5fd0ac57a42415151eb2a814edc297d940eb9ea7
[naja.git] / naja / widgets / tile.py
1 # These will probably need to go away when we have images
2 import pygame
3 import pygame.locals as pgl
4
5 from naja.constants import TILE_SIZE, BITS, LOCK_HEIGHT
6 from naja.resources import resources
7 from naja.resources.mutators import EIGHT_BIT
8 from naja.widgets.base import Widget
9
10
11 BIT_MAP = {
12     frozenset([BITS.CYAN]): 'board/tile_cyan.png',
13     frozenset([BITS.MAGENTA]): 'board/tile_magenta.png',
14     frozenset([BITS.YELLOW]): 'board/tile_yellow.png',
15     frozenset([BITS.CYAN, BITS.MAGENTA]): 'board/tile_cyan_magenta.png',
16     frozenset([BITS.CYAN, BITS.YELLOW]): 'board/tile_cyan_yellow.png',
17     frozenset([BITS.MAGENTA, BITS.YELLOW]): 'board/tile_magenta_yellow.png',
18     frozenset([BITS.CYAN, BITS.MAGENTA, BITS.YELLOW]): 'board/tile_cyan_magenta_yellow.png',
19     }
20
21
22 class TileWidget(Widget):
23     """Widget which holds a tile on the game board."""
24     def __init__(self, pos, state=None, board_pos=None):
25         super(TileWidget, self).__init__(pos, TILE_SIZE)
26         self.state = state
27         self.board_pos = board_pos
28
29     def prepare(self):
30         # Draw background
31         x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
32         if (x + y) % 2 == 0:
33             bg = resources.get_image('board/tile_2.png',
34                                      transforms=(EIGHT_BIT,))
35         else:
36             bg = resources.get_image('board/tile_1.png',
37                                      transforms=(EIGHT_BIT,))
38         self.surface = pygame.surface.Surface(TILE_SIZE)
39         self.surface.blit(bg, (0, 0))
40         # Look up the required bits on the board location
41         card = self.state.board_locations[self.board_pos]
42         player_pos = self.state.player.position
43         bits = []
44         for action in card.actions:
45             if action.required_bits:
46                 bits.append(action.required_bits)
47         # Sort so we have longer lists of bits later
48         self.size = self.surface.get_rect().size
49         if bits:
50             bits.sort(key=lambda x: len(x))
51             y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
52             for pattern in bits:
53                 if self.board_pos != player_pos:
54                     img_name = BIT_MAP[pattern]
55                 else:
56                     img_name = BIT_MAP[pattern].replace('.png', '_small.png')
57                     if y_offset >= TILE_SIZE[1] // 2:
58                         # FIXME: Hack'ish
59                         # Bump the lock down by some hand-tuned factor
60                         # to not overlap with the robot
61                         y_offset += LOCK_HEIGHT // 2 - 6
62                 img = resources.get_image(img_name,
63                                           transforms=(EIGHT_BIT,))
64                 self.surface.blit(img, (5, y_offset))
65                 y_offset += LOCK_HEIGHT
66
67     def draw(self, surface):
68         surface.blit(self.surface, self.pos)