Add error sounds.
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 4c3cbfe9759c01458be1c1bcb307f4d1ca74221c..8c42b06eebbf02a11f6c5ba2790a647269c447db 100644 (file)
@@ -11,15 +11,16 @@ import pymunk.pygame_util
 
 from .base import BaseScene
 from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type
+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, shadowed_text
+from ..utils import debug_timer, shadowed_text, write_save_file
 from ..loader import loader
+from ..sound import sound
 from ..transforms import Overlay, Alpha, ColourWedges
 
-from ..constants import SCREEN_SIZE, FONTS, DEBUG
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
 from ..widgets import ImageButton
 from ..turnip import Turnip, TurnipInvalidPosition
 
@@ -53,6 +54,9 @@ class DayScene(BaseScene):
             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(
@@ -112,6 +116,10 @@ class DayScene(BaseScene):
             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)))
 
@@ -128,7 +136,11 @@ class DayScene(BaseScene):
         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())
 
@@ -138,7 +150,9 @@ class DayScene(BaseScene):
 
     @property
     def power_usage(self):
-        return int(self._lights.total_power_usage())
+        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):
@@ -183,14 +197,13 @@ class DayScene(BaseScene):
             # 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)
+            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:
-                # TODO: Add error sound or something
-                pass
+                sound.play_sound("beep_kind.ogg")
 
     def _update_light_angle(self, pos, gamestate):
         # Update the angle of the given light
@@ -213,8 +226,9 @@ class DayScene(BaseScene):
         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
-            if self._lights.nearest(pos, max_distance=25):
+            # 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
@@ -222,13 +236,22 @@ class DayScene(BaseScene):
             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_e:
@@ -248,6 +271,7 @@ class DayScene(BaseScene):
                         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:
@@ -256,6 +280,10 @@ class DayScene(BaseScene):
                                 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(
@@ -275,6 +303,8 @@ class DayScene(BaseScene):
                 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,