angle(self, pos, gamestate):
         # Update the angle of the given light
@@ -201,6 +214,7 @@ class DayScene(BaseScene):
         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"])
@@ -208,15 +222,15 @@ 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(
                 ev.pos, pygame.display.get_surface())
             # Bail if we're too close to an existing light, obstacle or turnip
             if check_space_for_light(self._space, pos, max_distance=25):
+                sound.play_sound("beep_kind.ogg")
                 return
             gamestate.seeds -= cost
             cfg["position"] = pos
@@ -224,13 +238,22 @@ class DayScene(BaseScene):
             gamestate.station["lights"].append(cfg)
             self._lights.add_light(cfg)
 
+    def _remove_light(self, ev):
+        light = self._lights.nearest(ev.pos, surfpos=True, max_distance=25.0)
+        if light:
+            self._lights.remove_light(light)
+
     def event(self, ev, gamestate):
+        if self._ending:
+            return
         if self._game_over_text:
             if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
+                self._ending = True
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
         if ev.type == pgl.KEYDOWN:
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
+                self._ending = True
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
             elif ev.key == pgl.K_e:
@@ -250,6 +273,7 @@ class DayScene(BaseScene):
                         elif tool.name == 'start night':
                             self.end_day(gamestate)
                         elif tool.name == 'exit':
+                            self._ending = True
                             from .menu import MenuScene
                             SceneChangeEvent.post(scene=MenuScene())
                         else:
@@ -258,6 +282,10 @@ class DayScene(BaseScene):
                                 self._set_cursor(
                                     'seed', transform=Alpha(alpha=172))
                                 self._clear_light_toolbar()
+                            elif self._tool.name == 'remove light':
+                                self._set_cursor(
+                                    'remove', transform=Alpha(alpha=172))
+                                self._clear_light_toolbar()
                             elif self._tool.name == 'light':
                                 self._unset_cursor()
                                 self._draw_light_toolbar(
@@ -273,14 +301,17 @@ 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":
                         self._place_seed(gamestate, ev)
+                    elif self._tool.name == "remove light":
+                        self._remove_light(ev)
                     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)