X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fscenes%2Fday.py;h=17690e254da011e93429cf9c213291a3f83bdf3b;hb=3dd6b473efa26eff5c02e45a0b405c46c8a52806;hp=3e001eef4e11ed83e0bd9b04d486f0ede52de375;hpb=051f941fcf7095e5a6b93f538f8a9bb867067ca7;p=tabakrolletjie.git diff --git a/tabakrolletjie/scenes/day.py b/tabakrolletjie/scenes/day.py index 3e001ee..17690e2 100644 --- a/tabakrolletjie/scenes/day.py +++ b/tabakrolletjie/scenes/day.py @@ -3,20 +3,21 @@ import math import pygame.display +import pygame.surface import pygame.locals as pgl import pymunk import pymunk.pygame_util from .base import BaseScene -from ..lights import LightManager +from ..lights import LightManager, light_fitting_by_type from ..obstacles import ObstacleManager from ..events import SceneChangeEvent -from ..utils import debug_timer +from ..utils import debug_timer, shadowed_text from ..loader import loader -from ..transforms import Overlay, Multiply, Alpha +from ..transforms import Overlay, Alpha, ColourWedges -from ..constants import SCREEN_SIZE, FONTS, COLOURS +from ..constants import SCREEN_SIZE, FONTS from ..widgets import ImageButton from ..turnip import Turnip, TurnipInvalidPosition @@ -35,8 +36,37 @@ class DayScene(BaseScene): self._harvested = gamestate.harvested self._paused = False self._tool = None - self._light_color = None + self._light_colors = None self._dragging = None + # Turnip + self.grow_turnips(gamestate) + # Tools + self._light_toolbar = [] + self._tools = self.create_tools(gamestate) + self._update_toolbar(gamestate) + # Background + self._soil = loader.load_image( + "textures", "soil.png", transform=self.BRIGHTNESS) + # Check if we've lost + self._game_over_text = [] + if self._seeds == 0 and len(self._turnips) == 0: + self._draw_game_over_text() + + def _draw_game_over_text(self): + overlay = pygame.surface.Surface( + (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha() + overlay.fill((0, 0, 0, 128)) + self._game_over_text.append((overlay, (0, 250))) + self._game_over_text.append( + (shadowed_text("You Lost", FONTS["bold"], 48), (400, 280))) + self._game_over_text.append( + (shadowed_text("You have no seeds and no turnips growing", + FONTS["sans"], 24), (250, 350))) + self._game_over_text.append( + (shadowed_text("Press a key to return to the menu", + FONTS["sans"], 24), (250, 400))) + + def grow_turnips(self, gamestate): for turnip_data in gamestate.turnips: turnip = Turnip(space=self._space, **turnip_data) # Turnips grow at dawn @@ -46,22 +76,31 @@ class DayScene(BaseScene): self._harvested += 1 else: self._turnips.append(turnip) - # Tools - self._light_toolbar = [] - self._tools = [ - ImageButton('32', 'seed.png', name='seed', - pos=(50, SCREEN_SIZE[1] - 40)), - ImageButton('32', 'spotlight.png', name='spotlight', - pos=(100, SCREEN_SIZE[1] - 40)), - ImageButton('32', 'lamp.png', name='lamp', - pos=(150, SCREEN_SIZE[1] - 40)), - ImageButton('32', 'default_cursor.png', name='reset tool', - pos=(SCREEN_SIZE[0] - 50, SCREEN_SIZE[1] - 40)), - ] - self._update_toolbar(gamestate) - # Background - self._soil = loader.load_image( - "textures", "soil.png", transform=self.BRIGHTNESS) + + 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))) + x += step + + for light_config in gamestate.station["available_lights"]: + tool = ImageButton( + '32', '%s.png' % light_config["type"], name='light', + pos=(x, y)) + tool.light_config = light_config + tools.append(tool) + x += step + + tools.append(ImageButton( + '32', 'default_cursor.png', name='reset tool', pos=(x, y))) + + tools.append(ImageButton( + '32', 'night.png', name='start night', pos=(SCREEN_SIZE[0] - 100, y))) + tools.append(ImageButton( + '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y))) + return tools def exit(self, gamestate): self._unset_cursor() @@ -85,14 +124,21 @@ class DayScene(BaseScene): 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: + surface.blit(surf, pos) - def _draw_light_toolbar(self, light_type, x): - self._light_toolbar = [] + def _draw_light_toolbar(self, light_config, x): height = SCREEN_SIZE[1] - 80 - for color in sorted(COLOURS.keys()): - light_tool = ImageButton('32', light_type + '.png', - pos=(x, height), name=color, - transform=Multiply(colour=COLOURS[color])) + self._light_toolbar = [] + colour_combos = light_config["available_colours"] + for combo in colour_combos: + colours = combo.split("/") + 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 self._light_toolbar.append(light_tool) x += 40 @@ -112,7 +158,7 @@ class DayScene(BaseScene): self._turnips.append(turnip) self._seeds -= 1 self._update_toolbar(gamestate) - except TurnipInvalidPosition as e: + except TurnipInvalidPosition: # TODO: Add error sound or something