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path: root/Saludame.activity/status_bars.py
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# -*- coding: utf-8 -*-

import pygame
from gettext import gettext as _

import status_bars_creator
import utilities
from window import *
import game_manager

DEFAULT_BARS_VALUES = 50.0
MAX_BARS_VALUE = 100

SECTION_OFFSET_X = 0
SECTION_WIDTH = 220
SECTION_MIN_HEIGHT = 50
SECTION_TOP_PADDING = 18

BAR_OFFSET_X = 30
BAR_WIDTH = 182
BAR_HEIGHT = 26

SCORE_BAR_HEIGHT = 36
SCORE_BAR_WIDTH = 118
SCORE_BAR_X_OFFSET = 82

BAR_BACK_COLOR = pygame.Color("#106168")
#ROOT_BAR_COLOR = pygame.Color("#7ee113")
#SUB_BAR_COLOR = pygame.Color("#a742bd")
#SCORE_BAR_COLOR = pygame.Color("#51b8ed")
ROOT_BAR_PARTITIONS = {33: pygame.Color("#cb0e12"), 100: pygame.Color("#7ee113")}       # Red until 33, Green until hundred
SUB_BAR_PARTITIONS = {100: pygame.Color("#a742bd")}                                     # Violet until hundred
SCORE_BAR_PARTITIONS = {100: pygame.Color("#51b8ed")}                                   # Skyblue until hundred

TEXT_COLOR_TUPLE = (255, 255, 255)
TEXT_COLOR = "#0f5e65"
SUB_BAR_TEXT_COLOR = "#ffffff"

# ****************** VISUALES ******************

class BarsWindow(Window):
    """
    Clase que representa la ventana de las barras de estado del juego.
    """
    def __init__(self, container, rect, frame_rate, windows_controller, bars_loader):
        Window.__init__(self, container, rect, frame_rate, windows_controller, "bars_window")
        
        # rect and surface:
        self.rect.size = (227, 590)
        
        # game bars
        self.bars = bars_loader.get_second_level_bars()
        
        # sections
        score_section_width = SECTION_WIDTH - 20
        self.score_section = ScoreSection(bars_loader.get_score_bar(), self.rect, (score_section_width, 40), (SECTION_OFFSET_X + 25, 4), 1)
        
        y = 50
        self.overall_section = BarSection(windows_controller, self.rect, _(u"TOTAL"), bars_loader.get_overall_bar(), [] , (SECTION_WIDTH, SECTION_MIN_HEIGHT), (SECTION_OFFSET_X, y), "assets/layout/icon_total.png")
        
        y = 110
        self.physica_section = BarSection(windows_controller, self.rect, _(u"ESTADO FÍSICO"), self.bars[0], self.bars[0].children_list, (SECTION_WIDTH, SECTION_MIN_HEIGHT), (SECTION_OFFSET_X, y), "assets/layout/icon_physica.png")
        
        y += SECTION_MIN_HEIGHT
        self.hygiene_section = BarSection(windows_controller, self.rect, _(u"HIGIENE"), self.bars[1], self.bars[1].children_list, (SECTION_WIDTH, SECTION_MIN_HEIGHT), (SECTION_OFFSET_X, y), "assets/layout/icon_hygiene.png")
        
        y += SECTION_MIN_HEIGHT
        self.nutrition_section = BarSection(windows_controller, self.rect, _(u"ALIMENTACIÓN"), self.bars[2], self.bars[2].children_list, (SECTION_WIDTH, SECTION_MIN_HEIGHT), (SECTION_OFFSET_X, y), "assets/layout/icon_nutrition.png")
        
        y += SECTION_MIN_HEIGHT
        self.spare_time_section = BarSection(windows_controller, self.rect, _(u"TIEMPO LIBRE"), self.bars[3], self.bars[3].children_list, (SECTION_WIDTH, SECTION_MIN_HEIGHT), (SECTION_OFFSET_X, y), "assets/layout/icon_spare_time.png")
        
        self.sections_list = [self.score_section, self.overall_section, self.physica_section, self.hygiene_section, self.nutrition_section, self.spare_time_section]
        self.accordeon = Accordeon([self.physica_section, self.hygiene_section, self.nutrition_section, self.spare_time_section])
        
        self.set_bg_image("assets/layout/status.png")
        
        self.windows += [section for section in self.sections_list if section != self.score_section]    # Score section no va porque no está convertida a window
        self.add_child(self.score_section)
    
