Add colour selection based on available colours.
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index e6ace7e5246eaae2784629e049a5855642cb0a26..4ab14e713fc8b51f6f2ed2cbb4fb8ee09dece8e6 100644 (file)
@@ -1,5 +1,7 @@
 """ Be prepared. """
 
+import math
+
 import pygame.display
 import pygame.locals as pgl
 
@@ -7,12 +9,12 @@ 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
 from ..widgets import ImageButton
@@ -33,6 +35,19 @@ class DayScene(BaseScene):
         self._harvested = gamestate.harvested
         self._paused = False
         self._tool = 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
@@ -42,23 +57,24 @@ class DayScene(BaseScene):
                 self._harvested += 1
             else:
                 self._turnips.append(turnip)
-        # Tools
-        self._tools = [
-            ImageButton('32', 'seed.png', name='seed',
-                        pos=(50, SCREEN_SIZE[1] - 40)),
-            ImageButton('32', 'spotlight.png', name='blue_spotlight',
-                        pos=(100, SCREEN_SIZE[1] - 40),
-                        transform=Multiply(colour=(0, 0, 255, 255))),
-            ImageButton('32', 'spotlight.png', name='red_spotlight',
-                        pos=(150, SCREEN_SIZE[1] - 40),
-                        transform=Multiply(colour=(255, 0, 0, 255))),
-            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()
@@ -79,8 +95,27 @@ class DayScene(BaseScene):
         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_config, x):
+        height = SCREEN_SIZE[1] - 80
+        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
+
+    def _clear_light_toolbar(self):
+        self._light_toolbar = []
+
     def _place_seed(self, gamestate, ev):
         if self._seeds > 0:
             # plant seed
@@ -94,27 +129,38 @@ 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
 
-    def _place_spotlight(self, gamestate, colour, ev):
-        if self._seeds > 5:
-            pos = pymunk.pygame_util.from_pygame(ev.pos,
-                                                 pygame.display.get_surface())
+    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_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._seeds -= cost
             self._update_toolbar(gamestate)
-            cfg = {
-                "type": "spotlight",
-                "colour": colour,
-                "position": pos,
-                "angle_limits": [0, 90],
-                "intensity": 0.5,
-                "radius_limits": [0, 100],
-            }
+            cfg["position"] = pos
+            cfg["colours"] = colours
             gamestate.station["lights"].append(cfg)
             self._lights.add_light(cfg)
 
@@ -123,48 +169,69 @@ 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:
                 # Check tools
                 for tool in self._tools:
                     if tool.pressed(ev):
+                        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._tool = tool
+                            if self._tool.name == 'seed':
                                 self._set_cursor(
                                     'seed', transform=Alpha(alpha=172))
-                            elif self._tool == 'red_spotlight':
-                                self._set_cursor(
-                                    'spotlight',
-                                    transform=Multiply(
-                                        colour=(255, 0, 0, 172)))
-                            elif self._tool == 'blue_spotlight':
-                                self._set_cursor(
-                                    'spotlight',
-                                    transform=Multiply(
-                                        colour=(0, 0, 255, 172)))
+                                self._clear_light_toolbar()
+                            elif self._tool.name == 'light':
+                                self._unset_cursor()
+                                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(
+                            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 == 'red_spotlight':
-                    self._place_spotlight(gamestate, 'red', ev)
-                elif self._tool == 'blue_spotlight':
-                    self._place_spotlight(gamestate, 'blue', 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 and self._tool:
-                self._tool = None
-                self._unset_cursor()
+            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):
@@ -172,8 +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))