7 import pygame.locals as pgl
10 import pymunk.pygame_util
12 from .base import BaseScene
13 from ..battery import BatteryManager
14 from ..lights import LightManager, light_fitting_by_type, check_space_for_light
15 from ..infobar import InfoBar
16 from ..obstacles import ObstacleManager
17 from ..events import SceneChangeEvent
18 from ..utils import debug_timer, shadowed_text, write_save_file
19 from ..loader import loader
20 from ..transforms import Overlay, Alpha, ColourWedges
22 from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
23 from ..widgets import ImageButton
24 from ..turnip import Turnip, TurnipInvalidPosition
27 class DayScene(BaseScene):
29 BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
31 def enter(self, gamestate):
32 self._space = pymunk.Space()
33 self._obstacles = ObstacleManager(self._space, gamestate)
34 self._lights = LightManager(self._space, gamestate)
35 self._battery = BatteryManager(gamestate)
36 self._infobar = InfoBar("day", battery=self._battery, scene=self)
40 self._light_colors = None
43 self.grow_turnips(gamestate)
45 self._light_toolbar = []
46 self._tools = self.create_tools(gamestate)
48 self._soil = loader.load_image(
49 "textures", "soil.png", transform=self.BRIGHTNESS)
51 self._game_over_text = []
52 if gamestate.seeds == 0 and len(self._turnips) == 0:
53 self._draw_you_lose(gamestate)
54 elif gamestate.harvested >= gamestate.turnip_target:
55 self._draw_you_win(gamestate)
57 write_save_file(gamestate.serialize())
60 def _draw_you_lose(self, gamestate):
61 overlay = pygame.surface.Surface(
62 (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
63 overlay.fill((0, 0, 0, 128))
64 self._game_over_text.append((overlay, (0, 250)))
65 self._game_over_text.append(
66 (shadowed_text("You Lost", FONTS["bold"], 48), (400, 280)))
67 self._game_over_text.append(
68 (shadowed_text("You have no seeds and no turnips growing",
69 FONTS["sans"], 24), (300, 350)))
70 self._game_over_text.append(
71 (shadowed_text("Press a key to return to the menu",
72 FONTS["sans"], 24), (350, 400)))
74 def _draw_you_win(self, gamestate):
75 overlay = pygame.surface.Surface(
76 (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
77 overlay.fill((0, 0, 0, 128))
78 self._game_over_text.append((overlay, (0, 250)))
79 self._game_over_text.append(
80 (shadowed_text("You Win", FONTS["bold"], 48), (400, 280)))
81 self._game_over_text.append(
83 ("You have Successfully Harvested %d turnips" %
87 self._game_over_text.append(
88 (shadowed_text("Press a key to return to the menu",
89 FONTS["sans"], 24), (350, 400)))
91 def grow_turnips(self, gamestate):
92 for turnip_data in gamestate.turnips:
93 turnip = Turnip(space=self._space, **turnip_data)
94 # Turnips grow at dawn
97 gamestate.seeds += seeds
98 gamestate.harvested += 1
100 self._turnips.append(turnip)
102 def create_tools(self, gamestate):
105 x, y, step = 50, SCREEN_SIZE[1] - 40, 50
107 tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
110 for light_config in gamestate.station["available_lights"]:
112 '32', '%s.png' % light_config["type"], name='light',
114 tool.light_config = light_config
118 tools.append(ImageButton(
119 '32', 'remove.png', name='remove light', pos=(x, y)))
122 tools.append(ImageButton(
123 '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
125 tools.append(ImageButton(
126 '32', 'night.png', name='start night',
127 pos=(SCREEN_SIZE[0] - 100, y)))
128 tools.append(ImageButton(
129 '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
132 def exit(self, gamestate):
134 turnip_data = [turnip.serialize() for turnip in self._turnips]
135 gamestate.turnips = turnip_data
137 def end_day(self, gamestate):
140 self._battery.apply_recharge()
141 gamestate.update_lights(self._lights)
143 from .night import NightScene
144 SceneChangeEvent.post(scene=NightScene())
147 def turnip_count(self):
148 return len(self._turnips)
151 def power_usage(self):
152 power = self._lights.total_power_usage()
153 power = power / (FPS * NIGHT_HOURS_PER_TICK)
154 return int(round(power))
156 @debug_timer("day.render")
157 def render(self, surface, gamestate):
158 surface.blit(self._soil, (0, 0))
160 for turnip in self._turnips:
161 turnip.render(surface)
162 self._lights.render_light(surface)
163 self._obstacles.render(surface)
164 self._lights.render_fittings(surface)
165 self._infobar.render(surface, gamestate)
166 for tool in self._tools:
168 for light_tool in self._light_toolbar:
169 light_tool.render(surface)
170 self._draw_cursor(surface)
171 if self._game_over_text:
172 for surf, pos in self._game_over_text:
173 surface.blit(surf, pos)
