X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=naja%2Fwidgets%2Ftile.py;h=9278e8419fefc60e719e9dfe201e04eac01fe1cc;hb=c81c66c4be9f5e683e2dca82cc236d36be254d3b;hp=be02a3555eeda9cae7ed6193740835a783354cc6;hpb=d30b9840aeab630f75944674b0c4021a61ffa6dd;p=naja.git diff --git a/naja/widgets/tile.py b/naja/widgets/tile.py index be02a35..9278e84 100644 --- a/naja/widgets/tile.py +++ b/naja/widgets/tile.py @@ -2,7 +2,7 @@ import pygame from naja.constants import ( - TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS, PALETTE) + TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, PALETTE) from naja.resources import resources from naja.resources.mutators import EIGHT_BIT, blender from naja.widgets.base import Widget @@ -20,99 +20,144 @@ BIT_MAP = { } -GLYPH_MAP = { - ACTION_GLYPHS.CLEAR_BITS: 'glyphs/bits_clear.png', - ACTION_GLYPHS.TOGGLE_BITS: 'glyphs/bits_toggle.png', - ACTION_GLYPHS.SET_BITS: 'glyphs/bits_set.png', - ACTION_GLYPHS.CHANGE_BOARD: 'glyphs/board.png', - ACTION_GLYPHS.DAMAGE: 'glyphs/damage.png', - ACTION_GLYPHS.HEAL: 'glyphs/health.png', - ACTION_GLYPHS.MOVEMENT: 'glyphs/move.png', - ACTION_GLYPHS.WINTOKEN: 'glyphs/win.png', - ACTION_GLYPHS.MSB: 'glyphs/msb.png', - ACTION_GLYPHS.NOTHING: 'glyphs/do_nothing.png', -} - - class TileWidget(Widget): """Widget which holds a tile on the game board.""" def __init__(self, pos, state=None, board_pos=None): super(TileWidget, self).__init__(pos, TILE_SIZE) self.state = state + self.current_card = None self.board_pos = board_pos self.highlighted = False + self.bright = False + self.animation = TILE_SIZE[0] def prepare(self): # Draw background x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2) + if self.state.gameboard.puzzle: + tile_1_name = 'board/tile_1.png' + tile_2_name = 'board/tile_2_puzzle.png' + tile_available_name = 'board/tile_available_puzzle.png' + else: + tile_1_name = 'board/tile_1.png' + tile_2_name = 'board/tile_2.png' + tile_available_name = 'board/tile_available.png' + if (x + y) % 2 == 0: - bg = resources.get_image('board/tile_2.png', - transforms=(EIGHT_BIT,)) + bg_name = tile_2_name else: - bg = resources.get_image('board/tile_1.png', - transforms=(EIGHT_BIT,)) + bg_name = tile_1_name + bg = resources.get_image(bg_name, transforms=(EIGHT_BIT,)) overlays = [] legal_move = (self.board_pos in self.state.player.legal_moves()) if self.state.gameboard.player_mode == EXAMINE and legal_move: - overlays.append(resources.get_image('board/tile_available.png', - transforms=(EIGHT_BIT,))) + overlays.append(resources.get_image( + tile_available_name, transforms=(EIGHT_BIT,))) if self.highlighted: - overlays.append(resources.get_image('board/tile_selected.png', - transforms=(EIGHT_BIT,))) - + if self.bright: + select_name = 'board/tile_selected_pulse.png' + else: + select_name = 'board/tile_selected.png' + overlays.append(resources.get_image( + select_name, transforms=(EIGHT_BIT,))) self.surface = pygame.surface.Surface(TILE_SIZE) self.surface.blit(bg, (0, 0)) for overlay in overlays: self.surface.blit(overlay, (0, 0)) # Look up the required bits on the board location card = self.state.board_locations[self.board_pos] + if card is not self.current_card: + self.animation = TILE_SIZE[0] + self.current_card = card + y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions) for action in card.actions: y_offset = self._prepare_action(action, y_offset) + self._prepare_countdown(card) + + def _prepare_countdown(self, card): + if card.replacement_time is None: + return + elif card.replacement_time <= 1: + glyph = 'glyphs/countdown_1.png' + elif card.replacement_time == 2: + glyph = 'glyphs/countdown_2.png' + elif card.replacement_time == 3: + glyph = 'glyphs/countdown_3.png' + elif card.replacement_time < 8: + glyph = 'glyphs/countdown_4.png' + else: + glyph = 'glyphs/countdown_5.png' + img = resources.get_image( + glyph, transforms=(EIGHT_BIT, blender(PALETTE.DARK_VIOLET))) + self.surface.blit(img, (TILE_SIZE[0] - 20, 0)) + def _prepare_lock(self, action, y_offset): - if not action.required_bits: + required_keys = action.required_bits & frozenset([ + BITS.RED, BITS.GREEN, BITS.BLUE]) + if required_keys not in BIT_MAP: return 4 - img_name = BIT_MAP[action.required_bits] + img_name = BIT_MAP[required_keys] + if self.board_pos != self.state.player.position: x_offset = 0 else: img_name = img_name.replace('.png', '_small.png') - x_offset = 4 - if y_offset >= TILE_SIZE[1] // 2: - # FIXME: Hack'ish - # Bump the lock down by some hand-tuned factor - # to not overlap with the robot - y_offset += LOCK_HEIGHT // 2 - 4 + x_offset = 2 + if y_offset == LOCK_HEIGHT: + y_offset = 0 # middle -> top + elif y_offset == 2 * LOCK_HEIGHT: + # bottom -> further down + y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2 + img = resources.get_image(img_name, transforms=(EIGHT_BIT,)) + img_rect = img.get_rect() self.surface.blit(img, (x_offset, y_offset)) - return x_offset + img.get_width() + 2 + + if BITS.MSB in action.required_bits: + msb = resources.get_image('board/msb_lock_decoration.png', + transforms=(EIGHT_BIT,)) + msb_rect = msb.get_rect() + self.surface.blit( + msb, (x_offset + img_rect.width - msb_rect.width, y_offset) + ) + + return x_offset + img_rect.width + 2 def _prepare_action(self, action, y_offset): x_offset = self._prepare_lock(action, y_offset) if self.board_pos != self.state.player.position: - for glyph in action.GLYPHS: - img = resources.get_image( - GLYPH_MAP[glyph], transforms=(EIGHT_BIT,)) + for glyph in action.get_glyphs(): + img = resources.get_image(glyph, transforms=(EIGHT_BIT,)) self.surface.blit(img, (x_offset, y_offset + 4)) x_offset += img.get_width() - if action.MSB_GLYPH is not None: + if action.get_msb_glyph() is not None: img = resources.get_image( - GLYPH_MAP[action.MSB_GLYPH], + action.get_msb_glyph(), transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET))) self.surface.blit(img, (x_offset, y_offset + 4)) x_offset += img.get_width() return y_offset + LOCK_HEIGHT - def set_highlight(self, pos): + def set_highlight(self, pos, bright=False): self.highlighted = False + self.bright = bright if (self.state.gameboard.player_mode == EXAMINE and self.board_pos == pos): self.highlighted = True def draw(self, surface): - surface.blit(self.surface, self.pos) + scaled_width = self.surface.get_width() - self.animation + scaled_height = self.surface.get_height() - self.animation + scaled_position = (self.pos[0] + (self.animation / 2), + self.pos[1] + (self.animation / 2)) + if self.animation > 0: + self.animation = max(0, self.animation - 4) + scaled_surface = pygame.transform.scale( + self.surface, (scaled_width, scaled_height)) + surface.blit(scaled_surface, scaled_position)