Ensure that the flash starts ON after ever mode change
[naja.git] / naja / widgets / board.py
index c5eef2ac50ae00784e120fc2a70fc180fa5a7733..f7f8384198f8ae64023ae392bc5a091098152762 100644 (file)
@@ -1,20 +1,29 @@
 """
 Widget that holds the game tiles.
 """
+import pygame.locals as pgl
+
+from naja.constants import BOARD_SIZE, TILE_SIZE, KEYS, ACT, FPS
+from naja.events import InvalidateTheWorld, finish_event
+from naja.sound import sound
 
-from naja.constants import BOARD_SIZE, TILE_SIZE
 from naja.widgets.base import Widget
 from naja.widgets.tile import TileWidget
+from naja.utils import Flashlight
 
 
 class BoardWidget(Widget):
     """
     Widget which holds all the tiles that make up the gameboard.
     """
-    def __init__(self, pos, state):
+    def __init__(self, pos, state, info):
         super(BoardWidget, self).__init__(pos, BOARD_SIZE)
-        # FIXME: Placeholder logic
+        self.info = info
+        self.state = state
+        self.card_pos = state.player.position
         self._tiles = []
+        self.legal = False
+        self.flash_light = Flashlight(FPS // 2)
         for y in range(0, 5):
             for x in range(0, 5):
                 tile_pos = (pos[0] + x * TILE_SIZE[0],
@@ -23,9 +32,69 @@ class BoardWidget(Widget):
 
     def prepare(self):
         for tile in self._tiles:
+            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():
+            self.prepare()
         for tile in self._tiles:
             tile.draw(surface)
+
+    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()
+        sound.play_sound('zoop.ogg', volume=0.05)
+
+    def change_pos(self, offset):
+        tpos = (offset[0] + self.card_pos[0], offset[1] + self.card_pos[1])
+        if tpos[0] < 0 or tpos[1] < 0 or tpos[0] > 4 or tpos[1] > 4:
+            return False
+        self.update_card_pos(tpos)
+        return True
+
+    def next_viable_pos(self):
+        moves = self.state.player.legal_moves()
+        try:
+            idx = moves.index(self.card_pos)
+            idx = (idx + 1) % len(moves)
+        except ValueError:
+            idx = 0
+        self.update_card_pos(moves[idx])
+
+    def force_skip_animation(self):
+        for tile in self._tiles:
+            tile.animation = 0
+
+    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)):
+                    return finish_event()
+            elif ev.key in KEYS.DOWN:
+                if self.change_pos((0, +1)):
+                    return finish_event()
+            elif ev.key in KEYS.LEFT:
+                if self.change_pos((-1, 0)):
+                    return finish_event()
+            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)