Add colour selection based on available colours.
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 3e001eef4e11ed83e0bd9b04d486f0ede52de375..4ab14e713fc8b51f6f2ed2cbb4fb8ee09dece8e6 100644 (file)
@@ -9,14 +9,14 @@ 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 ..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
 
@@ -35,8 +35,19 @@ 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)
+        # Tools
+        self._light_toolbar = []
+        self._tools = self.create_tools(gamestate)
+        self._update_toolbar(gamestate)
+        # Background
+        self._soil = loader.load_image(
+            "textures", "soil.png", transform=self.BRIGHTNESS)
+
+    def grow_turnips(self, gamestate):
         for turnip_data in gamestate.turnips:
             turnip = Turnip(space=self._space, **turnip_data)
             # Turnips grow at dawn
@@ -46,22 +57,24 @@ class DayScene(BaseScene):
                 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 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
+
+        for light_config in gamestate.station["available_lights"]:
+            tool = ImageButton(
+                '32', '%s.png' % light_config["type"], name='light',
+                pos=(x, y))
+            tool.light_config = light_config
+            tools.append(tool)
+            x += step
+
+        tools.append(ImageButton(
+            '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
+        return tools
 
     def exit(self, gamestate):
         self._unset_cursor()
@@ -86,13 +99,17 @@ class DayScene(BaseScene):
             light_tool.render(surface)
         self._draw_cursor(surface)
 
-    def _draw_light_toolbar(self, light_type, x):
-        self._light_toolbar = []
+    def _draw_light_toolbar(self, light_config, x):
         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 = []
+        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
 
@@ -112,7 +129,7 @@ class DayScene(BaseScene):
                 self._turnips.append(turnip)
                 self._seeds -= 1
                 self._update_toolbar(gamestate)
-            except TurnipInvalidPosition as e:
+            except TurnipInvalidPosition:
                 # TODO: Add error sound or something
                 pass
 
@@ -130,42 +147,20 @@ class DayScene(BaseScene):
                 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())
+    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())
             # 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._seeds -= cost
             self._update_toolbar(gamestate)
-            cfg = {
-                "type": "lamp",
-                "colours": [colour],
-                "position": pos,
-                "intensity": 0.5,
-            }
+            cfg["position"] = pos
+            cfg["colours"] = colours
             gamestate.station["lights"].append(cfg)
             self._lights.add_light(cfg)
 
@@ -174,10 +169,10 @@ class DayScene(BaseScene):
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
-            if ev.key == pgl.K_e:
+            elif ev.key == pgl.K_e:
                 from .night import NightScene
                 SceneChangeEvent.post(scene=NightScene())
-            if ev.key == pgl.K_SPACE:
+            elif ev.key == pgl.K_SPACE:
                 self._paused = not self._paused
         elif ev.type == pgl.MOUSEBUTTONDOWN:
             if ev.button == 1:
@@ -190,37 +185,37 @@ class DayScene(BaseScene):
                             self._tool = None
                             self._clear_light_toolbar()
                         else:
-                            self._tool = tool.name
-                            if self._tool == 'seed':
+                            self._tool = tool
+                            if self._tool.name == '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':
+                            elif self._tool.name == 'light':
                                 self._unset_cursor()
-                                self._draw_light_toolbar('lamp', 150)
+                                self._draw_light_toolbar(
+                                    self._tool.light_config, 100)
                         return
                 # 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,
-                            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 == "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)
+                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)
-                    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)
@@ -244,8 +239,8 @@ 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))