from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..utils import debug_timer
+from ..loader import loader
+from ..transforms import Overlay
from ..turnip import Turnip
+from ..constants import NIGHT_LENGTH
class NightScene(BaseScene):
+
+ DARKNESS = Overlay(colour=(0, 0, 0, 150))
+
def enter(self, gamestate):
self._space = pymunk.Space()
self._obstacles = ObstacleManager(self._space, gamestate)
for turnip_data in gamestate.turnips:
turnip = Turnip(space=self._space, **turnip_data)
self._turnips.append(turnip)
-
+ self._soil = loader.load_image(
+ "textures", "soil.png", transform=self.DARKNESS)
+ self._total_ticks = 0
@debug_timer("night.render")
def render(self, surface, gamestate):
- surface.fill((0, 0, 155))
+ surface.blit(self._soil, (0, 0))
+
self._mould.render(surface)
- for turnip in self._turnips:
- turnip.render(surface)
+
+ for turnip in self._turnips[:]:
+ if turnip.eaten:
+ self._turnips.remove(turnip)
+ turnip.remove()
+ gamestate.eaten += 1
+ else:
+ turnip.render(surface)
+
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
if ev.key == pgl.K_e:
- from .day import DayScene
- SceneChangeEvent.post(scene=DayScene())
+ self._to_day()
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
self._lights.toggle_nearest(ev.pos, surfpos=True)
print self._lights.lit_by(ev.pos, surfpos=True)
+ def _to_day(self):
+ # End the night
+ from .day import DayScene
+ SceneChangeEvent.post(scene=DayScene())
+
@debug_timer("night.tick")
def tick(self, gamestate):
- self._mould.tick(gamestate, self._space, self._lights)
- self._lights.tick()
+ if self._total_ticks < NIGHT_LENGTH:
+ self._mould.tick(gamestate, self._space, self._lights)
+ self._lights.tick()
+ print "Power usage: ", self._lights.total_power_usage()
+ else:
+ self._to_day()
+ if not self._mould.alive():
+ self._to_day()
def exit(self, gamestate):
turnip_data = [turnip.serialize() for turnip in self._turnips]