hooked up night button and moved cursor reset next to other tools
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
1 """ Be prepared. """
2
3 import math
4
5 import pygame.display
6 import pygame.locals as pgl
7
8 import pymunk
9 import pymunk.pygame_util
10
11 from .base import BaseScene
12 from ..lights import LightManager
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, Multiply, Alpha
18
19 from ..constants import SCREEN_SIZE, FONTS, COLOURS
20 from ..widgets import ImageButton
21 from ..turnip import Turnip, TurnipInvalidPosition
22
23
24 class DayScene(BaseScene):
25
26     BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
27
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)
33         self._turnips = []
34         self._seeds = gamestate.seeds
35         self._harvested = gamestate.harvested
36         self._paused = False
37         self._tool = None
38         self._light_color = None
39         self._dragging = None
40         # Turnip
41         self.grow_turnips(gamestate)
42         # Tools
43         self._light_toolbar = []
44         self._tools = self.create_tools(gamestate)
45         self._update_toolbar(gamestate)
46         # Background
47         self._soil = loader.load_image(
48             "textures", "soil.png", transform=self.BRIGHTNESS)
49
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
54             seeds = turnip.grow()
55             if seeds:
56                 self._seeds += seeds
57                 self._harvested += 1
58             else:
59                 self._turnips.append(turnip)
60
61     def create_tools(self, gamestate):
62         tools = []
63         x, y, step = 0, SCREEN_SIZE[1] - 40, 50
64         
65         tools.append(ImageButton(
66             '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
67         x += step
68         tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
69         x += step
70
71         for light_config in gamestate.station["available_lights"]:
72             tool = ImageButton(
73                 '32', '%s.png' % light_config["type"], name='light',
74                 pos=(x, y))
75             tool.light_config = light_config
76             tools.append(tool)
77             x += step
78
79         # TODO: will also add back to menu button
80         tools.append(ImageButton(
81             '32', 'night.png', name='start night', pos=(SCREEN_SIZE[0] - 50, y)))
82         return tools
83
84     def exit(self, gamestate):
85         self._unset_cursor()
86         gamestate.seeds = self._seeds
87         gamestate.harvested = self._harvested
88         turnip_data = [turnip.serialize() for turnip in self._turnips]
89         gamestate.turnips = turnip_data
90
91     @debug_timer("day.render")
92     def render(self, surface, gamestate):
93         surface.blit(self._soil, (0, 0))
94
95         for turnip in self._turnips:
96             turnip.render(surface)
97         self._lights.render_light(surface)
98         self._obstacles.render(surface)
99         self._lights.render_fittings(surface)
100         surface.blit(self._toolbar, (120, 10), None)
101         for tool in self._tools:
102             tool.render(surface)
103         for light_tool in self._light_toolbar:
104             light_tool.render(surface)
105         self._draw_cursor(surface)
106
107     def _draw_light_toolbar(self, light_config, x):
108         self._light_toolbar = []
109         height = SCREEN_SIZE[1] - 80
110         for color in sorted(COLOURS.keys()):
111             light_tool = ImageButton('32', light_config["type"] + '.png',
112                                      pos=(x, height), name=color,
113                                      transform=Multiply(colour=COLOURS[color]))
114             self._light_toolbar.append(light_tool)
115             x += 40
116
117     def _clear_light_toolbar(self):
118         self._light_toolbar = []
119
120     def _place_seed(self, gamestate, ev):
121         if self._seeds > 0:
122             # plant seed
123             # We don't want top-left to equal the mouse position,
124             # since that looks weird, but we don't want to center
125             # the turnip under the mouse either, since that
126             # causes issues as well, so we compromise
127             pos = (ev.pos[0] - 8, ev.pos[1] - 8)
128             try:
129                 turnip = Turnip(age=0, pos=pos, space=self._space)
130                 self._turnips.append(turnip)
131                 self._seeds -= 1
132                 self._update_toolbar(gamestate)
133             except TurnipInvalidPosition:
134                 # TODO: Add error sound or something
135                 pass
136
137     def _update_light_angle(self, pos, gamestate):
138         # Update the angle of the given light
139         pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
140         distance = pos - self._dragging.position
141         angle = math.atan2(distance[1], distance[0])
142         # Set light angle to this position
143         self._dragging.ray_manager.direction = math.degrees(angle)
144         # Hackily update gamestate with new angle
145         for light_cfg in gamestate.station["lights"]:
146             light_pos = pymunk.Vec2d(light_cfg["position"])
147             if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
148                 light_cfg["direction"] = math.degrees(angle)
149                 break
150
151     def _place_light(self, gamestate, cfg, colours, ev):
152         cfg = cfg.copy()
153         cost = cfg.pop("cost")
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):
159                 return
160             self._seeds -= cost
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)
166
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:
178             if ev.button == 1:
179                 # Check tools
180                 for tool in self._tools:
181                     if tool.pressed(ev):
182                         self._color = None
183                         if tool.name == 'reset tool':
184                             self._unset_cursor()
185                             self._tool = None
186                             self._clear_light_toolbar()
187                         elif tool.name == 'start night':
188                             from .night import NightScene
189                             SceneChangeEvent.post(scene=NightScene())
190                         else:
191                             self._tool = tool
192                             if self._tool.name == 'seed':
193                                 self._set_cursor(
194                                     'seed', transform=Alpha(alpha=172))
195                                 self._clear_light_toolbar()
196                             elif self._tool.name == 'light':
197                                 self._unset_cursor()
198                                 self._draw_light_toolbar(
199                                     self._tool.light_config, 100)
200                         return
201                 # Check light toolbar
202                 for light_tool in self._light_toolbar:
203                     if light_tool.pressed(ev):
204                         self._set_cursor(
205                             self._tool.light_config["type"],
206                             transform=Multiply(
207                                 colour=COLOURS[light_tool.name] + (172,)))
208                         self._light_color = light_tool.name
209                         return
210                 if self._tool.name == "seed":
211                     self._place_seed(gamestate, ev)
212                 elif self._tool.name == "light" and self._light_color:
213                     self._place_light(
214                         gamestate, self._tool.light_config,
215                         [self._light_color], ev)
216                 else:
217                     # Not tool, so check lights
218                     self._lights.toggle_nearest(ev.pos, surfpos=True)
219             elif ev.button == 3:
220                 light = self._lights.nearest(ev.pos, surfpos=True,
221                                              max_distance=20.0)
222                 if light:
223                     # Start drag to rotate light
224                     self._dragging = light
225                 elif self._tool:
226                     # Unset tool
227                     self._tool = None
228                     self._unset_cursor()
229         elif ev.type == pgl.MOUSEMOTION:
230             if self._dragging:
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
235
236     @debug_timer("day.tick")
237     def tick(self, gamestate):
238         if not self._paused:
239             self._lights.tick()
240
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))