Merge branch 'master' of ctpug.org.za:tabakrolletjie
authorSimon Cross <hodgestar@gmail.com>
Sat, 10 Sep 2016 14:19:40 +0000 (16:19 +0200)
committerSimon Cross <hodgestar@gmail.com>
Sat, 10 Sep 2016 14:19:40 +0000 (16:19 +0200)
tabakrolletjie/lights.py
tabakrolletjie/scenes/day.py
tabakrolletjie/transforms.py
tabakrolletjie/widgets.py

index 22a089d5cbc11c3ea163d62a0d8f39de4164bfcf..27f349e65ec5c586738acdcaad946bd020ee6fa7 100644 (file)
@@ -15,7 +15,7 @@ from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
 from .rays import RayPolyManager
 from .utils import DetailedTimer
 from .loader import loader
-from .transforms import Multiply
+from .transforms import ColourWedges
 
 LIGHT_FILTER = pymunk.ShapeFilter(
     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
@@ -102,30 +102,9 @@ class LightManager(object):
             light.tick()
 
 
-def light_fitting_image(size, base_image_name, colours):
-    """ Render a light fitting image. """
-    size = str(size)
-    fitting_colours = [COLOURS[c] for c in colours]
-    ncolour = len(fitting_colours)
-    if ncolour > 3:
-        print "Multicoloured light should not have more than 3 colours"
-        ncolour = 3
-
-    if ncolour == 1:
-        return loader.load_image(
-            size, base_image_name,
-            transform=Multiply(colour=fitting_colours[0]))
-
-    colour_mult_image = pygame.surface.Surface((48, 48))
-    for i in range(ncolour):
-        sector = loader.load_image(
-            size, "light_mask_%d_%d.png" % (ncolour, i + 1),
-            transform=Multiply(colour=fitting_colours[i]))
-        colour_mult_image.blit(sector, (0, 0), None, 0)
-
-    fitting_image = loader.load_image(size, base_image_name)
-    fitting_image.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
-    return fitting_image
+def light_fitting_by_type(light_type):
+    """ Render a light fitting image for a light type. """
+    return BaseLight.find_cls(light_type).FITTING_IMG
 
 
 class BaseLight(object):
@@ -166,10 +145,15 @@ class BaseLight(object):
     def load(cls, config):
         kw = config.copy()
         light_type = kw.pop("type")
+        light_class = cls.find_cls(light_type)
+        return light_class(**kw)
+
+    @classmethod
+    def find_cls(cls, light_type):
         [light_class] = [
             c for c in cls.__subclasses__()
             if c.__name__.lower() == light_type]
-        return light_class(**kw)
+        return light_class
 
     def add(self, space):
         if self.body.space is not None:
@@ -233,8 +217,9 @@ class BaseLight(object):
 
     def fitting_image(self):
         if self._fitting_image is None:
-            self._fitting_image = light_fitting_image(
-                48, self.FITTING_IMG, self.colour_cycle)
+            self._fitting_image = loader.load_image(
+                "48", self.FITTING_IMG,
+                transform=ColourWedges(colours=self.colour_cycle))
         return self._fitting_image
 
     def invalidate_fitting_image(self):
index 334e59f971b8189d0f20e644aaf046e0ad9feeb3..4cc42f893d8dc1203a330fb401a25fd01ad18e1a 100644 (file)
@@ -10,14 +10,14 @@ 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, shadowed_text
 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
 
@@ -36,7 +36,7 @@ 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)
@@ -128,12 +128,16 @@ class DayScene(BaseScene):
                 surface.blit(surf, pos)
 
     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
 
@@ -174,6 +178,7 @@ 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())
@@ -231,18 +236,21 @@ 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)
index 88f516169e02dfe46ff22523eb28a353ad421a75..8590c1bbd1ee61539921e9d906cfdf96f9fbb890 100644 (file)
@@ -4,6 +4,8 @@ import pygame.surface
 
 import pygame.locals as pgl
 
+from .constants import COLOURS
+
 
 class Transform(object):
 
@@ -74,3 +76,33 @@ class Alpha(Transform):
     def apply(self, surface):
         surface.fill((255, 255, 255, self.alpha), None, pgl.BLEND_RGBA_MULT)
         return surface
+
+
+class ColourWedges(Transform):
+    """ Apply colours as wedges. """
+
+    ARGS = ["colours"]
+
+    def apply(self, surface):
+        size = surface.get_width()
+        assert size in (16, 32, 48, 64)
+        fitting_colours = [COLOURS[c] for c in self.colours]
+        ncolour = len(fitting_colours)
+        if ncolour > 3:
+            print "Multicoloured light should not have more than 3 colours"
+            ncolour = 3
+
+        if ncolour == 1:
+            multiply = Multiply(colour=fitting_colours[0])
+            return multiply.apply(surface)
+
+        colour_mult_image = pygame.surface.Surface((size, size))
+        from .loader import loader
+        for i in range(ncolour):
+            sector = loader.load_image(
+                str(size), "light_mask_%d_%d.png" % (ncolour, i + 1),
+                transform=Multiply(colour=fitting_colours[i]))
+            colour_mult_image.blit(sector, (0, 0), None, 0)
+
+        surface.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
+        return surface
index b1917e5abaf013f0bddef7c1391a99f15a40674a..c1d71c3b2fb18885b4429fe88a6f7f279cdb5d1c 100644 (file)
@@ -66,7 +66,9 @@ class ImageButton(Button):
 
     def __init__(self, *imgparts, **kwargs):
         transform = kwargs.pop("transform", NullTransform())
-        self._img = loader.load_image(*imgparts, transform=transform)
+        self._img = kwargs.pop("image", None)
+        if self._img is None:
+            self._img = loader.load_image(*imgparts, transform=transform)
         name = kwargs.get('name')
         pos = kwargs.get('pos')
         padding = kwargs.get('padding', 0)