class DayScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
class DayScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
- self._obstacles = [
- BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
- self._lights = [
- BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
- for obs in self._obstacles:
- obs.add(self._space)
- for light in self._lights:
- light.add(self._space)
+ self._obstacles = ObstacleManager(self._space, gamestate)
+ self._lights = LightManager(self._space, gamestate)
- for light in self._lights:
- light.render_light(surface)
- for obs in self._obstacles:
- obs.render(surface)
- for light in self._lights:
- light.render_fittings(surface)
+ self._lights.render_light(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 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())
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()
+ elif ev.type == pgl.MOUSEBUTTONDOWN:
+ if ev.button == 1:
+ self.left_click(ev.pos)
+ elif ev.button == 3:
+ self.right_click(ev.pos)