    def on_mouse_over(self):
        return
    
    def on_mouse_out(self):
        return
    
    def handle_mouse_down(self, (x, y)):
        for section in self.accordeon.sections_list:
            if section.rect.collidepoint((x, y)):
                if section.expanded:
                    self.accordeon.compress_sections()
                else:
                    self.accordeon.expand_section(section)
                break
        self.repaint = True     # Makes the window repaint its background
    
class Accordeon:
    """
    Clase encargada de realizar los calculos para expandir y 
    contraer las secciones.
    """
    
    def __init__(self, sections_list):
        """
        Las secciones deben estar ordenadas de arriba abajo, según se muestren
        en la pantalla.
        """
        self.sections_list = sections_list # secciones sobre las que se realizarán los cambios
        self.expand_section(None)
    
    def expand_section(self, section):
        """
        Espande la sección 'section' y re calcula la
        posición del resto de las secciones.
        """
        self.compress_sections()
        for i in range(0, len(self.sections_list)):
            
            if(self.sections_list[i] == section):
                
                self.sections_list[i].expand()
                offset = self.sections_list[i].max_expand
                
                # The sections under this one must be moved down according to the expanded offset
                for j in range(i + 1, len(self.sections_list)):
                    self.sections_list[j].move_down(offset)
                break
        
    def compress_sections(self):
        """
        Comprime todas las secciones y las localiza en su posición inicial.
        """
        for section in self.sections_list: # move up the sections
            section.move_up()
            section.compress()

class BarSection(Window):
    """
    Clase que contiene un conjunto de BarDisplay, y las
    muestra por pantalla
    """
    
    def __init__(self, windows_controller, container, name, root_bar, children_bar, size, position, icon_path):
        
        rect = pygame.Rect(position, size)
        Window.__init__(self, container, rect, 1, windows_controller, "bar_section_window")
        
        # section attributes
        self.name = name
        self.root_bar = root_bar
        self.children_bar = children_bar
        
        font = utilities.get_font(16, True, True)
        
        #label_render = font.render(self.name, 1, pygame.Color(TEXT_COLOR))
        #label_rect = pygame.Rect((0,0), label_render.get_size())
        #label_rect.right = self.rect.right - 8
        pos = self.rect.right - 8, 0
        label_widget = utilities.Text(self.rect, pos[0], pos[1], 1, self.name, 16, pygame.Color(TEXT_COLOR), utilities.Text.ALIGN_RIGHT, True, True)
        
        # visuals
        self.root_bar_display = BarDisplay(BAR_HEIGHT, (size[0] - 2), (BAR_OFFSET_X, SECTION_TOP_PADDING), self.root_bar, ROOT_BAR_PARTITIONS)
        self.root_bar_display.show_name = False
        
        self.displays_list = self.__get_displays()      # obtengo los displays para cada barra.
        
        self.fixed_widgets = [label_widget, self.root_bar_display]
        
        if icon_path:
            icon = pygame.image.load(icon_path).convert_alpha()
            self.icon = Widget(self.rect, pygame.Rect((0, 0), icon.get_size()), 1, icon)
            self.fixed_widgets.append(self.icon)
        else:
            self.icon = None
        
        
        # visuals constant
        self.init_top = self.rect[1]
        self.init_height = size[1]
        self.max_expand = len(children_bar) * (BAR_HEIGHT + 1)
        
        self.expanded = False   # Este flag se activa cuando se están mostrando las sub-barras
        self.__calculate()      # calculo la posición de cada barra en la sección
    
    def expand(self):
        """
        Expande la sección, y calcula la posición de las barras
        """
        self.expanded = True
        self.rect.height = self.init_height + self.max_expand
        self.__calculate()
                
    def compress(self):
        """
        Comprime la sección, y re calcula la posición de las barras
        """
        self.expanded = False
        self.rect.height = self.init_height #vuelve al tamaño inicial

        self.__calculate()
    
    def move_up(self):
        """
        Desplaza la sección a su posición original.
        """
        offset = self.init_top - self.rect.top
        if offset <> 0:
            self.move((0, offset))
            self.__calculate()
    
    def move_down(self, offset):
        """
        Desplaza la sección desde su posición original a la posición original
        más el desplazamiento que provocó la sección expandida.
        """
        self.move((0, offset))
        
    def __calculate(self):
        """
        Calcula la posición de cada barra
        dependiendo de si está expandida o no la sección.
        """
        
