self._tool = None
self._light_color = 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
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()
light_tool.render(surface)
self._draw_cursor(surface)
- def _draw_light_toolbar(self, light_type, x):
+ def _draw_light_toolbar(self, light_config, x):
self._light_toolbar = []
height = SCREEN_SIZE[1] - 80
for color in sorted(COLOURS.keys()):
- light_tool = ImageButton('32', light_type + '.png',
+ light_tool = ImageButton('32', light_config["type"] + '.png',
pos=(x, height), name=color,
transform=Multiply(colour=COLOURS[color]))
self._light_toolbar.append(light_tool)
light_cfg["direction"] = math.degrees(angle)
break
- def _place_spotlight(self, gamestate, colour, ev):
- if self._seeds > 5:
- pos = pymunk.pygame_util.from_pygame(ev.pos,
- pygame.display.get_surface())
+ def _place_light(self, gamestate, cfg, colours, ev):
+ cfg = cfg.copy()
+ cost = cfg.pop("cost")
+ 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",
- "colours": [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",
- "colours": [colour],
- "position": pos,
- "intensity": 0.5,
- }
+ cfg["position"] = pos
+ cfg["colours"] = colours
gamestate.station["lights"].append(cfg)
self._lights.add_light(cfg)
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):
self._set_cursor(
- self._tool,
+ self._tool.light_config["type"],
transform=Multiply(
colour=COLOURS[light_tool.name] + (172,)))
self._light_color = light_tool.name
return
- if self._tool == "seed":
+ if self._tool.name == "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)
+ elif self._tool.name == "light" and self._light_color:
+ self._place_light(
+ gamestate, self._tool.light_config,
+ [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:
light = self._lights.nearest(ev.pos, surfpos=True,
max_distance=20.0)