From: Simon Cross Date: Sat, 10 Sep 2016 12:55:25 +0000 (+0200) Subject: Populate toolbar from available lights. X-Git-Tag: tabakrolletjie-v1.0.0~106 X-Git-Url: https://git.ctpug.org.za/?p=tabakrolletjie.git;a=commitdiff_plain;h=d335db4bb80f82169b29d79966756e38783939d9 Populate toolbar from available lights. --- diff --git a/tabakrolletjie/scenes/day.py b/tabakrolletjie/scenes/day.py index ec94bc6..b6abaac 100644 --- a/tabakrolletjie/scenes/day.py +++ b/tabakrolletjie/scenes/day.py @@ -37,6 +37,17 @@ class DayScene(BaseScene): self._tool = None self._light_color = None self._dragging = None + # Turnip + self.grow_turnips(gamestate) + # Tools + self._light_toolbar = [] + self._tools = self.create_tools(gamestate) + self._update_toolbar(gamestate) + # Background + self._soil = loader.load_image( + "textures", "soil.png", transform=self.BRIGHTNESS) + + def grow_turnips(self, gamestate): for turnip_data in gamestate.turnips: turnip = Turnip(space=self._space, **turnip_data) # Turnips grow at dawn @@ -46,22 +57,24 @@ class DayScene(BaseScene): self._harvested += 1 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='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)), - ] - self._update_toolbar(gamestate) - # Background - self._soil = loader.load_image( - "textures", "soil.png", transform=self.BRIGHTNESS) + + 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', 'default_cursor.png', name='reset tool', pos=(x, y))) + return tools def exit(self, gamestate): self._unset_cursor() @@ -86,11 +99,11 @@ class DayScene(BaseScene): light_tool.render(surface) self._draw_cursor(surface) - def _draw_light_toolbar(self, light_type, x): + 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_type + '.png', + light_tool = ImageButton('32', light_config["type"] + '.png', pos=(x, height), name=color, transform=Multiply(colour=COLOURS[color])) self._light_toolbar.append(light_tool) @@ -130,42 +143,19 @@ class DayScene(BaseScene): light_cfg["direction"] = math.degrees(angle) break - def _place_spotlight(self, gamestate, colour, ev): - if self._seeds > 5: - pos = pymunk.pygame_util.from_pygame(ev.pos, - pygame.display.get_surface()) + def _place_light(self, gamestate, cfg, colours, ev): + cfg = cfg.copy() + cost = cfg.pop("cost") + if self._seeds > cost: + 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._seeds -= cost self._update_toolbar(gamestate) - cfg = { - "type": "spotlight", - "colours": [colour], - "position": pos, - "direction": 45, - "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, - } + cfg["position"] = pos + cfg["colours"] = colours gamestate.station["lights"].append(cfg) self._lights.add_light(cfg) @@ -190,37 +180,34 @@ class DayScene(BaseScene): self._tool = None self._clear_light_toolbar() else: - self._tool = tool.name - if self._tool == 'seed': + self._tool = tool + if self._tool.name == 'seed': self._set_cursor( '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': + elif self._tool.name == 'light': self._unset_cursor() - self._draw_light_toolbar('lamp', 150) + 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): self._set_cursor( - self._tool, + self._tool.light_config["type"], transform=Multiply( colour=COLOURS[light_tool.name] + (172,))) self._light_color = light_tool.name return - if self._tool == "seed": + if self._tool.name == "seed": self._place_seed(gamestate, 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) + elif self._tool.name == "light" and self._light_color: + self._place_light( + gamestate, self._tool.light_config, + [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: light = self._lights.nearest(ev.pos, surfpos=True, max_distance=20.0)