X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=naja%2Fwidgets%2Ftile.py;h=db3ffb48cda8ddf5f5d19593f165ee600af2f733;hb=5f752cfa1db60d65691427326559cfbedacd48b5;hp=63fbafef09f054666a42234929a1145ad524bf53;hpb=00d93ae60dcfb960870d29e8e64ad38d62de935d;p=naja.git diff --git a/naja/widgets/tile.py b/naja/widgets/tile.py index 63fbafe..db3ffb4 100644 --- a/naja/widgets/tile.py +++ b/naja/widgets/tile.py @@ -1,17 +1,23 @@ # These will probably need to go away when we have images import pygame -import pygame.locals as pgl -from naja.constants import TILE_SIZE, BITS +from naja.constants import ( + 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 BIT_MAP = { - BITS['CYAN']: 'board/tile_cyan.png', - BITS['MAGENTA']: 'board/tile_magenta.png', - BITS['YELLOW']: 'board/tile_yellow.png', - } + frozenset([BITS.RED]): 'board/tile_red.png', + frozenset([BITS.GREEN]): 'board/tile_green.png', + frozenset([BITS.BLUE]): 'board/tile_blue.png', + frozenset([BITS.RED, BITS.GREEN]): 'board/tile_red_green.png', + frozenset([BITS.RED, BITS.BLUE]): 'board/tile_red_blue.png', + frozenset([BITS.GREEN, BITS.BLUE]): 'board/tile_green_blue.png', + frozenset([BITS.RED, BITS.GREEN, BITS.BLUE]): + 'board/tile_red_green_blue.png', +} class TileWidget(Widget): @@ -20,31 +26,80 @@ class TileWidget(Widget): super(TileWidget, self).__init__(pos, TILE_SIZE) self.state = state self.board_pos = board_pos + self.highlighted = False def prepare(self): - # Placeholder logic - just draw the outline of a square + # Draw background + x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2) + + if (x + y) % 2 == 0: + bg_name = 'board/tile_2.png' + else: + bg_name = 'board/tile_1.png' + 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,))) + if self.highlighted: + overlays.append(resources.get_image( + 'board/tile_selected.png', + transforms=(EIGHT_BIT,))) + self.surface = pygame.surface.Surface(TILE_SIZE) - pygame.draw.lines(self.surface, pgl.color.THECOLORS['yellow'], - True, [(1, 1), (1, 95), (95, 95), (95, 1)], 2) - self.surface.convert_alpha(pygame.display.get_surface()) + 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] - bits = [] + y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions) for action in card.actions: - if action.required_bits: - bits.append(action.required_bits) - # Sort so we have longer lists of bits later - self.size = self.surface.get_rect().size - if bits: - bits.sort(key=lambda x: len(x)) - y_offset = TILE_SIZE[1] - 32 * len(bits) - for pattern in bits: - x_offset = 10 - for bit in pattern: - img = resources.get_image(BIT_MAP[bit]) - self.surface.blit(img, (x_offset, y_offset)) - x_offset += 32 - y_offset += 32 + y_offset = self._prepare_action(action, y_offset) + + def _prepare_lock(self, action, y_offset): + if not action.required_bits: + return 4 + + img_name = BIT_MAP[action.required_bits] + + if self.board_pos != self.state.player.position: + x_offset = 0 + else: + img_name = img_name.replace('.png', '_small.png') + 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,)) + self.surface.blit(img, (x_offset, y_offset)) + return x_offset + img.get_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, transforms=(EIGHT_BIT,)) + self.surface.blit(img, (x_offset, y_offset + 4)) + x_offset += img.get_width() + if action.MSB_GLYPH is not None: + img = resources.get_image( + action.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): + self.highlighted = False + 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)