        # Refresh the absolute position of the root bar
        self.root_bar_display.container = self.rect
        self.root_bar_display.set_rect_in_container(self.root_bar_display.rect_in_container)
        
        self.widgets = []
        self.widgets.extend(self.fixed_widgets)
        
        if self.expanded:
            y = SECTION_TOP_PADDING
            for display in self.displays_list:
                y += (BAR_HEIGHT + 1)
                display.container = self.rect
                
                display.rect_in_container.top = y
                display.set_rect_in_container(display.rect_in_container)
                
                self.widgets.append(display)
        
    def __get_displays(self):
        """
        Crea un BarDisplay para cada barra hija de la sección.
        Y retorna una lista con los mismos.
        """
        display_list = []
        for status_bar in self.children_bar:
            width = self.rect.width
            display = BarDisplay(BAR_HEIGHT, width, (BAR_OFFSET_X, 0), status_bar, SUB_BAR_PARTITIONS)
            display_list.append(display)
        return display_list
        
class BarDisplay(Widget):
    """
    Clase que se encarga de representar visualmente a una barra, manteniéndose
    actualizada según los incrementos o decrementos de la barra representada.
    """
    
    def __init__(self, height, width, position, status_bar, color_partitions):
        
        rect = pygame.Rect(position, (width, height))
        Widget.__init__(self, pygame.Rect(0, 0, width, height), rect, 1)
        
        # attributes
        self.status_bar = status_bar
        self.label = status_bar.label
        self.color_partitions = color_partitions
        self.position = position
        if isinstance(self.status_bar, WeightBar):
            self.background = pygame.image.load("assets/layout/weight_bar_back.png").convert_alpha()
            self.arrow = pygame.image.load("assets/layout/weight_bar_arrow.png").convert_alpha()
        else:
            self.background = pygame.image.load("assets/layout/main_bar_back.png").convert_alpha()
        self.surface = self.background.copy()   # The actual surface to be blitted
        
        # visuals
        self.font = utilities.get_font(13, True, False)
        
        self.last_value = -1    # valor inicial
        
        self.show_name = True
        
    def draw(self, screen):
        
        if self.last_value != self.status_bar.value:
            if isinstance(self.status_bar, WeightBar):
                position = self.status_bar.value * (self.rect_in_container.width) / (BAR_WIDTH)
                arrow_position = min([position, BAR_WIDTH + BAR_OFFSET_X])
                self.surface.blit(self.background, (0, 0))
                self.surface.blit(self.arrow, (arrow_position, 14))
            elif isinstance(self.status_bar, StatusBar):
                rect = pygame.Rect((1, 2), (self.rect_in_container.width - 2, self.rect_in_container.height - 4))
                charged_rect = pygame.Rect(rect)  # create a copy
                charged_rect.width = self.status_bar.value * rect.width / self.status_bar.max
                
                color = self.get_color()
                
                self.surface.fill(BAR_BACK_COLOR, rect)
                self.surface.fill(color, charged_rect)
                self.surface.blit(self.background, (0, 0))   # Background blits over the charge, because it has the propper alpha
            
            if self.show_name:
                self.surface.blit(self.font.render(self.label, 1, pygame.Color(SUB_BAR_TEXT_COLOR)), (8, 4))
        
        screen.blit(self.surface, self.rect_absolute)
        
        return self.rect_absolute

    def get_color(self):
        for value, color in sorted(self.color_partitions.items()):
            if self.status_bar.value <= value:
                return color
        return sorted(self.color_partitions.values())[-1]
        
class ScoreSection(Widget):
    """
    Sección que muestra la barra de puntaje principal.
    """
    def __init__(self, bar, container, size, position, level):
        rect = pygame.Rect(position, size)
        Widget.__init__(self, container, rect, 1)
        
        # attributes
        self.name = "score section"
        self.score_bar = bar
        self.level = level
        
        # visuals
        score_background = pygame.image.load("assets/layout/score_bar_back.png").convert_alpha()
        self.score_bar_display = BarDisplay(score_background.get_height(), score_background.get_width(), (SCORE_BAR_X_OFFSET, 12), self.score_bar, SCORE_BAR_PARTITIONS)
        self.score_bar_display.background = score_background
        
        #self.surface = self.get_background().subsurface(self.rect_in_container)
        self.surface = pygame.Surface(self.rect_in_container.size)
        self.surface.set_alpha(255)
        
        self.font = utilities.get_font(16, True, True)
        
        self.number_font = utilities.get_font(32, True, True)
        
        self.text_color = pygame.Color(TEXT_COLOR)
        
    def draw(self, screen):
        self.surface.blit(self.get_background().subsurface(self.rect_in_container), (0, 0))
        
