1 # These will probably need to go away when we have images
4 from naja.constants import (
5 TILE_SIZE, BITS, LOCK_HEIGHT, SMALL_LOCK_HEIGHT, EXAMINE, ACTION_GLYPHS,
7 from naja.resources import resources
8 from naja.resources.mutators import EIGHT_BIT, blender
9 from naja.widgets.base import Widget
13 frozenset([BITS.RED]): 'board/tile_red.png',
14 frozenset([BITS.GREEN]): 'board/tile_green.png',
15 frozenset([BITS.BLUE]): 'board/tile_blue.png',
16 frozenset([BITS.RED, BITS.GREEN]): 'board/tile_red_green.png',
17 frozenset([BITS.RED, BITS.BLUE]): 'board/tile_red_blue.png',
18 frozenset([BITS.GREEN, BITS.BLUE]): 'board/tile_green_blue.png',
19 frozenset([BITS.RED, BITS.GREEN, BITS.BLUE]):
20 'board/tile_red_green_blue.png',
25 ACTION_GLYPHS.CLEAR_BITS: 'glyphs/bits_clear.png',
26 ACTION_GLYPHS.TOGGLE_BITS: 'glyphs/bits_toggle.png',
27 ACTION_GLYPHS.SET_BITS: 'glyphs/bits_set.png',
28 ACTION_GLYPHS.CHANGE_BOARD: 'glyphs/board.png',
29 ACTION_GLYPHS.DAMAGE: 'glyphs/damage.png',
30 ACTION_GLYPHS.HEAL: 'glyphs/health.png',
31 ACTION_GLYPHS.MOVEMENT: 'glyphs/move.png',
32 ACTION_GLYPHS.WINTOKEN: 'glyphs/win.png',
33 ACTION_GLYPHS.MSB: 'glyphs/msb.png',
34 ACTION_GLYPHS.NOTHING: 'glyphs/do_nothing.png',
38 class TileWidget(Widget):
39 """Widget which holds a tile on the game board."""
40 def __init__(self, pos, state=None, board_pos=None):
41 super(TileWidget, self).__init__(pos, TILE_SIZE)
43 self.board_pos = board_pos
44 self.highlighted = False
48 x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
51 bg = resources.get_image('board/tile_2.png',
52 transforms=(EIGHT_BIT,))
54 bg = resources.get_image('board/tile_1.png',
55 transforms=(EIGHT_BIT,))
58 legal_move = (self.board_pos in self.state.player.legal_moves())
60 if self.state.gameboard.player_mode == EXAMINE and legal_move:
61 overlays.append(resources.get_image('board/tile_available.png',
62 transforms=(EIGHT_BIT,)))
64 overlays.append(resources.get_image('board/tile_selected.png',
65 transforms=(EIGHT_BIT,)))
67 self.surface = pygame.surface.Surface(TILE_SIZE)
68 self.surface.blit(bg, (0, 0))
69 for overlay in overlays:
70 self.surface.blit(overlay, (0, 0))
71 # Look up the required bits on the board location
72 card = self.state.board_locations[self.board_pos]
73 y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
74 for action in card.actions:
75 y_offset = self._prepare_action(action, y_offset)
77 def _prepare_lock(self, action, y_offset):
78 if not action.required_bits:
81 img_name = BIT_MAP[action.required_bits]
83 if self.board_pos != self.state.player.position:
86 img_name = img_name.replace('.png', '_small.png')
88 if y_offset == LOCK_HEIGHT:
89 y_offset = 0 # middle -> top
90 elif y_offset == 2 * LOCK_HEIGHT:
91 # bottom -> further down
92 y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
94 img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
95 self.surface.blit(img, (x_offset, y_offset))
96 return x_offset + img.get_width() + 2
98 def _prepare_action(self, action, y_offset):
99 x_offset = self._prepare_lock(action, y_offset)
100 if self.board_pos != self.state.player.position:
101 for glyph in action.GLYPHS:
102 img = resources.get_image(
103 GLYPH_MAP[glyph], transforms=(EIGHT_BIT,))
104 self.surface.blit(img, (x_offset, y_offset + 4))
105 x_offset += img.get_width()
106 if action.MSB_GLYPH is not None:
107 img = resources.get_image(
108 GLYPH_MAP[action.MSB_GLYPH],
109 transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
110 self.surface.blit(img, (x_offset, y_offset + 4))
111 x_offset += img.get_width()
112 return y_offset + LOCK_HEIGHT
114 def set_highlight(self, pos):
115 self.highlighted = False
116 if (self.state.gameboard.player_mode == EXAMINE and
117 self.board_pos == pos):
118 self.highlighted = True
120 def draw(self, surface):
121 surface.blit(self.surface, self.pos)