Add colour selection based on available colours.
authorSimon Cross <hodgestar@gmail.com>
Sat, 10 Sep 2016 14:19:34 +0000 (16:19 +0200)
committerSimon Cross <hodgestar@gmail.com>
Sat, 10 Sep 2016 14:19:34 +0000 (16:19 +0200)
tabakrolletjie/scenes/day.py

index cb65569e3da70207fbeb33794e87c75a2a33d77a..4ab14e713fc8b51f6f2ed2cbb4fb8ee09dece8e6 100644 (file)
@@ -9,14 +9,14 @@ import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..lights import LightManager
+from ..lights import LightManager, light_fitting_by_type
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
 from ..utils import debug_timer
 from ..loader import loader
-from ..transforms import Overlay, Multiply, Alpha
+from ..transforms import Overlay, Alpha, ColourWedges
 
-from ..constants import SCREEN_SIZE, FONTS, COLOURS
+from ..constants import SCREEN_SIZE, FONTS
 from ..widgets import ImageButton
 from ..turnip import Turnip, TurnipInvalidPosition
 
@@ -35,7 +35,7 @@ class DayScene(BaseScene):
         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)
@@ -100,12 +100,16 @@ class DayScene(BaseScene):
         self._draw_cursor(surface)
 
     def _draw_light_toolbar(self, light_config, x):
-        self._light_toolbar = []
         height = SCREEN_SIZE[1] - 80
-        for color in sorted(COLOURS.keys()):
-            light_tool = ImageButton('32', light_config["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
 
@@ -146,6 +150,7 @@ class DayScene(BaseScene):
     def _place_light(self, gamestate, cfg, colours, ev):
         cfg = cfg.copy()
         cost = cfg.pop("cost")
+        cfg.pop("available_colours")
         if self._seeds > cost:
             pos = pymunk.pygame_util.from_pygame(
                 ev.pos, pygame.display.get_surface())
@@ -193,18 +198,21 @@ class DayScene(BaseScene):
                 # 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.light_config["type"],
-                            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.name == "seed":
-                    self._place_seed(gamestate, ev)
-                elif self._tool.name == "light" and self._light_color:
-                    self._place_light(
-                        gamestate, self._tool.light_config,
-                        [self._light_color], ev)
+                if self._tool:
+                    if self._tool.name == "seed":
+                        self._place_seed(gamestate, 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)