175 def _draw_light_toolbar(self, light_config, x):
176 height = SCREEN_SIZE[1] - 80
177 self._light_toolbar = []
178 colour_combos = light_config["available_colours"]
179 for combo in colour_combos:
180 colours = combo.split("/")
181 light_fitting = light_fitting_by_type(light_config["type"])
182 light_tool = ImageButton(
183 "32", light_fitting, transform=ColourWedges(colours=colours),
184 pos=(x, height), name=combo)
185 light_tool.colours = colours
186 self._light_toolbar.append(light_tool)
189 def _clear_light_toolbar(self):
190 self._light_toolbar = []
192 def _place_seed(self, gamestate, ev):
193 if gamestate.seeds > 0:
195 # We don't want top-left to equal the mouse position,
196 # since that looks weird, but we don't want to center
197 # the turnip under the mouse either, since that
198 # causes issues as well, so we compromise
199 pos = (ev.pos[0] - 18, ev.pos[1] - 18)
201 turnip = Turnip(age=0, pos=pos, space=self._space)
202 self._turnips.append(turnip)
204 except TurnipInvalidPosition:
205 # TODO: Add error sound or something
208 def _update_light_angle(self, pos, gamestate):
209 # Update the angle of the given light
210 pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
211 distance = pos - self._dragging.position
212 angle = math.atan2(distance[1], distance[0])
213 # Set light angle to this position
214 self._dragging.ray_manager.direction = math.degrees(angle)
215 # Hackily update gamestate with new angle
216 for light_cfg in gamestate.station["lights"]:
217 light_pos = pymunk.Vec2d(light_cfg["position"])
218 if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
219 light_cfg["direction"] = math.degrees(angle)
222 def _place_light(self, gamestate, cfg, colours, ev):
224 cost = cfg.pop("cost")
225 cfg.pop("available_colours")
226 if gamestate.seeds > cost:
227 pos = pymunk.pygame_util.from_pygame(
228 ev.pos, pygame.display.get_surface())
229 # Bail if we're too close to an existing light, obstacle or turnip
230 if check_space_for_light(self._space, pos, max_distance=25):
232 gamestate.seeds -= cost
233 cfg["position"] = pos
234 cfg["colours"] = colours
235 gamestate.station["lights"].append(cfg)
236 self._lights.add_light(cfg)
238 def _remove_light(self, ev):
239 light = self._lights.nearest(ev.pos, surfpos=True, max_distance=25.0)
241 self._lights.remove_light(light)
243 def event(self, ev, gamestate):
246 if self._game_over_text:
247 if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
249 from .menu import MenuScene
250 SceneChangeEvent.post(scene=MenuScene())
251 if ev.type == pgl.KEYDOWN:
252 if ev.key in (pgl.K_q, pgl.K_ESCAPE):
254 from .menu import MenuScene
255 SceneChangeEvent.post(scene=MenuScene())
256 elif ev.key == pgl.K_e:
257 self.end_day(gamestate)
258 elif ev.key == pgl.K_SPACE and DEBUG:
259 self._paused = not self._paused
260 elif ev.type == pgl.MOUSEBUTTONDOWN:
263 for tool in self._tools:
266 if tool.name == 'reset tool':
269 self._clear_light_toolbar()
270 elif tool.name == 'start night':
271 self.end_day(gamestate)
272 elif tool.name == 'exit':
274 from .menu import MenuScene
275 SceneChangeEvent.post(scene=MenuScene())
278 if self._tool.name == 'seed':
280 'seed', transform=Alpha(alpha=172))
281 self._clear_light_toolbar()
282 elif self._tool.name == 'remove light':
284 'remove', transform=Alpha(alpha=172))
285 self._clear_light_toolbar()
286 elif self._tool.name == 'light':
288 self._draw_light_toolbar(
289 self._tool.light_config, 100)
291 # Check light toolbar
292 for light_tool in self._light_toolbar:
293 if light_tool.pressed(ev):
294 fitting_image = light_fitting_by_type(
295 self._tool.light_config["type"])
297 fitting_image[:-4], # strip .png
298 transform=ColourWedges(colours=light_tool.colours))
299 # colour=COLOURS[0] + (172,)))
300 self._light_colors = light_tool.colours
303 if self._tool.name == "seed":
304 self._place_seed(gamestate, ev)
305 elif self._tool.name == "remove light":
306 self._remove_light(ev)
307 elif self._tool.name == "light" and self._light_colors:
309 gamestate, self._tool.light_config,
310 self._light_colors, ev)
312 # Not tool, so check lights
313 self._lights.toggle_nearest(ev.pos, surfpos=True)
315 light = self._lights.nearest(ev.pos, surfpos=True,
318 # Start drag to rotate light
319 self._dragging = light
323 self._clear_light_toolbar()
325 elif ev.type == pgl.MOUSEMOTION:
327 # Calculate angle between current position and mouse pos
328 self._update_light_angle(ev.pos, gamestate)
329 elif ev.type == pgl.MOUSEBUTTONUP:
330 self._dragging = None
332 @debug_timer("day.tick")
333 def tick(self, gamestate):