added pausing to night and moved reset tool after other tools
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index b6abaac7db8227e448f1b65109efcdcee9c846c2..17690e254da011e93429cf9c213291a3f83bdf3b 100644 (file)
@@ -3,20 +3,21 @@
 import math
 
 import pygame.display
+import pygame.surface
 import pygame.locals as pgl
 
 import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..lights import LightManager
+from ..lights import LightManager, light_fitting_by_type
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
-from ..utils import debug_timer
+from ..utils import debug_timer, shadowed_text
 from ..loader import loader
-from ..transforms import Overlay, Multiply, Alpha
+from ..transforms import Overlay, Alpha, ColourWedges
 
-from ..constants import SCREEN_SIZE, FONTS, COLOURS
+from ..constants import SCREEN_SIZE, FONTS
 from ..widgets import ImageButton
 from ..turnip import Turnip, TurnipInvalidPosition
 
@@ -35,7 +36,7 @@ class DayScene(BaseScene):
         self._harvested = gamestate.harvested
         self._paused = False
         self._tool = None
-        self._light_color = None
+        self._light_colors = None
         self._dragging = None
         # Turnip
         self.grow_turnips(gamestate)
@@ -46,6 +47,24 @@ class DayScene(BaseScene):
         # Background
         self._soil = loader.load_image(
             "textures", "soil.png", transform=self.BRIGHTNESS)
+        # Check if we've lost
+        self._game_over_text = []
+        if self._seeds == 0 and len(self._turnips) == 0:
+            self._draw_game_over_text()
+
+    def _draw_game_over_text(self):
+        overlay = pygame.surface.Surface(
+            (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
+        overlay.fill((0, 0, 0, 128))
+        self._game_over_text.append((overlay, (0, 250)))
+        self._game_over_text.append(
+            (shadowed_text("You Lost", FONTS["bold"], 48), (400, 280)))
+        self._game_over_text.append(
+            (shadowed_text("You have no seeds and no turnips growing",
+                           FONTS["sans"], 24), (250, 350)))
+        self._game_over_text.append(
+            (shadowed_text("Press a key to return to the menu",
+                           FONTS["sans"], 24), (250, 400)))
 
     def grow_turnips(self, gamestate):
         for turnip_data in gamestate.turnips:
@@ -60,7 +79,9 @@ class DayScene(BaseScene):
 
     def create_tools(self, gamestate):
         tools = []
+
         x, y, step = 50, SCREEN_SIZE[1] - 40, 50
+        
         tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
         x += step
 
@@ -74,6 +95,11 @@ class DayScene(BaseScene):
 
         tools.append(ImageButton(
             '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
+
+        tools.append(ImageButton(
+            '32', 'night.png', name='start night', pos=(SCREEN_SIZE[0] - 100, y)))
+        tools.append(ImageButton(
+            '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
         return tools
 
     def exit(self, gamestate):
@@ -98,14 +124,21 @@ class DayScene(BaseScene):
         for light_tool in self._light_toolbar:
             light_tool.render(surface)
         self._draw_cursor(surface)
+        if self._game_over_text:
+            for surf, pos in self._game_over_text:
+                surface.blit(surf, pos)
 
     def _draw_light_toolbar(self, light_config, x):
-        self._light_toolbar = []
         height = SCREEN_SIZE[1] - 80
-        for color in sorted(COLOURS.keys()):
-            light_tool = ImageButton('32', light_config["type"] + '.png',
-                                     pos=(x, height), name=color,
-                                     transform=Multiply(colour=COLOURS[color]))
+        self._light_toolbar = []
+        colour_combos = light_config["available_colours"]
+        for combo in colour_combos:
+            colours = combo.split("/")
+            light_fitting = light_fitting_by_type(light_config["type"])
+            light_tool = ImageButton(
+                "32", light_fitting, transform=ColourWedges(colours=colours),
+                pos=(x, height), name=combo)
+            light_tool.colours = colours
             self._light_toolbar.append(light_tool)
             x += 40
 