        # draw bar:
        self.score_bar_display.draw(self.surface)
        
        # write level:
        level_text = _("LEVEL")
        level_text_surface = self.font.render(level_text, 1, self.text_color)
        
        level_number = str(game_manager.instance.get_level())
        level_number_surface = self.number_font.render(level_number, 1, self.text_color)
        
        self.surface.blit(level_text_surface, (0, 34 - level_text_surface.get_height()))
        self.surface.blit(level_number_surface, (level_text_surface.get_width(), 40 - level_number_surface.get_height()))
        
        screen.blit(self.surface, self.rect_absolute)
        return self.rect_absolute

#****************** MODELOS ******************

class BarsController:
    """
    Controlador general de las barras, encargado de enviar la señal de decremento o incremento
    a una barra especifica
    """
    def __init__(self, bars, score_bar, overall_bar):
        # bars
        self.score_bar = score_bar
        self.overall_bar = overall_bar
        
        self.bars = bars
            
    def increase_bar(self, bar_id, increase_rate):
        for bar in self.bars:
            if(bar.id == bar_id):
                bar.increase(increase_rate)
                break
    
    def calculate_score(self):
        if self.overall_bar.value > self.overall_bar.max / 2:
            if self.overall_bar.value > (self.overall_bar.max / 2) + (self.overall_bar.max / 4): #more than 3/4
                self.score_bar.increase(3)
            else: #more than a half.
                self.score_bar.increase(1)
        else: 
            if self.overall_bar.value < (self.overall_bar.max / 2) - (self.overall_bar.max / 4): #less than 1/4
                self.score_bar.increase(-3)
            else: # less than 1/2
                self.score_bar.increase(-1)
    
    def get_overall_percent(self):
        percent = self.overall_bar.value / self.overall_bar.max
        
        return percent
    
    def get_bar_label (self, bar_id):
        for bar in self.bars:
            if bar.id == bar_id:
                return bar.label
    
    def get_bars_status(self):
        """
        Generates a dictionary {bar_id : actual_bar_value} and
        returns it.
        """
        bars_state = {}
        
        for bar in self.bars:
            bars_state.update({ bar.id : bar.value })
        
        return bars_state
    
    def load_bars_status(self, bars_values):
        """
        Load a previous status for each bar
        """
        for bar in self.bars:
            bar.value = bars_values[bar.id]
            
    def get_lowest_bar(self):
        value = self.bars[0].value
        lowest_bar = None
        for bar in self.bars[0:4]: # bars in second_level (section bars) are self.bars[0:4] 
            if bar.value <= value:
                value = bar.value
                lowest_bar = bar
        return lowest_bar            
    
    def reset(self):
        """
        Restore the bars value to the default value.
        """
        for bar in self.bars:
            bar.value = DEFAULT_BARS_VALUES
        self.score_bar.value = 0.0
        
class StatusBar:
    """
    Entity that represents the bar
    """
    
    def __init__(self, id, label, parent_bar, children_list, max_value, init_value):
        # attributes
        self.id = id
        self.label = label
        self.max = max_value
        self.value = init_value
        self.parent = parent_bar # Barra padre
        self.children_list = children_list # conjunto de barras hijas
        
    def get_score(self):
        return self.value
        
    def increase(self, increase_rate):
        """
        Incrementa el valor de la barra y repercute en los hijos y la barra padre
        """
        
        if self.children_list:
            # Increments childrens
            for child in self.children_list:
                child.increase_from_parent(increase_rate)
            self.recalculate()
        else:
            # Increments/decrements this bar
            self.value += increase_rate
            
            # Keep the value between self.max and 0
            self.value = min([self.value, self.max])
            self.value = max([self.value, 0])
            
            if self.parent:
                self.parent.recalculate()
    
    def recalculate(self):
        children = len(self.children_list)
        if children > 0:
            values = sum([child.get_score() for child in self.children_list])
            value = float(values) / children
            if self.value <> value:
                self.value = value
                if self.parent:
                    self.parent.recalculate()
        
    def increase_from_parent(self, increase_rate):
        """
        Incrementa el valor de la barra y repercute en los hijos.
        """
        if len(self.children_list) > 0:
            for child in self.children_list:
                child.increase_from_parent(increase_rate)
            self.recalculate()
        else:
            self.value += increase_rate
            
            if self.value > self.max:
                self.value = self.max
            elif self.value < 0:
                self.value = 0

class WeightBar(StatusBar):
    
    def __init__(self, id, label, parent_bar, children_list, max_value, init_value):
        StatusBar.__init__(self, id, label, parent_bar, children_list, max_value, init_value)
    
    def get_score(self):
        if self.value < 50:
            return self.value * 2.0
        else:
            return self.max - 2.0 * self.value