1e65fe10794b0e3e05c2a97339df7672ecbcd702
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
1 """ Be prepared. """
2
3 import math
4
5 import pygame.display
6 import pygame.surface
7 import pygame.locals as pgl
8
9 import pymunk
10 import pymunk.pygame_util
11
12 from .base import BaseScene
13 from ..battery import BatteryManager
14 from ..lights import LightManager, light_fitting_by_type
15 from ..infobar import InfoBar
16 from ..obstacles import ObstacleManager
17 from ..events import SceneChangeEvent
18 from ..utils import debug_timer, shadowed_text
19 from ..loader import loader
20 from ..transforms import Overlay, Alpha, ColourWedges
21
22 from ..constants import SCREEN_SIZE, FONTS, DEBUG
23 from ..widgets import ImageButton
24 from ..turnip import Turnip, TurnipInvalidPosition, check_turnips
25
26
27 class DayScene(BaseScene):
28
29     BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
30
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)
37         self._turnips = []
38         self._paused = False
39         self._tool = None
40         self._light_colors = None
41         self._dragging = None
42         # Turnip
43         self.grow_turnips(gamestate)
44         # Tools
45         self._light_toolbar = []
46         self._tools = self.create_tools(gamestate)
47         # Background
48         self._soil = loader.load_image(
49             "textures", "soil.png", transform=self.BRIGHTNESS)
50         # Check if we've lost
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)
56
57     def _draw_you_lose(self, gamestate):
58         overlay = pygame.surface.Surface(
59             (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
60         overlay.fill((0, 0, 0, 128))
61         self._game_over_text.append((overlay, (0, 250)))
62         self._game_over_text.append(
63             (shadowed_text("You Lost", FONTS["bold"], 48), (400, 280)))
64         self._game_over_text.append(
65             (shadowed_text("You have no seeds and no turnips growing",
66                            FONTS["sans"], 24), (300, 350)))
67         self._game_over_text.append(
68             (shadowed_text("Press a key to return to the menu",
69                            FONTS["sans"], 24), (350, 400)))
70
71     def _draw_you_win(self, gamestate):
72         overlay = pygame.surface.Surface(
73             (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
74         overlay.fill((0, 0, 0, 128))
75         self._game_over_text.append((overlay, (0, 250)))
76         self._game_over_text.append(
77             (shadowed_text("You Win", FONTS["bold"], 48), (400, 280)))
78         self._game_over_text.append(
79             (shadowed_text(
80                 ("You have Successfully Harvested %d turnips" %
81                  gamestate.harvested),
82                 FONTS["sans"], 24),
83              (300, 350)))
84         self._game_over_text.append(
85             (shadowed_text("Press a key to return to the menu",
86                            FONTS["sans"], 24), (350, 400)))
87
88     def grow_turnips(self, gamestate):
89         for turnip_data in gamestate.turnips:
90             turnip = Turnip(space=self._space, **turnip_data)
91             # Turnips grow at dawn
92             seeds = turnip.grow()
93             if seeds:
94                 gamestate.seeds += seeds
95                 gamestate.harvested += 1
96             else:
97                 self._turnips.append(turnip)
98
99     def create_tools(self, gamestate):
100         tools = []
101
102         x, y, step = 50, SCREEN_SIZE[1] - 40, 50
103
104         tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
105         x += step
106
107         for light_config in gamestate.station["available_lights"]:
108             tool = ImageButton(
109                 '32', '%s.png' % light_config["type"], name='light',
110                 pos=(x, y))
111             tool.light_config = light_config
112             tools.append(tool)
113             x += step
114
115         tools.append(ImageButton(
116             '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
117
118         tools.append(ImageButton(
119             '32', 'night.png', name='start night',
120             pos=(SCREEN_SIZE[0] - 100, y)))
121         tools.append(ImageButton(
122             '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
123         return tools
124
125     def exit(self, gamestate):
126         self._unset_cursor()
127         turnip_data = [turnip.serialize() for turnip in self._turnips]
128         gamestate.turnips = turnip_data
129
130     def end_day(self, gamestate):
131         self._battery.apply_recharge()
132         from .night import NightScene
133         SceneChangeEvent.post(scene=NightScene())
134
135     @property
136     def turnip_count(self):
137         return len(self._turnips)
138
139     @property
140     def power_usage(self):
141         return int(self._lights.total_power_usage())
142
143     @debug_timer("day.render")
144     def render(self, surface, gamestate):
145         surface.blit(self._soil, (0, 0))
146
147         for turnip in self._turnips:
148             turnip.render(surface)
149         self._lights.render_light(surface)
150         self._obstacles.render(surface)
151         self._lights.render_fittings(surface)
152         self._infobar.render(surface, gamestate)
153         for tool in self._tools:
154             tool.render(surface)
155         for light_tool in self._light_toolbar:
156             light_tool.render(surface)
157         self._draw_cursor(surface)
158         if self._game_over_text:
159             for surf, pos in self._game_over_text:
160                 surface.blit(surf, pos)
161
162     def _draw_light_toolbar(self, light_config, x):
163         height = SCREEN_SIZE[1] - 80
164         self._light_toolbar = []
165         colour_combos = light_config["available_colours"]
166         for combo in colour_combos:
167             colours = combo.split("/")
168             light_fitting = light_fitting_by_type(light_config["type"])
169             light_tool = ImageButton(
170                 "32", light_fitting, transform=ColourWedges(colours=colours),
171                 pos=(x, height), name=combo)
172             light_tool.colours = colours
173             self._light_toolbar.append(light_tool)
174             x += 40
175
176     def _clear_light_toolbar(self):
177         self._light_toolbar = []
178
179     def _place_seed(self, gamestate, ev):
