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Separate rendering of lights and light fixtures.
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
night.py
diff --git
a/tabakrolletjie/scenes/night.py
b/tabakrolletjie/scenes/night.py
index 630dab3ef7fa46d7ace48ce3b6ea74efd25b3cc5..16d8cf692a6aa9336cf2e008c30a07e019afd4a4 100644
(file)
--- a/
tabakrolletjie/scenes/night.py
+++ b/
tabakrolletjie/scenes/night.py
@@
-2,17
+2,34
@@
import pygame.locals as pgl
import pygame.locals as pgl
+import pymunk
+
from .base import BaseScene
from .base import BaseScene
+from ..lights import BaseLight
+from ..obstacles import BaseObstacle
from ..events import SceneChangeEvent
class NightScene(BaseScene):
def enter(self, gamestate):
from ..events import SceneChangeEvent
class NightScene(BaseScene):
def enter(self, gamestate):
- import pprint
- pprint.pprint(gamestate.station)
+ 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)
def render(self, surface, gamestate):
def render(self, surface, gamestate):
- surface.fill((0, 0, 255))
+ surface.fill((0, 0, 155))
+ for light in self._lights:
+ light.render_light(surface)
+ for obs in self._obstacles:
+ obs.render(surface)
+ for light in self._lights:
+ light.render(surface)
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN: