Update placement to changed API
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 7702fc78c07da51057845a487cbbaeffc8a4d4ab..3e001eef4e11ed83e0bd9b04d486f0ede52de375 100644 (file)
@@ -1,5 +1,8 @@
 """ Be prepared. """
 
+import math
+
+import pygame.display
 import pygame.locals as pgl
 
 import pymunk
@@ -10,47 +13,239 @@ from ..lights import LightManager
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
 from ..utils import debug_timer
+from ..loader import loader
+from ..transforms import Overlay, Multiply, Alpha
 
-from ..constants import SCREEN_SIZE
+from ..constants import SCREEN_SIZE, FONTS, COLOURS
 from ..widgets import ImageButton
+from ..turnip import Turnip, TurnipInvalidPosition
 
 
 class DayScene(BaseScene):
+
+    BRIGHTNESS = Overlay(colour=(255, 255, 255, 50))
+
     def enter(self, gamestate):
         self._space = pymunk.Space()
+        self._toolbar_font = loader.load_font(FONTS['sans'], size=20)
         self._obstacles = ObstacleManager(self._space, gamestate)
         self._lights = LightManager(self._space, gamestate)
-        # Toolbar
+        self._turnips = []
+        self._seeds = gamestate.seeds
+        self._harvested = gamestate.harvested
+        self._paused = False
+        self._tool = None
+        self._light_color = None
+        self._dragging = None
+        for turnip_data in gamestate.turnips:
+            turnip = Turnip(space=self._space, **turnip_data)
+            # Turnips grow at dawn
+            seeds = turnip.grow()
+            if seeds:
+                self._seeds += seeds
+                self._harvested += 1
+            else:
+                self._turnips.append(turnip)
+        # Tools
+        self._light_toolbar = []
         self._tools = [
             ImageButton('32', 'seed.png', name='seed',
                         pos=(50, SCREEN_SIZE[1] - 40)),
+            ImageButton('32', 'spotlight.png', name='spotlight',
+                        pos=(100, SCREEN_SIZE[1] - 40)),
+            ImageButton('32', 'lamp.png', name='lamp',
+                        pos=(150, SCREEN_SIZE[1] - 40)),
+            ImageButton('32', 'default_cursor.png', name='reset tool',
+                        pos=(SCREEN_SIZE[0] - 50, SCREEN_SIZE[1] - 40)),
         ]
+        self._update_toolbar(gamestate)
+        # Background
+        self._soil = loader.load_image(
+            "textures", "soil.png", transform=self.BRIGHTNESS)
+
+    def exit(self, gamestate):
+        self._unset_cursor()
+        gamestate.seeds = self._seeds
+        gamestate.harvested = self._harvested
+        turnip_data = [turnip.serialize() for turnip in self._turnips]
+        gamestate.turnips = turnip_data
 
     @debug_timer("day.render")
     def render(self, surface, gamestate):
-        surface.fill((0, 0, 155))
+        surface.blit(self._soil, (0, 0))
+
+        for turnip in self._turnips:
+            turnip.render(surface)
         self._lights.render_light(surface)
         self._obstacles.render(surface)
         self._lights.render_fittings(surface)
+        surface.blit(self._toolbar, (120, 10), None)
         for tool in self._tools:
             tool.render(surface)
+        for light_tool in self._light_toolbar:
+            light_tool.render(surface)
+        self._draw_cursor(surface)
+
+    def _draw_light_toolbar(self, light_type, x):
+        self._light_toolbar = []
+        height = SCREEN_SIZE[1] - 80
+        for color in sorted(COLOURS.keys()):
+            light_tool = ImageButton('32', light_type + '.png',
+                                     pos=(x, height), name=color,
+                                     transform=Multiply(colour=COLOURS[color]))
+            self._light_toolbar.append(light_tool)
+            x += 40
+
+    def _clear_light_toolbar(self):
+        self._light_toolbar = []
+
+    def _place_seed(self, gamestate, ev):
+        if self._seeds > 0:
+            # plant seed
+            # We don't want top-left to equal the mouse position,
+            # since that looks weird, but we don't want to center
+            # the turnip under the mouse either, since that
+            # causes issues as well, so we compromise
+            pos = (ev.pos[0] - 8, ev.pos[1] - 8)
+            try:
+                turnip = Turnip(age=0, pos=pos, space=self._space)
+                self._turnips.append(turnip)
+                self._seeds -= 1
+                self._update_toolbar(gamestate)
+            except TurnipInvalidPosition as e:
+                # TODO: Add error sound or something
+                pass
+
+    def _update_light_angle(self, pos, gamestate):
+        # Update the angle of the given light
+        pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
+        distance = pos - self._dragging.position
+        angle = math.atan2(distance[1], distance[0])
+        # Set light angle to this position
+        self._dragging.ray_manager.direction = math.degrees(angle)
+        # Hackily update gamestate with new angle
+        for light_cfg in gamestate.station["lights"]:
+            light_pos = pymunk.Vec2d(light_cfg["position"])
+            if light_pos.get_dist_sqrd(self._dragging.position) < 5.0:
+                light_cfg["direction"] = math.degrees(angle)
+                break
+
+    def _place_spotlight(self, gamestate, colour, ev):
+        if self._seeds > 5:
+            pos = pymunk.pygame_util.from_pygame(ev.pos,
+                                                 pygame.display.get_surface())
+            # Bail if we're too close to an existing light
+            if self._lights.nearest(pos, max_distance=25):
+                return
+            self._seeds -= 5
+            self._update_toolbar(gamestate)
+            cfg = {
+                "type": "spotlight",
+                "colours": [colour],
+                "position": pos,
+                "direction": 45,
+                "spread": 90,
+                "intensity": 0.5,
+                "radius_limits": [0, 100],
+            }
+            gamestate.station["lights"].append(cfg)
+            self._lights.add_light(cfg)
+
+    def _place_lamp(self, gamestate, colour, ev):
+        if self._seeds > 3:
+            pos = pymunk.pygame_util.from_pygame(ev.pos,
+                                                 pygame.display.get_surface())
+            # Bail if we're too close to an existing light
+            if self._lights.nearest(ev.pos, surfpos=True, max_distance=25):
+                return
+            self._seeds -= 3
+            self._update_toolbar(gamestate)
+            cfg = {
+                "type": "lamp",
+                "colours": [colour],
+                "position": pos,
+                "intensity": 0.5,
+            }
+            gamestate.station["lights"].append(cfg)
+            self._lights.add_light(cfg)
 
     def event(self, ev, gamestate):
         if ev.type == pgl.KEYDOWN:
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
+            if ev.key == pgl.K_e:
+                from .night import NightScene
+                SceneChangeEvent.post(scene=NightScene())
+            if ev.key == pgl.K_SPACE:
+                self._paused = not self._paused
         elif ev.type == pgl.MOUSEBUTTONDOWN:
             if ev.button == 1:
                 # Check tools
                 for tool in self._tools:
                     if tool.pressed(ev):
-                        print 'tool', tool.name
+                        self._color = None
+                        if tool.name == 'reset tool':
+                            self._unset_cursor()
+                            self._tool = None
+                            self._clear_light_toolbar()
+                        else:
+                            self._tool = tool.name
+                            if self._tool == 'seed':
+                                self._set_cursor(
+                                    'seed', transform=Alpha(alpha=172))
+                                self._clear_light_toolbar()
+                            elif self._tool == 'spotlight':
+                                self._unset_cursor()
+                                self._draw_light_toolbar('spotlight', 100)
+                            elif self._tool == 'lamp':
+                                self._unset_cursor()
+                                self._draw_light_toolbar('lamp', 150)
+                        return
+                # Check light toolbar
+                for light_tool in self._light_toolbar:
+                    if light_tool.pressed(ev):
+                        self._set_cursor(
+                            self._tool,
+                            transform=Multiply(
+                                colour=COLOURS[light_tool.name] + (172,)))
+                        self._light_color = light_tool.name
                         return
-                # Not tool, so check lights
-                self._lights.toggle_nearest(ev.pos, surfpos=True)
-                print self._lights.lit_by(ev.pos, surfpos=True)
+                if self._tool == "seed":
+                    self._place_seed(gamestate, ev)
+                elif self._tool == 'spotlight' and self._light_color:
+                    self._place_spotlight(gamestate, self._light_color, ev)
+                elif self._tool == 'lamp' and self._light_color:
+                    self._place_lamp(gamestate, self._light_color, ev)
+                else:
+                    # Not tool, so check lights
+                    self._lights.toggle_nearest(ev.pos, surfpos=True)
+                    print self._lights.lit_by(ev.pos, surfpos=True)
+            elif ev.button == 3:
+                light = self._lights.nearest(ev.pos, surfpos=True,
+                                             max_distance=20.0)
+                if light:
+                    # Start drag to rotate light
+                    self._dragging = light
+                elif self._tool:
+                    # Unset tool
+                    self._tool = None
+                    self._unset_cursor()
+        elif ev.type == pgl.MOUSEMOTION:
+            if self._dragging:
+                # Calculate angle between current position and mouse pos
+                self._update_light_angle(ev.pos, gamestate)
+        elif ev.type == pgl.MOUSEBUTTONUP:
+            self._dragging = None
 
     @debug_timer("day.tick")
     def tick(self, gamestate):
-        self._lights.tick()
+        if not self._paused:
+            self._lights.tick()
+
+    def _update_toolbar(self, gamestate):
+        text = ("Turnip Stocks: Seeds: %d. Planted: %d. "
+                "Harvested: %d. Destroyed: %d" %
+                (self._seeds, len(self._turnips),
+                 self._harvested, gamestate.eaten))
+        self._toolbar = self._toolbar_font.render(text, True, (255, 255, 255))