from .base import BaseScene
from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..loader import loader
from ..transforms import Overlay, Alpha, ColourWedges
-from ..constants import SCREEN_SIZE, FONTS, DEBUG
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
from ..widgets import ImageButton
-from ..turnip import Turnip, TurnipInvalidPosition, check_turnips
+from ..turnip import Turnip, TurnipInvalidPosition
class DayScene(BaseScene):
def end_day(self, gamestate):
self._battery.apply_recharge()
+ gamestate.update_lights(self._lights)
from .night import NightScene
SceneChangeEvent.post(scene=NightScene())
@property
def power_usage(self):
- return int(self._lights.total_power_usage())
+ power = self._lights.total_power_usage()
+ power = power / (FPS * NIGHT_HOURS_PER_TICK)
+ return int(round(power))
@debug_timer("day.render")
def render(self, surface, gamestate):
if gamestate.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
- # Also check turnips
- if check_turnips(self._space, pos, max_distance=25):
+ # Bail if we're too close to an existing light, obstacle or turnip
+ if check_space_for_light(self._space, pos, max_distance=25):
return
gamestate.seeds -= cost
cfg["position"] = pos