X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fscenes%2Fday.py;h=468c4ca995b416ef320a5c662c5661a161444213;hb=9b0872898e6cf9d4e5860de577b8ac9565593b6d;hp=8ac0ed170ac40368bc77705a071ad8bfd7d07e61;hpb=9596250b3a3507539e1578881ec470f112cc5970;p=tabakrolletjie.git diff --git a/tabakrolletjie/scenes/day.py b/tabakrolletjie/scenes/day.py index 8ac0ed1..468c4ca 100644 --- a/tabakrolletjie/scenes/day.py +++ b/tabakrolletjie/scenes/day.py @@ -1,5 +1,8 @@ """ Be prepared. """ +import math + +import pygame.display import pygame.locals as pgl import pymunk @@ -10,37 +13,162 @@ from ..lights import LightManager from ..obstacles import ObstacleManager from ..events import SceneChangeEvent from ..utils import debug_timer +from ..loader import loader +from ..transforms import Overlay, Multiply, Alpha -from ..constants import SCREEN_SIZE +from ..constants import SCREEN_SIZE, FONTS, COLOURS from ..widgets import ImageButton +from ..turnip import Turnip, TurnipInvalidPosition class DayScene(BaseScene): + + BRIGHTNESS = Overlay(colour=(255, 255, 255, 50)) + def enter(self, gamestate): self._space = pymunk.Space() + self._toolbar_font = loader.load_font(FONTS['sans'], size=20) self._obstacles = ObstacleManager(self._space, gamestate) self._lights = LightManager(self._space, gamestate) - # Toolbar + self._turnips = [] + self._seeds = gamestate.seeds + self._harvested = gamestate.harvested + self._paused = False + self._tool = None + self._light_color = None + self._dragging = None + for turnip_data in gamestate.turnips: + turnip = Turnip(space=self._space, **turnip_data) + # Turnips grow at dawn + seeds = turnip.grow() + if seeds: + self._seeds += seeds + 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 exit(self, gamestate): self._unset_cursor() + gamestate.seeds = self._seeds + gamestate.harvested = self._harvested + turnip_data = [turnip.serialize() for turnip in self._turnips] + gamestate.turnips = turnip_data @debug_timer("day.render") def render(self, surface, gamestate): - surface.fill((0, 0, 155)) + surface.blit(self._soil, (0, 0)) + + for turnip in self._turnips: + turnip.render(surface) self._lights.render_light(surface) self._obstacles.render(surface) self._lights.render_fittings(surface) + surface.blit(self._toolbar, (120, 10), None) for tool in self._tools: tool.render(surface) + for light_tool in self._light_toolbar: + light_tool.render(surface) self._draw_cursor(surface) + def _draw_light_toolbar(self, light_type, x): + self._light_toolbar = [] + 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.append(light_tool) + x += 40 + + def _clear_light_toolbar(self): + self._light_toolbar = [] + + def _place_seed(self, gamestate, ev): + if self._seeds > 0: + # plant seed + # We don't want top-left to equal the mouse position, + # 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] - 8, ev.pos[1] - 8) + try: + turnip = Turnip(age=0, pos=pos, space=self._space) + self._turnips.append(turnip) + self._seeds -= 1 + self._update_toolbar(gamestate) + except TurnipInvalidPosition: + # TODO: Add error sound or something + pass + + def _update_light_angle(self, pos, gamestate): + # Update the angle of the given light + pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface()) + distance = pos - self._dragging.position + angle = math.atan2(distance[1], distance[0]) + # Set light angle to this position + self._dragging.ray_manager.direction = math.degrees(angle) + # Hackily update gamestate with new angle + for light_cfg in gamestate.station["lights"]: + light_pos = pymunk.Vec2d(light_cfg["position"]) + if light_pos.get_dist_sqrd(self._dragging.position) < 5.0: + 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()) + # Bail if we're too close to an existing light + if self._lights.nearest(pos, max_distance=25): + return + self._seeds -= 5 + 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, + } + gamestate.station["lights"].append(cfg) + self._lights.add_light(cfg) + def event(self, ev, gamestate): if ev.type == pgl.KEYDOWN: if ev.key in (pgl.K_q, pgl.K_ESCAPE): @@ -49,21 +177,75 @@ class DayScene(BaseScene): if ev.key == pgl.K_e: from .night import NightScene SceneChangeEvent.post(scene=NightScene()) + if ev.key == pgl.K_SPACE: + self._paused = not self._paused elif ev.type == pgl.MOUSEBUTTONDOWN: if ev.button == 1: # Check tools for tool in self._tools: if tool.pressed(ev): - print 'tool', tool.name + self._color = None if tool.name == 'reset tool': self._unset_cursor() + self._tool = None + self._clear_light_toolbar() else: - self._set_cursor(tool.name) + self._tool = tool.name + if self._tool == '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': + self._unset_cursor() + self._draw_light_toolbar('lamp', 150) + return + # Check light toolbar + for light_tool in self._light_toolbar: + if light_tool.pressed(ev): + self._set_cursor( + self._tool, + transform=Multiply( + colour=COLOURS[light_tool.name] + (172,))) + self._light_color = light_tool.name return - # Not tool, so check lights - self._lights.toggle_nearest(ev.pos, surfpos=True) - print self._lights.lit_by(ev.pos, surfpos=True) + 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) + 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) + if light: + # Start drag to rotate light + self._dragging = light + elif self._tool: + # Unset tool + self._tool = None + self._unset_cursor() + elif ev.type == pgl.MOUSEMOTION: + if self._dragging: + # Calculate angle between current position and mouse pos + self._update_light_angle(ev.pos, gamestate) + elif ev.type == pgl.MOUSEBUTTONUP: + self._dragging = None @debug_timer("day.tick") def tick(self, gamestate): - self._lights.tick() + if not self._paused: + self._lights.tick() + + def _update_toolbar(self, gamestate): + text = ("Turnip Stocks: Seeds: %d. Planted: %d. " + "Harvested: %d. Destroyed: %d" % + (self._seeds, len(self._turnips), + self._harvested, gamestate.eaten)) + self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))