@@ -146,6 +179,7 @@ class DayScene(BaseScene):
     def _place_light(self, gamestate, cfg, colours, ev):
         cfg = cfg.copy()
         cost = cfg.pop("cost")
+        cfg.pop("available_colours")
         if self._seeds > cost:
             pos = pymunk.pygame_util.from_pygame(
                 ev.pos, pygame.display.get_surface())
@@ -160,6 +194,10 @@ class DayScene(BaseScene):
             self._lights.add_light(cfg)
 
     def event(self, ev, gamestate):
+        if self._game_over_text:
+            if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
+                from .menu import MenuScene
+                SceneChangeEvent.post(scene=MenuScene())
         if ev.type == pgl.KEYDOWN:
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 from .menu import MenuScene
@@ -167,7 +205,7 @@ class DayScene(BaseScene):
             elif ev.key == pgl.K_e:
                 from .night import NightScene
                 SceneChangeEvent.post(scene=NightScene())
-            elif ev.key == pgl.K_SPACE:
+            elif ev.key == pgl.K_SPACE and DEBUG:
                 self._paused = not self._paused
         elif ev.type == pgl.MOUSEBUTTONDOWN:
             if ev.button == 1:
@@ -179,6 +217,12 @@ class DayScene(BaseScene):
                             self._unset_cursor()
                             self._tool = None
                             self._clear_light_toolbar()
+                        elif tool.name == 'start night':
+                            from .night import NightScene
+                            SceneChangeEvent.post(scene=NightScene())
+                        elif tool.name == 'exit':
+                            from .menu import MenuScene
+                            SceneChangeEvent.post(scene=MenuScene())
                         else:
                             self._tool = tool
                             if self._tool.name == 'seed':
@@ -193,18 +237,21 @@ class DayScene(BaseScene):
                 # Check light toolbar
                 for light_tool in self._light_toolbar:
                     if light_tool.pressed(ev):
+                        fitting_image = light_fitting_by_type(
+                            self._tool.light_config["type"])
                         self._set_cursor(
-                            self._tool.light_config["type"],
-                            transform=Multiply(
-                                colour=COLOURS[light_tool.name] + (172,)))
-                        self._light_color = light_tool.name
+                            fitting_image[:-4],  # strip .png
+                            transform=ColourWedges(colours=light_tool.colours))
+                        # colour=COLOURS[0] + (172,)))
+                        self._light_colors = light_tool.colours
                         return
-                if self._tool.name == "seed":
-                    self._place_seed(gamestate, ev)
-                elif self._tool.name == "light" and self._light_color:
-                    self._place_light(
-                        gamestate, self._tool.light_config,
-                        [self._light_color], ev)
+                if self._tool:
+                    if self._tool.name == "seed":
+                        self._place_seed(gamestate, ev)
+                    elif self._tool.name == "light" and self._light_colors:
+                        self._place_light(
+                            gamestate, self._tool.light_config,
+                            self._light_colors, ev)
                 else:
                     # Not tool, so check lights
                     self._lights.toggle_nearest(ev.pos, surfpos=True)
@@ -217,6 +264,7 @@ class DayScene(BaseScene):
                 elif self._tool:
                     # Unset tool
                     self._tool = None
+                    self._clear_light_toolbar()
                     self._unset_cursor()
         elif ev.type == pgl.MOUSEMOTION:
             if self._dragging:
@@ -231,8 +279,8 @@ class DayScene(BaseScene):
             self._lights.tick()
 
     def _update_toolbar(self, gamestate):
-        text = ("Turnip Stocks: Seeds: %d. Planted: %d. "
+        text = ("Day: %d: Turnip Stocks: Seeds: %d. Planted: %d. "
                 "Harvested: %d. Destroyed: %d" %
-                (self._seeds, len(self._turnips),
+                (gamestate.days, self._seeds, len(self._turnips),
                  self._harvested, gamestate.eaten))
         self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))