pass @@ -130,54 +176,36 @@ class DayScene(BaseScene): light_cfg["direction"] = math.degrees(angle) break - def _place_spotlight(self, gamestate, colour, ev): - if self._seeds > 5: - pos = pymunk.pygame_util.from_pygame(ev.pos, - pygame.display.get_surface()) + def _place_light(self, gamestate, cfg, colours, ev): + cfg = cfg.copy() + cost = cfg.pop("cost") + cfg.pop("available_colours") + if self._seeds > cost: + pos = pymunk.pygame_util.from_pygame( + ev.pos, pygame.display.get_surface()) # Bail if we're too close to an existing light if self._lights.nearest(pos, max_distance=25): return - self._seeds -= 5 + self._seeds -= cost self._update_toolbar(gamestate) - cfg = { - "type": "spotlight", - "colours": [colour], - "position": pos, - "direction": 45, - "spread": 90, - "intensity": 0.5, - "radius_limits": [0, 100], - } - gamestate.station["lights"].append(cfg) - self._lights.add_light(cfg) - - def _place_lamp(self, gamestate, colour, ev): - if self._seeds > 3: - pos = pymunk.pygame_util.from_pygame(ev.pos, - pygame.display.get_surface()) - # Bail if we're too close to an existing light - if self._lights.nearest(ev.pos, surfpos=True, max_distance=25): - return - self._seeds -= 3 - self._update_toolbar(gamestate) - cfg = { - "type": "lamp", - "colours": [colour], - "position": pos, - "intensity": 0.5, - } + cfg["position"] = pos + cfg["colours"] = colours gamestate.station["lights"].append(cfg) self._lights.add_light(cfg) def event(self, ev, gamestate): + if self._game_over_text: + if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN): + from .menu import MenuScene + SceneChangeEvent.post(scene=MenuScene()) if ev.type == pgl.KEYDOWN: if ev.key in (pgl.K_q, pgl.K_ESCAPE): from .menu import MenuScene SceneChangeEvent.post(scene=MenuScene()) - if ev.key == pgl.K_e: + elif ev.key == pgl.K_e: from .night import NightScene SceneChangeEvent.post(scene=NightScene()) - if ev.key == pgl.K_SPACE: + elif ev.key == pgl.K_SPACE and DEBUG: self._paused = not self._paused elif ev.type == pgl.MOUSEBUTTONDOWN: if ev.button == 1: @@ -189,38 +217,44 @@ class DayScene(BaseScene): self._unset_cursor() self._tool = None self._clear_light_toolbar() + elif tool.name == 'start night': + from .night import NightScene + SceneChangeEvent.post(scene=NightScene()) + elif tool.name == 'exit': + from .menu import MenuScene + SceneChangeEvent.post(scene=MenuScene()) else: - self._tool = tool.name - if self._tool == 'seed': + self._tool = tool + if self._tool.name == 'seed': self._set_cursor( 'seed', transform=Alpha(alpha=172)) self._clear_light_toolbar() - elif self._tool == 'spotlight': - self._unset_cursor() - self._draw_light_toolbar('spotlight', 100) - elif self._tool == 'lamp': + elif self._tool.name == 'light': self._unset_cursor() - self._draw_light_toolbar('lamp', 150) + self._draw_light_toolbar( + self._tool.light_config, 100) return # Check light toolbar for light_tool in self._light_toolbar: if light_tool.pressed(ev): + fitting_image = light_fitting_by_type( + self._tool.light_config["type"]) self._set_cursor( - self._tool, - transform=Multiply( - colour=COLOURS[light_tool.name] + (172,))) - self._light_color = light_tool.name + fitting_image[:-4], # strip .png + transform=ColourWedges(colours=light_tool.colours)) + # colour=COLOURS[0] + (172,))) + self._light_colors = light_tool.colours return - if self._tool == "seed": - self._place_seed(gamestate, ev) - elif self._tool == 'spotlight' and self._light_color: - self._place_spotlight(gamestate, self._light_color, ev) - elif self._tool == 'lamp' and self._light_color: - self._place_lamp(gamestate, self._light_color, ev) + if self._tool: + if self._tool.name == "seed": + self._place_seed(gamestate, ev) + elif self._tool.name == "light" and self._light_colors: + self._place_light( + gamestate, self._tool.light_config, + self._light_colors, ev) else: # Not tool, so check lights self._lights.toggle_nearest(ev.pos, surfpos=True) - print self._lights.lit_by(ev.pos, surfpos=True) elif ev.button == 3: light = self._lights.nearest(ev.pos, surfpos=True, max_distance=20.0) @@ -230,6 +264,7 @@ class DayScene(BaseScene): elif self._tool: # Unset tool self._tool = None + self._clear_light_toolbar() self._unset_cursor() elif ev.type == pgl.MOUSEMOTION: if self._dragging: @@ -244,8 +279,8 @@ class DayScene(BaseScene): self._lights.tick() def _update_toolbar(self, gamestate): - text = ("Turnip Stocks: Seeds: %d. Planted: %d. " + text = ("Day: %d: Turnip Stocks: Seeds: %d. Planted: %d. " "Harvested: %d. Destroyed: %d" % - (self._seeds, len(self._turnips), + (gamestate.days, self._seeds, len(self._turnips), self._harvested, gamestate.eaten)) self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))