X-Git-Url: https://git.ctpug.org.za/?p=tabakrolletjie.git;a=blobdiff_plain;f=tabakrolletjie%2Fscenes%2Fday.py;h=8c42b06eebbf02a11f6c5ba2790a647269c447db;hp=816a8593cdd91ab0d24277301d6540177bb26a95;hb=7062402aa29c06de2d4ae7340f5e3c1f210f87a7;hpb=758bdeeae4acd227637b9bc269b159ba470babbd diff --git a/tabakrolletjie/scenes/day.py b/tabakrolletjie/scenes/day.py index 816a859..8c42b06 100644 --- a/tabakrolletjie/scenes/day.py +++ b/tabakrolletjie/scenes/day.py @@ -1,39 +1,336 @@ """ 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 ..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 ..sound import sound +from ..transforms import Overlay, Alpha, ColourWedges + +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 = 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) 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 _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 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_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._lights.toggle_nearest(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: + 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()