"""
import pygame.locals as pgl
-from naja.constants import BOARD_SIZE, TILE_SIZE, KEYS, ACT, FPS
+from naja.constants import BOARD_SIZE, TILE_SIZE, KEYS, FPS
from naja.events import InvalidateTheWorld, finish_event
from naja.sound import sound
tile.set_highlight(self.card_pos, self.flash_light.on)
tile.prepare()
self.size = BOARD_SIZE
- if self.state.gameboard.player_mode == ACT:
- self.card_pos = self.state.player.position
def draw(self, surface):
if self.flash_light.tick():
def update_card_pos(self, card_pos):
self.card_pos = card_pos
- self.info.set_position(self.card_pos)
self.legal = self.card_pos in self.state.player.legal_moves()
+ self.info.set_position(self.card_pos, legal=self.legal)
sound.play_sound('zoop.ogg', volume=0.05)
def change_pos(self, offset):
def handle_event(self, ev):
if InvalidateTheWorld.matches(ev):
self.flash_light.reset()
- if self.state.gameboard.player_mode == ACT:
- return super(BoardWidget, self).handle_event(ev)
if ev.type == pgl.KEYDOWN:
if ev.key in KEYS.UP:
if self.change_pos((0, -1)):
elif ev.key in KEYS.RIGHT:
if self.change_pos((+1, 0)):
return finish_event()
- elif ev.key in KEYS.SWITCH:
- self.next_viable_pos()
- return finish_event()
- elif ev.key in KEYS.SELECT:
- if self.state.player.set_position(self.card_pos):
- self.state.gameboard.change_mode(ACT)
- self.info.set_position(self.card_pos)
- sound.play_sound('chirp.ogg', volume=0.5)
- return finish_event()
return super(BoardWidget, self).handle_event(ev)
import pygame.locals as pgl
from naja.constants import (
- INFO_SIZE, ACT, KEYS, EXAMINE, PALETTE,
+ INFO_SIZE, KEYS, PALETTE,
ACTION_TEXT_OFFSET, INFO_LEFT_PADDING,
INFO_RIGHT_PADDING, BIT_SIZE, BITS)
from naja.events import InvalidateTheWorld, finish_event
from naja import constants
-HINTS = {
- ACT: "Choose an action using {NORTH,SOUTH}."
- " Press {RETURN} to execute it.",
- EXAMINE: "Browse the tiles with {NORTH,SOUTH,EAST,WEST} keys.",
-}
+HINTS = [
+ "Browse the tiles with {NORTH,SOUTH,EAST,WEST} keys.",
+ "Switch actions using TAB.",
+]
-HINT_LEGAL_MOVE = "\nPress {RETURN} to move."
-
-TITLES = {
- ACT: "Choose an Action",
- EXAMINE: "Select a Tile",
-}
+HINT_LEGAL_MOVE = "\nPress {RETURN} to move and execute the action."
class InfoAreaWidget(Widget):
def __init__(self, pos, state):
super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
self.state = state
- self.chosen = None
- self.card_position = state.player.position
- self.set_position(state.player.position)
+ self.set_position(state.player.position, legal=True)
self.flash_light = Flashlight(constants.FPS // 2)
def prepare(self):
- if self.state.gameboard.player_mode == ACT:
- self.set_position(self.state.player.position)
self.surface = pygame.surface.Surface(INFO_SIZE)
self.surface.fill((0, 0, 0))
y_offset = self.prepare_action(choice, action, y_offset, box_width)
# Hint text
- hint_text = HINTS[self.state.gameboard.player_mode]
- if self.state.gameboard.player_mode == EXAMINE:
- if self.card_position in self.state.player.legal_moves():
- hint_text += HINT_LEGAL_MOVE
+ hint_text = " ".join(HINTS)
+ if self.card_position in self.state.player.legal_moves():
+ hint_text += HINT_LEGAL_MOVE
hint = TextBoxWidget(
(0, 0), hint_text, padding=4,
glyphs_x_offset = 2
glyphs_y_offset = y_offset
y_offset += ACTION_TEXT_OFFSET
- action_viable = action.check_available(self.state.player)
+ action_viable = (
+ action.check_available(self.state.player) and self.legal)
text_colour = PALETTE.BLACK if action_viable else PALETTE.GREY
text = TextBoxWidget(
return y_offset + text.surface.get_rect().height + 16
- def set_position(self, position):
+ def set_position(self, position, legal):
+ self.legal = legal
self.card_position = position
self.card = self.state.board_locations[self.card_position]
- if self.state.gameboard.player_mode == ACT:
- if self.chosen is None:
- self.chosen = 0
- else:
- self.chosen = None
+ self.chosen = None
+ self.next_action(viable_only=True)
def draw(self, surface):
if self.flash_light.tick():
if num_actions == 0:
return
player = self.state.player
- chosen = self.chosen
- for i in range(num_actions - 1):
+ chosen = self.chosen if self.chosen is not None else -step
+ for i in range(num_actions):
# loop through each action at most once.
chosen = (chosen + step) % num_actions
action = self.card.actions[chosen]
if not viable_only or action.check_available(player):
sound.play_sound('zoop.ogg', volume=0.05)
self.chosen = chosen
+ break
def prev_action(self, viable_only=False):
return self.next_action(viable_only=viable_only, step=-1)
def try_perform_action(self):
player = self.state.player
- action = self.card.actions[self.chosen]
- if not action.check_available(player):
+ if self.chosen is None or not self.legal:
+ action = None
+ else:
+ action = self.card.actions[self.chosen]
+ if action is None or not action.check_available(player):
sound.play_sound('error.ogg')
+ return False
else:
sound.play_sound('chirp.ogg', volume=0.5)
+ player.set_position(self.card_position)
action.perform_action(self.state.gameboard, self.card)
- self.state.gameboard.card_used(player.position)
- self.state.gameboard.change_mode(EXAMINE)
- self.set_position(player.position)
+ self.state.gameboard.card_used(self.card_position)
+ self.set_position(self.card_position, legal=True)
+ return True
def handle_event(self, ev):
if InvalidateTheWorld.matches(ev):
self.flash_light.reset()
- if self.state.gameboard.player_mode == EXAMINE:
- return super(InfoAreaWidget, self).handle_event(ev)
if ev.type == pgl.KEYDOWN:
- if ev.key in KEYS.SELECT:
- self.try_perform_action()
- return finish_event()
- if ev.key in KEYS.UP:
- self.next_action()
- return finish_event()
- if ev.key in KEYS.DOWN:
- self.prev_action()
- return finish_event()
if ev.key in KEYS.SWITCH:
self.next_action(viable_only=True)
return finish_event()
+ elif ev.key in KEYS.SELECT:
+ self.try_perform_action()
+ return finish_event()
return super(InfoAreaWidget, self).handle_event(ev)