Add error sounds.
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 3c5a6b842612e452acd380509894a25c01bb38d2..8c42b06eebbf02a11f6c5ba2790a647269c447db 100644 (file)
 """ Be prepared. """
 
+import math
+
 import pygame.display
+import pygame.surface
 import pygame.locals as pgl
 
 import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..constants import FITTINGS_CATEGORY
-from ..lights import LightManager
-from ..obstacles import BaseObstacle
+from ..battery import BatteryManager
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..infobar import InfoBar
+from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
-from ..utils import debug_timer
+from ..utils import debug_timer, shadowed_text, write_save_file
+from ..loader import loader
+from ..sound import sound
+from ..transforms import Overlay, Alpha, ColourWedges
 
-CLICK_FILTER = pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
+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._obstacles = [
-            BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
-        for obs in self._obstacles:
-            obs.add(self._space)
+        self._obstacles = ObstacleManager(self._space, gamestate)
         self._lights = LightManager(self._space, gamestate)
+        self._battery = BatteryManager(gamestate)
+        self._infobar = InfoBar("day", battery=self._battery, scene=self)
+        self._turnips = []
+        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)
+        # Background
+        self._soil = loader.load_image(
+            "textures", "soil.png", transform=self.BRIGHTNESS)
+        # Check if we've lost
+        self._game_over_text = []
+        if gamestate.seeds == 0 and len(self._turnips) == 0:
+            self._draw_you_lose(gamestate)
+        elif gamestate.harvested >= gamestate.turnip_target:
+            self._draw_you_win(gamestate)
+        else:
+            write_save_file(gamestate.serialize())
+        self._ending = False
+
+    def _draw_you_lose(self, gamestate):
+        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), (300, 350)))
+        self._game_over_text.append(
+            (shadowed_text("Press a key to return to the menu",
+                           FONTS["sans"], 24), (350, 400)))
+
+    def _draw_you_win(self, gamestate):
+        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 Win", FONTS["bold"], 48), (400, 280)))
+        self._game_over_text.append(
+            (shadowed_text(
+                ("You have Successfully Harvested %d turnips" %
+                 gamestate.harvested),
+                FONTS["sans"], 24),
+             (300, 350)))
+        self._game_over_text.append(
+            (shadowed_text("Press a key to return to the menu",
+                           FONTS["sans"], 24), (350, 400)))
+
+    def grow_turnips(self, gamestate):
+        for turnip_data in gamestate.turnips:
+            turnip = Turnip(space=self._space, **turnip_data)
+            # Turnips grow at dawn
+            seeds = turnip.grow()
+            if seeds:
+                gamestate.seeds += seeds
+                gamestate.harvested += 1
+            else:
+                self._turnips.append(turnip)
+
+    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', 'remove.png', name='remove light', pos=(x, y)))
+        x += step
+
+        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):
+        self._unset_cursor()
+        turnip_data = [turnip.serialize() for turnip in self._turnips]
+        gamestate.turnips = turnip_data
+
+    def end_day(self, gamestate):
+        if self._ending:
+            return
+        self._battery.apply_recharge()
+        gamestate.update_lights(self._lights)
+        self._ending = True
+        from .night import NightScene
+        SceneChangeEvent.post(scene=NightScene())
+
+    @property
+    def turnip_count(self):
+        return len(self._turnips)
+
+    @property
+    def power_usage(self):
+        power = self._lights.total_power_usage()
+        power = power / (FPS * NIGHT_HOURS_PER_TICK)
+        return int(round(power))
 
     @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)
-        for obs in self._obstacles:
-            obs.render(surface)
+        self._obstacles.render(surface)
         self._lights.render_fittings(surface)
+        self._infobar.render(surface, gamestate)
+        for tool in self._tools:
+            tool.render(surface)
+        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 left_click(self, surfpos):
-        pos = pymunk.pygame_util.from_pygame(
-            surfpos, pygame.display.get_surface())
-        point_info = self._space.point_query_nearest(pos, 1.0, CLICK_FILTER)
-        if point_info is not None:
-            point_info.shape.body.light.toggle()
+    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 right_click(self, pos):
-        pass
+    def _clear_light_toolbar(self):
+        self._light_toolbar = []
+
+    def _place_seed(self, gamestate, ev):
+        if gamestate.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] - 18, ev.pos[1] - 18)
+            try:
+                turnip = Turnip(age=0, pos=pos, space=self._space)
+                self._turnips.append(turnip)
+                gamestate.seeds -= 1
+            except TurnipInvalidPosition:
+                sound.play_sound("beep_kind.ogg")
+
+    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 gamestate.seeds > cost:
+            pos = pymunk.pygame_util.from_pygame(
+                ev.pos, pygame.display.get_surface())
+            # Bail if we're too close to an existing light, obstacle or turnip
+            if check_space_for_light(self._space, pos, max_distance=25):
+                sound.play_sound("beep_kind.ogg")
+                return
+            gamestate.seeds -= cost
+            cfg["position"] = pos
+            cfg["colours"] = colours
+            gamestate.station["lights"].append(cfg)
+            self._lights.add_light(cfg)
+
+    def _remove_light(self, ev):
+        light = self._lights.nearest(ev.pos, surfpos=True, max_distance=25.0)
+        if light:
+            self._lights.remove_light(light)
 
     def event(self, ev, gamestate):
+        if self._ending:
+            return
+        if self._game_over_text:
+            if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
+                self._ending = True
+                from .menu import MenuScene
+                SceneChangeEvent.post(scene=MenuScene())
         if ev.type == pgl.KEYDOWN:
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
+                self._ending = True
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
-            elif ev.key == pgl.K_t:
-                for light in self._lights:
-                    light.toggle()
+            elif ev.key == pgl.K_e:
+                self.end_day(gamestate)
+            elif ev.key == pgl.K_SPACE and DEBUG:
+                self._paused = not self._paused
         elif ev.type == pgl.MOUSEBUTTONDOWN:
             if ev.button == 1:
-                self.left_click(ev.pos)
+                # 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()
+                        elif tool.name == 'start night':
+                            self.end_day(gamestate)
+                        elif tool.name == 'exit':
+                            self._ending = True
+                            from .menu import MenuScene
+                            SceneChangeEvent.post(scene=MenuScene())
+                        else:
+                            self._tool = tool
+                            if self._tool.name == 'seed':
+                                self._set_cursor(
+                                    'seed', transform=Alpha(alpha=172))
+                                self._clear_light_toolbar()
+                            elif self._tool.name == 'remove light':
+                                self._set_cursor(
+                                    'remove', transform=Alpha(alpha=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:
+                    if self._tool.name == "seed":
+                        self._place_seed(gamestate, ev)
+                    elif self._tool.name == "remove light":
+                        self._remove_light(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)
             elif ev.button == 3:
-                self.right_click(ev.pos)
+                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._clear_light_toolbar()
+                    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):
-        pass
+        if not self._paused:
+            self._lights.tick()