6 import pygame.locals as pgl
9 import pymunk.pygame_util
11 from .base import BaseScene
12 from ..lights import LightManager, light_fitting_by_type
13 from ..obstacles import ObstacleManager
14 from ..events import SceneChangeEvent
15 from ..utils import debug_timer
16 from ..loader import loader
17 from ..transforms import Overlay, Alpha, ColourWedges
19 from ..constants import SCREEN_SIZE, FONTS
20 from ..widgets import ImageButton
21 from ..turnip import Turnip, TurnipInvalidPosition
24 class DayScene(BaseScene):
26 BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
28 def enter(self, gamestate):
29 self._space = pymunk.Space()
30 self._toolbar_font = loader.load_font(FONTS['sans'], size=20)
31 self._obstacles = ObstacleManager(self._space, gamestate)
32 self._lights = LightManager(self._space, gamestate)
34 self._seeds = gamestate.seeds
35 self._harvested = gamestate.harvested
38 self._light_colors = None
41 self.grow_turnips(gamestate)
43 self._light_toolbar = []
44 self._tools = self.create_tools(gamestate)
45 self._update_toolbar(gamestate)
47 self._soil = loader.load_image(
48 "textures", "soil.png", transform=self.BRIGHTNESS)
50 def grow_turnips(self, gamestate):
51 for turnip_data in gamestate.turnips:
52 turnip = Turnip(space=self._space, **turnip_data)
53 # Turnips grow at dawn
59 self._turnips.append(turnip)
61 def create_tools(self, gamestate):
63 x, y, step = 50, SCREEN_SIZE[1] - 40, 50
64 tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
67 for light_config in gamestate.station["available_lights"]:
69 '32', '%s.png' % light_config["type"], name='light',
71 tool.light_config = light_config
75 tools.append(ImageButton(
76 '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
79 def exit(self, gamestate):
81 gamestate.seeds = self._seeds
82 gamestate.harvested = self._harvested
83 turnip_data = [turnip.serialize() for turnip in self._turnips]
84 gamestate.turnips = turnip_data
86 @debug_timer("day.render")
87 def render(self, surface, gamestate):
88 surface.blit(self._soil, (0, 0))
90 for turnip in self._turnips:
91 turnip.render(surface)
92 self._lights.render_light(surface)
93 self._obstacles.render(surface)
94 self._lights.render_fittings(surface)
95 surface.blit(self._toolbar, (120, 10), None)
96 for tool in self._tools:
98 for light_tool in self._light_toolbar:
99 light_tool.render(surface)
100 self._draw_cursor(surface)
102 def _draw_light_toolbar(self, light_config, x):
103 height = SCREEN_SIZE[1] - 80
104 self._light_toolbar = []
105 colour_combos = light_config["available_colours"]
106 for combo in colour_combos:
107 colours = combo.split("/")
108 light_fitting = light_fitting_by_type(light_config["type"])
109 light_tool = ImageButton(
110 "32", light_fitting, transform=ColourWedges(colours=colours),
111 pos=(x, height), name=combo)
112 light_tool.colours = colours
113 self._light_toolbar.append(light_tool)
116 def _clear_light_toolbar(self):
117 self._light_toolbar = []
119 def _place_seed(self, gamestate, ev):
122 # We don't want top-left to equal the mouse position,
123 # since that looks weird, but we don't want to center
124 # the turnip under the mouse either, since that
125 # causes issues as well, so we compromise
126 pos = (ev.pos[0] - 8, ev.pos[1] - 8)
128 turnip = Turnip(age=0, pos=pos, space=self._space)
129 self._turnips.append(turnip)
131 self._update_toolbar(gamestate)
132 except TurnipInvalidPosition:
133 # TODO: Add error sound or something
136 def _update_light_angle(self, pos, gamestate):
137 # Update the angle of the given light
138 pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
139 distance = pos - self._dragging.position
140 angle = math.atan2(distance[1], distance[0])
141 # Set light angle to this position
142 self._dragging.ray_manager.direction = math.degrees(angle)
143 # Hackily update gamestate with new angle
144 for light_cfg in gamestate.station["lights"]:
145 light_pos = pymunk.Vec2d(light_cfg["position"])
146 if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
147 light_cfg["direction"] = math.degrees(angle)
150 def _place_light(self, gamestate, cfg, colours, ev):
152 cost = cfg.pop("cost")
153 cfg.pop("available_colours")
154 if self._seeds > cost:
155 pos = pymunk.pygame_util.from_pygame(
156 ev.pos, pygame.display.get_surface())
157 # Bail if we're too close to an existing light
158 if self._lights.nearest(pos, max_distance=25):
161 self._update_toolbar(gamestate)
162 cfg["position"] = pos
163 cfg["colours"] = colours
164 gamestate.station["lights"].append(cfg)
165 self._lights.add_light(cfg)
167 def event(self, ev, gamestate):
168 if ev.type == pgl.KEYDOWN:
169 if ev.key in (pgl.K_q, pgl.K_ESCAPE):
170 from .menu import MenuScene
171 SceneChangeEvent.post(scene=MenuScene())
172 elif ev.key == pgl.K_e:
173 from .night import NightScene
174 SceneChangeEvent.post(scene=NightScene())
175 elif ev.key == pgl.K_SPACE:
176 self._paused = not self._paused
177 elif ev.type == pgl.MOUSEBUTTONDOWN:
180 for tool in self._tools:
183 if tool.name == 'reset tool':
186 self._clear_light_toolbar()
189 if self._tool.name == 'seed':
191 'seed', transform=Alpha(alpha=172))
192 self._clear_light_toolbar()
193 elif self._tool.name == 'light':
195 self._draw_light_toolbar(
196 self._tool.light_config, 100)
198 # Check light toolbar
199 for light_tool in self._light_toolbar:
200 if light_tool.pressed(ev):
201 fitting_image = light_fitting_by_type(
202 self._tool.light_config["type"])
204 fitting_image[:-4], # strip .png
205 transform=ColourWedges(colours=light_tool.colours))
206 # colour=COLOURS[0] + (172,)))
207 self._light_colors = light_tool.colours
210 if self._tool.name == "seed":
211 self._place_seed(gamestate, ev)
212 elif self._tool.name == "light" and self._light_colors:
214 gamestate, self._tool.light_config,
215 self._light_colors, ev)
217 # Not tool, so check lights
218 self._lights.toggle_nearest(ev.pos, surfpos=True)
220 light = self._lights.nearest(ev.pos, surfpos=True,
223 # Start drag to rotate light
224 self._dragging = light
229 elif ev.type == pgl.MOUSEMOTION:
231 # Calculate angle between current position and mouse pos
232 self._update_light_angle(ev.pos, gamestate)
233 elif ev.type == pgl.MOUSEBUTTONUP:
234 self._dragging = None
236 @debug_timer("day.tick")
237 def tick(self, gamestate):
241 def _update_toolbar(self, gamestate):
242 text = ("Day: %d: Turnip Stocks: Seeds: %d. Planted: %d. "
243 "Harvested: %d. Destroyed: %d" %
244 (gamestate.days, self._seeds, len(self._turnips),
245 self._harvested, gamestate.eaten))
246 self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))