Multi-level light toolbar
authorNeil <neil@dip.sun.ac.za>
Sat, 10 Sep 2016 09:54:47 +0000 (11:54 +0200)
committerNeil <neil@dip.sun.ac.za>
Sat, 10 Sep 2016 09:54:47 +0000 (11:54 +0200)
tabakrolletjie/scenes/day.py

index e6ace7e5246eaae2784629e049a5855642cb0a26..589f8b25d03d5fad28cf20889fe36b5fea05ae03 100644 (file)
@@ -14,7 +14,7 @@ from ..utils import debug_timer
 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
 
@@ -33,6 +33,7 @@ class DayScene(BaseScene):
         self._harvested = gamestate.harvested
         self._paused = False
         self._tool = None
+        self._light_color = None
         for turnip_data in gamestate.turnips:
             turnip = Turnip(space=self._space, **turnip_data)
             # Turnips grow at dawn
@@ -43,15 +44,14 @@ class DayScene(BaseScene):
             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)),
         ]
@@ -79,8 +79,23 @@ class DayScene(BaseScene):
         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
@@ -118,6 +133,24 @@ class DayScene(BaseScene):
             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(pos, max_distance=25):
+                return
+            self._seeds -= 3
+            self._update_toolbar(gamestate)
+            cfg = {
+                "type": "lamp",
+                "colour": 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):
@@ -133,31 +166,39 @@ class DayScene(BaseScene):
                 # 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)))
+                                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)