from .base import BaseScene
from ..lights import BaseLight
from ..obstacles import BaseObstacle
from .base import BaseScene
from ..lights import BaseLight
from ..obstacles import BaseObstacle
- surface.fill((0, 0, 255))
+ surface.fill((0, 0, 155))
+ for light in self._lights:
+ light.render_light(surface)
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()
+
+ @debug_timer("night.tick")
+ def tick(self, gamestate):
+ self._mould.tick(gamestate, self._space)