Mercurial > boomslang
view gamelib/scenes/machine.py @ 450:ece69836f00a
Image buttons for game over screen
author | Neil Muller <neil@dip.sun.ac.za> |
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date | Sun, 29 Aug 2010 00:50:25 +0200 |
parents | cfcab3796410 |
children | 786773393e6f |
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"""Machine room where tools and machines are found.""" from gamelib.state import Scene, Item, Thing, Result from gamelib.cursor import CursorSprite from gamelib.scenes.scene_widgets import (Door, InteractText, InteractNoImage, InteractRectUnion, InteractImage, InteractAnimated, GenericDescThing) class Machine(Scene): FOLDER = "machine" BACKGROUND = "machine_room.png" INITIAL_DATA = { 'accessible': True, } def __init__(self, state): super(Machine, self).__init__(state) self.add_thing(ToMap()) self.add_thing(LaserWelderSlot()) self.add_thing(LaserWelderButton()) self.add_thing(LaserWelderPowerLights()) self.add_thing(Grinder()) self.add_thing(ManualThing()) self.add_item(TitaniumMachete('machete')) self.add_item(CryoPipesOne('cryo_pipes_one')) self.add_item(CryoPipesTwo('cryo_pipes_two')) self.add_item(CryoPipesThree('cryo_pipes_three')) self.add_item(Manual('manual')) self.add_thing(GenericDescThing('machine.wires', 2, "Wires run to all the machines in the room", ( (250, 172, 252, 12), (388, 183, 114, 13), (496, 112, 36, 64), (533, 85, 19, 45), (647, 114, 10, 308), (111, 96, 13, 285), (152, 106, 34, 30), (189, 136, 27, 28), (222, 157, 24, 25), (120, 86, 34, 29), (110, 80, 21, 15), (383, 196, 12, 56), (553, 61, 26, 50), (574, 39, 16, 48), (648, 85, 22, 26), (674, 54, 23, 36), ))) self.add_thing(GenericDescThing('machine.diagram', 3, "A wiring diagram of some sort", ((694, 140, 94, 185),))) self.add_thing(GenericDescThing('machine.powerpoint', 4, "The cables to this power point have been cut", ((155, 22, 92, 74),))) self.add_thing(GenericDescThing("machine.powerpoint", 5, "All the machines run off this powerpoint", ((593, 19, 74, 57),))) self.add_thing(GenericDescThing("machine.drill_press", 6, "An impressive looking laser drill press", ( (519, 338, 36, 63), (545, 348, 93, 46), (599, 309, 41, 150), (588, 445, 66, 42), (616, 479, 41, 14), (527, 393, 15, 17), (510, 360, 13, 11), (532, 331, 14, 11), (605, 304, 26, 8), ))) self.add_thing(GenericDescThing("machine.drill_press_block", 7, "The block for the laser drill press", # TODO: fix description ((461, 446, 38, 27),))) class ToMap(Door): SCENE = "machine" INTERACTS = { "door": InteractNoImage(695, 350, 97, 212), } INITIAL = "door" class LaserWelderSlot(Thing): NAME = "machine.welder.slot" INTERACTS = { "empty": InteractImage(241, 310, "welder_empty.png"), "can": InteractImage(241, 310, "welder_can.png"), "tube": InteractImage(241, 310, "welder_pipe.png"), "can_and_tube": InteractImage(241, 310, "welder_can_pipe.png"), } INITIAL = "empty" INITIAL_DATA = { 'contents': set(), } def update_contents(self): """Update the interact after a contents change.""" contents = self.get_data('contents') if not contents: self.set_interact("empty") elif len(contents) == 1: if "can" in contents: self.set_interact("can") elif "tube" in contents: self.set_interact("tube") else: self.set_interact("can_and_tube") def interact_without(self): return Result("You really don't want to put your hand in there.") def interact_with_empty_can(self, item): contents = self.get_data('contents') if "can" in contents: return Result("There is already a can in the welder.") self.state.remove_inventory_item(item.name) contents.add("can") self.update_contents() return Result("You carefully place the can in the laser welder.") def interact_with_tube_fragment(self, item): contents = self.get_data('contents') if "tube" in contents: return Result("There is already a tube fragment in the welder.") self.state.remove_inventory_item(item.name) contents.add("tube") self.update_contents() return Result("You carefully place the tube fragments in the laser welder.") def get_description(self): contents = self.get_data('contents') if