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Refactor mould drawing code. Use shape_query for lighting information
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
day.py
diff --git
a/tabakrolletjie/scenes/day.py
b/tabakrolletjie/scenes/day.py
index 26440efbc142269d7f91561d2da051772f727327..20b297e1ae7b070a1c99981f01f813fdb2480a69 100644
(file)
--- a/
tabakrolletjie/scenes/day.py
+++ b/
tabakrolletjie/scenes/day.py
@@
-25,14
+25,6
@@
class DayScene(BaseScene):
self._obstacles.render(surface)
self._lights.render_fittings(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
- def left_click(self, pos):
- light = self._lights.nearest(pos, surfpos=True)
- if light:
- light.toggle()
-
- def right_click(self, pos):
- pass
-
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
@@
-40,9
+32,8
@@
class DayScene(BaseScene):
SceneChangeEvent.post(scene=MenuScene())
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
SceneChangeEvent.post(scene=MenuScene())
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
- self.left_click(ev.pos)
- elif ev.button == 3:
- self.right_click(ev.pos)
+ self._lights.toggle_nearest(ev.pos, surfpos=True)
+ print self._lights.lit_by(ev.pos, surfpos=True)
@debug_timer("day.tick")
def tick(self, gamestate):
@debug_timer("day.tick")
def tick(self, gamestate):