from .base import BaseScene
from ..lights import BaseLight
from ..obstacles import BaseObstacle
+from ..enemies import Boyd
from ..events import SceneChangeEvent
+from ..utils import debug_timer
class NightScene(BaseScene):
for light in self._lights:
light.add(self._space)
+ self._mould = Boyd(gamestate, self._space)
+
+ @debug_timer("night.render")
def render(self, surface, gamestate):
surface.fill((0, 0, 155))
+ for light in self._lights:
+ light.render_light(surface)
for obs in self._obstacles:
obs.render(surface)
for light in self._lights:
- light.render(surface)
+ light.render_fittings(surface)
+ self._mould.render(surface)
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
+ elif ev.key == pgl.K_t:
+ for light in self._lights:
+ light.toggle()
+
+ @debug_timer("night.tick")
+ def tick(self, gamestate):
+ self._mould.tick(gamestate, self._space)