not contents: return "This is a Smith and Wesson 'zOMG' class high-precision laser welder." if len(contents) == 1: msg = "The laser welder looks hungry, somehow." if "can" in contents: msg += " It currently contains an empty can." elif "tube" in contents: msg += " It currently contains a tube fragment." elif len(contents) == 2: msg = "The laser welder looks expectant. " if "can" in contents and "tube" in contents: msg += " It currently contains an empty can and a tube fragment." return msg class LaserWelderButton(Thing): NAME = "machine.welder.button" INTERACTS = { "button": InteractNoImage(406, 389, 28, 31), } INITIAL = "button" def interact_without(self): contents = self.scene.things["machine.welder.slot"].get_data("contents") if not contents: return Result("The laser welder doesn't currently contain anything weldable.") elif len(contents) == 1: if "can" in contents: return Result("The laser welder needs something to weld the can to.") elif "tube" in contents: return Result("The laser welder needs something to weld the tube fragments to.") else: self.scene.things["machine.welder.slot"].set_data("contents", set()) self.scene.things["machine.welder.slot"].update_contents() if self.state.items["cryo_pipes_one"] in self.state.inventory: self.state.replace_inventory_item("cryo_pipes_one", "cryo_pipes_two") elif self.state.items["cryo_pipes_two"] in self.state.inventory: self.state.replace_inventory_item("cryo_pipes_two", "cryo_pipes_three") elif self.state.items["cryo_pipes_three"] in self.state.inventory: # just for safety pass else: self.state.add_inventory_item("cryo_pipes_one") return Result("With high-precision spitzensparken, the can and tube are welded" " into a whole greater than the sum of the parts.", soundfile='laser.ogg') class LaserWelderPowerLights(Thing): NAME = "machine.welder.lights" INTERACTS = { "lights": InteractAnimated(199, 273, ["power_lights_%d.png" % i for i in range(8) + range(6,0,-1)], 10) } INITIAL = 'lights' def get_description(self): return "The power lights pulse expectantly." class CryoPipesOne(Item): "A single cryo pipe (made from a tube fragment and can)." INVENTORY_IMAGE = "cryo_pipes_one.png" CURSOR = CursorSprite('cryo_pipes_one_cursor.png') TOOL_NAME = "cryo_pipes_one" class CryoPipesTwo(Item): "Two cryo pipes (each made from a tube fragment and can)." INVENTORY_IMAGE = "cryo_pipes_two.png" CURSOR = CursorSprite('cryo_pipes_two_cursor.png') TOOL_NAME = "cryo_pipes_two" class CryoPipesThree(Item): "Three cryo pipes (each made from a tube fragment and can)." INVENTORY_IMAGE = "cryo_pipes_three.png" CURSOR = CursorSprite('cryo_pipes_three_cursor.png') TOOL_NAME = "cryo_pipes_three" class Grinder(Thing): NAME = "machine.grinder" INTERACTS = { "grind": InteractNoImage(86, 402, 94, 63), } INITIAL = "grind" def interact_without(self): return Result("It looks like it eats fingers. Perhaps a different approach is in order?") def interact_with_titanium_leg(self, item): self.state.replace_inventory_item(item.name, 'machete') return Result("After much delicate grinding and a few close calls with" " various body parts, the titanium femur now resembles" " a machete more than a bone. Nice and sharp, too.", soundfile="grinder.ogg") def get_description(self): return "A pretty ordinary, albeit rather industrial, grinding machine." class TitaniumMachete(Item): "Titanium machete, formerly a leg." INVENTORY_IMAGE = "machete.png" CURSOR = CursorSprite('machete_cursor.png', 23, 1) class ManualThing(Thing): NAME = "machine.manual" INTERACTS = { "manual": InteractImage(432, 493, "manual_on_floor.png"), } INITIAL = "manual" def interact_without(self): self.scene.remove_thing(self) self.state.add_inventory_item("manual") return Result("Ah! The ship's instruction manual. You'd feel better" " if the previous owner wasn't lying next to it with a" " gaping hole in his rib cage.") class Manual(Item): "A ship instruction manual." INVENTORY_IMAGE = "manual.png" CURSOR = None def interact_without(self, state): return Result(detail_view='manual_detail') SCENES = [Machine]