from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager
-from ..infobar import InfoBar
+from ..infobar import InfoBar, CountDownBar
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
-from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE, FPS
+from ..constants import (
+ NIGHT_LENGTH, NIGHT_HOURS_PER_TICK, DEBUG, FONTS,
+ SCREEN_SIZE, FPS)
class NightScene(BaseScene):
self._battery = BatteryManager(gamestate)
self.check_battery()
self._infobar = InfoBar("day", battery=self._battery, scene=self)
+ self._countdownbar = CountDownBar("h")
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
self._paused = False
self._eaten_tonight = 0
self._night_over_text = []
+ self._ending = False
def create_tools(self, gamestate):
tools = []
@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))
+
+ def remaining_hours(self):
+ return int(round(
+ (NIGHT_LENGTH - self._total_ticks) * NIGHT_HOURS_PER_TICK))
@debug_timer("night.render")
def render(self, surface, gamestate):
self._obstacles.render(surface)
self._lights.render_fittings(surface)
self._infobar.render(surface, gamestate)
+ self._countdownbar.render(surface, self.remaining_hours())
for tool in self._tools:
tool.render(surface)
surface.blit(text, text_pos, None)
def event(self, ev, gamestate):
+ if self._ending:
+ return
if ev.type == pgl.KEYDOWN:
if not self._do_ticks:
# Any keypress exits
- self._to_day()
+ self._to_day(gamestate)
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif ev.key == pgl.K_e and DEBUG:
elif ev.type == pgl.MOUSEBUTTONDOWN:
if not self._do_ticks:
# Any mouse press exits
- self._to_day()
+ self._to_day(gamestate)
if ev.button == 1:
self._lights.toggle_nearest(ev.pos, surfpos=True)
if tool.name == 'pause play':
self.toggle_pause()
elif tool.name == 'exit':
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif tool.name == 'day':
- self._to_day()
+ self._to_day(gamestate)
def toggle_pause(self):
self._paused = not self._paused
if tool.name == 'pause play':
tool.update_image("32", pause_img)
- def _to_day(self):
+ def _to_day(self, gamestate):
# End the night
+ if self._ending:
+ return
+ gamestate.update_lights(self._lights)
+ self._ending = True
from .day import DayScene
SceneChangeEvent.post(scene=DayScene())
self._end_night()
if not self.turnip_count:
self.add_day_button()
-
+ if not self.turnip_count and not self._battery.current:
+ self._end_night()
def exit(self, gamestate):
turnip_data = [turnip.serialize() for turnip in self._turnips]