X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fscenes%2Fday.py;h=4ab14e713fc8b51f6f2ed2cbb4fb8ee09dece8e6;hb=6a370ed299395d469efcc9561ea56bc7dcd9b4ae;hp=933f16bad399df9dd430b3737e0b5f2ee21bd5e9;hpb=cd254036f630c40baab130f5fab14e9d11bc286e;p=tabakrolletjie.git diff --git a/tabakrolletjie/scenes/day.py b/tabakrolletjie/scenes/day.py index 933f16b..4ab14e7 100644 --- a/tabakrolletjie/scenes/day.py +++ b/tabakrolletjie/scenes/day.py @@ -9,14 +9,14 @@ 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 ..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 +35,19 @@ 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) + + def grow_turnips(self, gamestate): for turnip_data in gamestate.turnips: turnip = Turnip(space=self._space, **turnip_data) # Turnips grow at dawn @@ -46,22 +57,24 @@ 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))) + return tools def exit(self, gamestate): self._unset_cursor() @@ -86,13 +99,17 @@ class DayScene(BaseScene): light_tool.render(surface) self._draw_cursor(surface) - 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 @@ -112,55 +129,38 @@ 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 - def _update_light_angle(self, pos): + 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) - # TODO: Update gamestate with new angle - - def _place_spotlight(self, gamestate, colour, ev): - if self._seeds > 5: - pos = pymunk.pygame_util.from_pygame(ev.pos, - pygame.display.get_surface()) + # 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_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", - "colour": 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", - "colour": colour, - "position": pos, - "intensity": 0.5, - } + cfg["position"] = pos + cfg["colours"] = colours gamestate.station["lights"].append(cfg) self._lights.add_light(cfg) @@ -169,10 +169,10 @@ class DayScene(BaseScene): 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: self._paused = not self._paused elif ev.type == pgl.MOUSEBUTTONDOWN: if ev.button == 1: @@ -185,40 +185,40 @@ class DayScene(BaseScene): self._tool = None self._clear_light_toolbar() 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=5.0) + max_distance=20.0) if light: # Start drag to rotate light self._dragging = light @@ -229,7 +229,7 @@ class DayScene(BaseScene): elif ev.type == pgl.MOUSEMOTION: if self._dragging: # Calculate angle between current position and mouse pos - self._update_light_angle(ev.pos) + self._update_light_angle(ev.pos, gamestate) elif ev.type == pgl.MOUSEBUTTONUP: self._dragging = None @@ -239,8 +239,8 @@ 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))