180         if gamestate.seeds > 0:
181             # plant seed
182             # We don't want top-left to equal the mouse position,
183             # since that looks weird, but we don't want to center
184             # the turnip under the mouse either, since that
185             # causes issues as well, so we compromise
186             pos = (ev.pos[0] - 18, ev.pos[1] - 18)
187             try:
188                 turnip = Turnip(age=0, pos=pos, space=self._space)
189                 self._turnips.append(turnip)
190                 gamestate.seeds -= 1
191             except TurnipInvalidPosition:
192                 # TODO: Add error sound or something
193                 pass
194
195     def _update_light_angle(self, pos, gamestate):
196         # Update the angle of the given light
197         pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
198         distance = pos - self._dragging.position
199         angle = math.atan2(distance[1], distance[0])
200         # Set light angle to this position
201         self._dragging.ray_manager.direction = math.degrees(angle)
202         # Hackily update gamestate with new angle
203         for light_cfg in gamestate.station["lights"]:
204             light_pos = pymunk.Vec2d(light_cfg["position"])
205             if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
206                 light_cfg["direction"] = math.degrees(angle)
207                 break
208
209     def _place_light(self, gamestate, cfg, colours, ev):
210         cfg = cfg.copy()
211         cost = cfg.pop("cost")
212         cfg.pop("available_colours")
213         if gamestate.seeds > cost:
214             pos = pymunk.pygame_util.from_pygame(
215                 ev.pos, pygame.display.get_surface())
216             # Bail if we're too close to an existing light
217             if self._lights.nearest(pos, max_distance=25):
218                 return
219             # Also check turnips
220             if check_turnips(self._space, pos, max_distance=25):
221                 return
222             gamestate.seeds -= cost
223             cfg["position"] = pos
224             cfg["colours"] = colours
225             gamestate.station["lights"].append(cfg)
226             self._lights.add_light(cfg)
227
228     def event(self, ev, gamestate):
229         if self._game_over_text:
230             if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
231                 from .menu import MenuScene
232                 SceneChangeEvent.post(scene=MenuScene())
233         if ev.type == pgl.KEYDOWN:
234             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
235                 from .menu import MenuScene
236                 SceneChangeEvent.post(scene=MenuScene())
237             elif ev.key == pgl.K_e:
238                 self.end_day(gamestate)
239             elif ev.key == pgl.K_SPACE and DEBUG:
240                 self._paused = not self._paused
241         elif ev.type == pgl.MOUSEBUTTONDOWN:
242             if ev.button == 1:
243                 # Check tools
244                 for tool in self._tools:
245                     if tool.pressed(ev):
246                         self._color = None
247                         if tool.name == 'reset tool':
248                             self._unset_cursor()
249                             self._tool = None
250                             self._clear_light_toolbar()
251                         elif tool.name == 'start night':
252                             self.end_day(gamestate)
253                         elif tool.name == 'exit':
254                             from .menu import MenuScene
255                             SceneChangeEvent.post(scene=MenuScene())
256                         else:
257                             self._tool = tool
258                             if self._tool.name == 'seed':
259                                 self._set_cursor(
260                                     'seed', transform=Alpha(alpha=172))
261                                 self._clear_light_toolbar()
262                             elif self._tool.name == 'light':
263                                 self._unset_cursor()
264                                 self._draw_light_toolbar(
265                                     self._tool.light_config, 100)
266                         return
267                 # Check light toolbar
268                 for light_tool in self._light_toolbar:
269                     if light_tool.pressed(ev):
270                         fitting_image = light_fitting_by_type(
271                             self._tool.light_config["type"])
272                         self._set_cursor(
273                             fitting_image[:-4],  # strip .png
274                             transform=ColourWedges(colours=light_tool.colours))
275                         # colour=COLOURS[0] + (172,)))
276                         self._light_colors = light_tool.colours
277                         return
278                 if self._tool:
279                     if self._tool.name == "seed":
280                         self._place_seed(gamestate, ev)
281                     elif self._tool.name == "light" and self._light_colors:
282                         self._place_light(
283                             gamestate, self._tool.light_config,
284                             self._light_colors, ev)
285                 else:
286                     # Not tool, so check lights
287                     self._lights.toggle_nearest(ev.pos, surfpos=True)
288             elif ev.button == 3:
289                 light = self._lights.nearest(ev.pos, surfpos=True,
290                                              max_distance=20.0)
291                 if light:
292                     # Start drag to rotate light
293                     self._dragging = light
294                 elif self._tool:
295                     # Unset tool
296                     self._tool = None
297                     self._clear_light_toolbar()
298                     self._unset_cursor()
299         elif ev.type == pgl.MOUSEMOTION:
300             if self._dragging:
301                 # Calculate angle between current position and mouse pos
302                 self._update_light_angle(ev.pos, gamestate)
303         elif ev.type == pgl.MOUSEBUTTONUP:
304             self._dragging = None
305
306     @debug_timer("day.tick")
307     def tick(self, gamestate):
308         if not self._paused:
309             self._lights.tick()