Add error sounds.
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 933f16bad399df9dd430b3737e0b5f2ee21bd5e9..8c42b06eebbf02a11f6c5ba2790a647269c447db 100644 (file)
@@ -3,20 +3,24 @@
 import math
 
 import pygame.display
+import pygame.surface
 import pygame.locals as pgl
 
 import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..lights import LightManager
+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 ..transforms import Overlay, Multiply, Alpha
+from ..sound import sound
+from ..transforms import Overlay, Alpha, ColourWedges
 
-from ..constants import SCREEN_SIZE, FONTS, COLOURS
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
 from ..widgets import ImageButton
 from ..turnip import Turnip, TurnipInvalidPosition
 
@@ -27,49 +31,129 @@ class DayScene(BaseScene):
 
     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)
+        self._battery = BatteryManager(gamestate)
+        self._infobar = InfoBar("day", battery=self._battery, scene=self)
         self._turnips = []
-        self._seeds = gamestate.seeds
-        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)
+        # 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:
-                self._seeds += seeds
-                self._harvested += 1
+                gamestate.seeds += seeds
+                gamestate.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', '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()
-        gamestate.seeds = self._seeds
-        gamestate.harvested = self._harvested
         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.blit(self._soil, (0, 0))
@@ -79,20 +163,27 @@ class DayScene(BaseScene):
         self._lights.render_light(surface)
         self._obstacles.render(surface)
         self._lights.render_fittings(surface)
-        surface.blit(self._toolbar, (120, 10), None)
+        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 _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
 
@@ -100,79 +191,72 @@ class DayScene(BaseScene):
         self._light_toolbar = []
 
     def _place_seed(self, gamestate, ev):
-        if self._seeds > 0:
+        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] - 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)
-                self._seeds -= 1
-                self._update_toolbar(gamestate)
-            except TurnipInvalidPosition as e:
-                # TODO: Add error sound or something
-                pass
+                gamestate.seeds -= 1
+            except TurnipInvalidPosition:
+                sound.play_sound("beep_kind.ogg")
 
-    def _update_light_angle(self, pos):
+    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)
-        # TODO: Update gamestate with new angle
-
-    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",
-                "colour": colour,
-                "position": pos,
-                "direction": 45,
-                "spread": 90,
-                "intensity": 0.5,
-                "radius_limits": [0, 100],
-            }
-            gamestate.station["lights"].append(cfg)
-            self._lights.add_light(cfg)
+        # 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_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):
+    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
-            self._seeds -= 3
-            self._update_toolbar(gamestate)
-            cfg = {
-                "type": "lamp",
-                "colour": colour,
-                "position": pos,
-                "intensity": 0.5,
-            }
+            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())
-            if ev.key == pgl.K_e:
-                from .night import NightScene
-                SceneChangeEvent.post(scene=NightScene())
-            if ev.key == pgl.K_SPACE:
+            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:
@@ -184,52 +268,65 @@ class DayScene(BaseScene):
                             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.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 == '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('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 == "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)
-                    print self._lights.lit_by(ev.pos, surfpos=True)
             elif ev.button == 3:
                 light = self._lights.nearest(ev.pos, surfpos=True,
-                                             max_distance=5.0)
+                                             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)
+                self._update_light_angle(ev.pos, gamestate)
         elif ev.type == pgl.MOUSEBUTTONUP:
             self._dragging = None
 
@@ -237,10 +334,3 @@ class DayScene(BaseScene):
     def tick(self, gamestate):
         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))