Populate toolbar from available lights.
authorSimon Cross <hodgestar@gmail.com>
Sat, 10 Sep 2016 12:55:25 +0000 (14:55 +0200)
committerSimon Cross <hodgestar@gmail.com>
Sat, 10 Sep 2016 12:55:25 +0000 (14:55 +0200)
tabakrolletjie/scenes/day.py

index ec94bc63302137ebb6077082ebcaf6f17dbfcb06..b6abaac7db8227e448f1b65109efcdcee9c846c2 100644 (file)
@@ -37,6 +37,17 @@ class DayScene(BaseScene):
         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
@@ -46,22 +57,24 @@ class DayScene(BaseScene):
                 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()
@@ -86,11 +99,11 @@ class DayScene(BaseScene):
             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)
@@ -130,42 +143,19 @@ class DayScene(BaseScene):
                 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)
 
@@ -190,37 +180,34 @@ class DayScene(BaseScene):
                             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)