""" Be prepared. """
+import math
+
import pygame.display
import pygame.locals as pgl
from ..loader import loader
from ..transforms import Overlay, Multiply, Alpha
-from ..constants import SCREEN_SIZE, FONTS
+from ..constants import SCREEN_SIZE, FONTS, COLOURS
from ..widgets import ImageButton
from ..turnip import Turnip, TurnipInvalidPosition
self._harvested = gamestate.harvested
self._paused = False
self._tool = None
+ self._light_color = None
+ self._dragging = None
for turnip_data in gamestate.turnips:
turnip = Turnip(space=self._space, **turnip_data)
# Turnips grow at dawn
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='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', '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)),
]
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_type, x):
+ self._light_toolbar = []
+ 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.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
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 _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_spotlight(self, gamestate, colour, ev):
if self._seeds > 5:
- self._seeds -= 5
- self._update_toolbar(gamestate)
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,
+ "colours": [colour],
"position": pos,
"direction": 45,
- "angle_limits": [0, 90],
+ "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._update_toolbar(gamestate)
+ cfg = {
+ "type": "lamp",
+ "colours": [colour],
+ "position": pos,
+ "intensity": 0.5,
+ }
+ gamestate.station["lights"].append(cfg)
+ self._lights.add_light(cfg)
+
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
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._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)))
+ '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':
+ self._unset_cursor()
+ self._draw_light_toolbar('lamp', 150)
+ return
+ # Check light toolbar
+ for light_tool in self._light_toolbar:
+ if light_tool.pressed(ev):
+ self._set_cursor(
+ self._tool,
+ transform=Multiply(
+ colour=COLOURS[light_tool.name] + (172,)))
+ self._light_color = light_tool.name
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)
+ 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)
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):
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))