""" In the night, the mould attacks. """
+import pygame.surface
import pygame.locals as pgl
import pymunk
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
-from ..utils import debug_timer
+from ..utils import debug_timer, shadowed_text
+from ..loader import loader
+from ..transforms import Overlay
+from ..turnip import Turnip
+from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE
class NightScene(BaseScene):
+
+ DARKNESS = Overlay(colour=(0, 0, 0, 150))
+
def enter(self, gamestate):
self._space = pymunk.Space()
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
self._mould = Boyd(gamestate, self._space)
+ self._turnips = []
+ 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
+ self._do_ticks = True
+ self._eaten_tonight = 0
+ self._night_over_text = []
@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[:]:
+ if turnip.eaten:
+ self._turnips.remove(turnip)
+ turnip.remove()
+ gamestate.eaten += 1
+ self._eaten_tonight += 1
+ else:
+ turnip.render(surface)
+
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
+ for text, text_pos in self._night_over_text:
+ surface.blit(text, text_pos, None)
+
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
+ if not self._do_ticks:
+ # Any keypress exits
+ self._to_day()
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
+ if ev.key == pgl.K_e and DEBUG:
+ self._end_night()
elif ev.type == pgl.MOUSEBUTTONDOWN:
+ if not self._do_ticks:
+ # Any mouse press exits
+ self._to_day()
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())
+
+ def _end_night(self):
+ self._do_ticks = False
+ self._night_over_text = []
+ overlay = pygame.surface.Surface(
+ (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
+ overlay.fill((0, 0, 0, 172))
+ self._night_over_text.append((overlay, (0, 40)))
+ self._night_over_text.append(
+ (shadowed_text("The Night is Over", FONTS["bold"], 48), (300, 50)))
+ self._night_over_text.append(
+ (shadowed_text("Turnips eaten tonight: %d" % self._eaten_tonight,
+ FONTS["sans"], 32), (300, 130)))
+ self._night_over_text.append(
+ (shadowed_text("Surviving turnips: %d" % len(self._turnips),
+ FONTS["sans"], 32), (300, 170)))
+ self._night_over_text.append(
+ (shadowed_text("Press any key to continue", FONTS["sans"], 24),
+ (350, 240)))
+
@debug_timer("night.tick")
def tick(self, gamestate):
- self._mould.tick(gamestate, self._space, self._lights)
+ if self._do_ticks:
+ 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._end_night()
+ if not self._mould.alive():
+ self._end_night()
+
+ def exit(self, gamestate):
+ turnip_data = [turnip.serialize() for turnip in self._turnips]
+ gamestate.turnips = turnip_data
+ gamestate.days += 1