X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fscenes%2Fday.py;h=e54e2f1664a6c5ecc916127e1b5bf0b37d2f5e9e;hb=a4d6c97f61e01e005b2f4571346578feed597f48;hp=7860c87b44e4db2d09c7c11549215648a0ab0acb;hpb=285e88d0d99756ed6a1aa63d05d2a0addc937b32;p=tabakrolletjie.git diff --git a/tabakrolletjie/scenes/day.py b/tabakrolletjie/scenes/day.py index 7860c87..e54e2f1 100644 --- a/tabakrolletjie/scenes/day.py +++ b/tabakrolletjie/scenes/day.py @@ -1,5 +1,7 @@ """ Be prepared. """ +import math + import pygame.display import pygame.locals as pgl @@ -14,7 +16,7 @@ from ..utils import debug_timer from ..loader import loader from ..transforms import Overlay, Multiply, Alpha -from ..constants import SCREEN_SIZE, FONTS +from ..constants import SCREEN_SIZE, FONTS, COLOURS from ..widgets import ImageButton from ..turnip import Turnip, TurnipInvalidPosition @@ -33,6 +35,8 @@ class DayScene(BaseScene): 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 @@ -43,15 +47,14 @@ class DayScene(BaseScene): 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='blue_spotlight', - pos=(100, SCREEN_SIZE[1] - 40), - transform=Multiply(colour=(0, 0, 255, 255))), - ImageButton('32', 'spotlight.png', name='red_spotlight', - pos=(150, SCREEN_SIZE[1] - 40), - transform=Multiply(colour=(255, 0, 0, 255))), + 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)), ] @@ -79,8 +82,23 @@ class DayScene(BaseScene): 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 @@ -94,74 +112,131 @@ 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, 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: - self._seeds -= 5 - self._update_toolbar(gamestate) 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", - "colour": colour, + "colours": [colour], "position": pos, "direction": 45, - "angle_limits": [0, 90], + "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): 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: # Check tools for tool in self._tools: if tool.pressed(ev): + self._color = None if tool.name == 'reset tool': self._unset_cursor() self._tool = None + self._clear_light_toolbar() else: self._tool = tool.name if self._tool == 'seed': - self._set_cursor('seed', transform=Alpha(alpha=172)) - elif self._tool == 'red_spotlight': self._set_cursor( - 'spotlight', - transform=Multiply( - colour=(255, 0, 0, 172))) - elif self._tool == 'blue_spotlight': - self._set_cursor( - 'spotlight', - transform=Multiply( - colour=(0, 0, 255, 172))) + '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 if self._tool == "seed": self._place_seed(gamestate, ev) - elif self._tool == 'red_spotlight': - self._place_spotlight(gamestate, 'red', ev) - elif self._tool == 'blue_spotlight': - self._place_spotlight(gamestate, 'blue', 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 and self._tool: - self._tool = None - self._unset_cursor() + 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): @@ -169,8 +244,8 @@ 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))