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
self._harvested = gamestate.harvested
self._paused = False
self._tool = None
+ self._light_color = None
for turnip_data in gamestate.turnips:
turnip = Turnip(space=self._space, **turnip_data)
# Turnips grow at dawn
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)),
]
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
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(pos, max_distance=25):
+ return
+ self._seeds -= 3
+ self._update_toolbar(gamestate)
+ cfg = {
+ "type": "lamp",
+ "colour": 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):
# 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)))
+ 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)