-from naja.constants import BITS, CHESS_PIECES
+from naja.constants import ACTION_GLYPHS, BITS, CHESS_PIECES
from naja.utils import bit_glyphs, move_glyph
"""
TEXT = None
- USES_MSB = False
+ GLYPHS = None
def __init__(self, required_bits, **data):
self.required_bits = required_bits
class DoNothing(LocationAction):
TEXT = "No effect."
+ GLYPHS = (ACTION_GLYPHS.NOTHING,)
def perform_action(self, board, location):
pass
class LoseHealthOrMSB(LocationAction):
TEXT = "Lose {HEALTH} or {MSB}."
- USES_MSB = True
+ GLYPHS = (ACTION_GLYPHS.MSB, ACTION_GLYPHS.DAMAGE)
def perform_action(self, board, location):
if not self.check_and_clear_MSB(board.player):
class SetBits(LocationAction):
TEXT = "Set %(location_bits)s."
+ GLYPHS = (ACTION_GLYPHS.SET_BITS,)
def perform_action(self, board, location):
board.player.bits.set_bits(location.bitwise_operand)
class ToggleBits(LocationAction):
TEXT = "Toggle %(location_bits)s."
+ GLYPHS = (ACTION_GLYPHS.TOGGLE_BITS,)
def perform_action(self, board, location):
board.player.bits.toggle_bits(location.bitwise_operand)
class LoseHealthOrMSBAndSetBits(LocationAction):
TEXT = "Lose {HEALTH} or {MSB}, then set %(location_bits)s."
- USES_MSB = True
+ GLYPHS = (ACTION_GLYPHS.SET_BITS, ACTION_GLYPHS.MSB, ACTION_GLYPHS.DAMAGE)
def perform_action(self, board, location):
if not self.check_and_clear_MSB(board.player):
class AcquireWinToken(LocationAction):
TEXT = "Gain {WINTOKEN}, then clear {RED,GREEN,BLUE}."
+ GLYPHS = (ACTION_GLYPHS.WINTOKEN,)
def perform_action(self, board, location):
board.acquire_win_token()
class GainHealthAndClearBitsOrMSB(LocationAction):
TEXT = "Gain {HEALTH}, then clear %(location_bits)s or {MSB}."
- USES_MSB = True
+ GLYPHS = (ACTION_GLYPHS.HEAL, ACTION_GLYPHS.MSB, ACTION_GLYPHS.CLEAR_BITS)
def perform_action(self, board, location):
board.gain_health()
class ShiftLocations(LocationAction):
TEXT = "Shift current %(rowcol)s %(direction)s."
+ GLYPHS = (ACTION_GLYPHS.CHANGE_BOARD,)
def perform_action(self, board, location):
board.shift_locations(self.data['direction'])
class AllowChessMove(LocationAction):
TEXT = "Move like a %(chesspiece_name)s for one turn."
+ GLYPHS = (ACTION_GLYPHS.MOVEMENT,)
def perform_action(self, board, location):
if self.data['chesspiece'] in CHESS_PIECES:
# These will probably need to go away when we have images
import pygame
-from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE
+from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS
from naja.resources import resources
from naja.resources.mutators import EIGHT_BIT
from naja.widgets.base import Widget
}
+GLYPH_MAP = {
+ ACTION_GLYPHS.CLEAR_BITS: 'glyphs/bits_clear.png',
+ ACTION_GLYPHS.TOGGLE_BITS: 'glyphs/bits_toggle.png',
+ ACTION_GLYPHS.SET_BITS: 'glyphs/bits_set.png',
+ ACTION_GLYPHS.CHANGE_BOARD: 'glyphs/board.png',
+ ACTION_GLYPHS.DAMAGE: 'glyphs/damage.png',
+ ACTION_GLYPHS.HEAL: 'glyphs/health.png',
+ ACTION_GLYPHS.MOVEMENT: 'glyphs/move.png',
+ ACTION_GLYPHS.WINTOKEN: 'glyphs/win.png',
+ ACTION_GLYPHS.MSB: 'glyphs/msb.png',
+ ACTION_GLYPHS.NOTHING: 'glyphs/do_nothing.png',
+}
+
+
class TileWidget(Widget):
"""Widget which holds a tile on the game board."""
def __init__(self, pos, state=None, board_pos=None):
self.surface.blit(overlay, (0, 0))
# Look up the required bits on the board location
card = self.state.board_locations[self.board_pos]
- player_pos = self.state.player.position
- bits = []
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
for action in card.actions:
- if action.required_bits:
- bits.append(action.required_bits)
- # Sort so we have longer lists of bits later
- self.size = self.surface.get_rect().size
- if bits:
- bits.sort(key=lambda x: len(x))
- y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
- for pattern in bits:
- if self.board_pos != player_pos:
- img_name = BIT_MAP[pattern]
- x_offset = 0
- else:
- img_name = BIT_MAP[pattern].replace('.png', '_small.png')
- x_offset = 4
- if y_offset >= TILE_SIZE[1] // 2:
- # FIXME: Hack'ish
- # Bump the lock down by some hand-tuned factor
- # to not overlap with the robot
- y_offset += LOCK_HEIGHT // 2 - 4
- img = resources.get_image(img_name,
- transforms=(EIGHT_BIT,))
- self.surface.blit(img, (x_offset, y_offset))
- y_offset += LOCK_HEIGHT
+ y_offset = self._prepare_action(action, y_offset)
+
+ def _prepare_lock(self, action, y_offset):
+ if not action.required_bits:
+ return 4
+
+ img_name = BIT_MAP[action.required_bits]
+ if self.board_pos != self.state.player.position:
+ x_offset = 0
+ else:
+ img_name = img_name.replace('.png', '_small.png')
+ x_offset = 4
+ if y_offset >= TILE_SIZE[1] // 2:
+ # FIXME: Hack'ish
+ # Bump the lock down by some hand-tuned factor
+ # to not overlap with the robot
+ y_offset += LOCK_HEIGHT // 2 - 4
+ img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset))
+ return x_offset + img.get_width() + 2
+
+ def _prepare_action(self, action, y_offset):
+ x_offset = self._prepare_lock(action, y_offset)
+ if self.board_pos != self.state.player.position:
+ for glyph in action.GLYPHS:
+ img = resources.get_image(
+ GLYPH_MAP[glyph], transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset + 4))
+ x_offset += img.get_width()
+ return y_offset + LOCK_HEIGHT
def set_highlight(self, pos):
self.highlighted = False