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Add temporary light removing cursors.
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
night.py
diff --git
a/tabakrolletjie/scenes/night.py
b/tabakrolletjie/scenes/night.py
index 674d0742c4d1b5826b4e94232057ee3f2a224139..7813e32baab0ce118682dd04133a2d977d879adf 100644
(file)
--- a/
tabakrolletjie/scenes/night.py
+++ b/
tabakrolletjie/scenes/night.py
@@
-8,7
+8,7
@@
import pymunk
from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager
from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager
-from ..infobar import InfoBar
+from ..infobar import InfoBar
, CountDownBar
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
@@
-17,7
+17,9
@@
from ..loader import loader
from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
-from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE, FPS
+from ..constants import (
+ NIGHT_LENGTH, NIGHT_HOURS_PER_TICK, DEBUG, FONTS,
+ SCREEN_SIZE, FPS)
class NightScene(BaseScene):
class NightScene(BaseScene):
@@
-31,6
+33,7
@@
class NightScene(BaseScene):
self._battery = BatteryManager(gamestate)
self.check_battery()
self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._battery = BatteryManager(gamestate)
self.check_battery()
self._infobar = InfoBar("day", battery=self._battery, scene=self)
+ self._countdownbar = CountDownBar("h")
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
@@
-44,6
+47,7
@@
class NightScene(BaseScene):
self._paused = False
self._eaten_tonight = 0
self._night_over_text = []
self._paused = False
self._eaten_tonight = 0
self._night_over_text = []
+ self._ending = False
def create_tools(self, gamestate):
tools = []
def create_tools(self, gamestate):
tools = []
@@
-66,7
+70,13
@@
class NightScene(BaseScene):
@property
def power_usage(self):
@property
def power_usage(self):
- return int(self._lights.total_power_usage())
+ power = self._lights.total_power_usage()
+ power = power / (FPS * NIGHT_HOURS_PER_TICK)
+ return int(round(power))
+
+ def remaining_hours(self):
+ return int(round(
+ (NIGHT_LENGTH - self._total_ticks) * NIGHT_HOURS_PER_TICK))
@debug_timer("night.render")
def render(self, surface, gamestate):
@debug_timer("night.render")
def render(self, surface, gamestate):
@@
-87,6
+97,7
@@
class NightScene(BaseScene):
self._obstacles.render(surface)
self._lights.render_fittings(surface)
self._infobar.render(surface, gamestate)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
self._infobar.render(surface, gamestate)
+ self._countdownbar.render(surface, self.remaining_hours())
for tool in self._tools:
tool.render(surface)
for tool in self._tools:
tool.render(surface)
@@
-95,11
+106,14
@@
class NightScene(BaseScene):
surface.blit(text, text_pos, None)
def event(self, ev, gamestate):
surface.blit(text, text_pos, None)
def event(self, ev, gamestate):
+ if self._ending:
+ return
if ev.type == pgl.KEYDOWN:
if not self._do_ticks:
# Any keypress exits
if ev.type == pgl.KEYDOWN:
if not self._do_ticks:
# Any keypress exits
- self._to_day()
+ self._to_day(
gamestate
)
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif ev.key == pgl.K_e and DEBUG:
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif ev.key == pgl.K_e and DEBUG:
@@
-109,7
+123,7
@@
class NightScene(BaseScene):
elif ev.type == pgl.MOUSEBUTTONDOWN:
if not self._do_ticks:
# Any mouse press exits
elif ev.type == pgl.MOUSEBUTTONDOWN:
if not self._do_ticks:
# Any mouse press exits
- self._to_day()
+ self._to_day(
gamestate
)
if ev.button == 1:
self._lights.toggle_nearest(ev.pos, surfpos=True)
if ev.button == 1:
self._lights.toggle_nearest(ev.pos, surfpos=True)
@@
-119,10
+133,11
@@
class NightScene(BaseScene):
if tool.name == 'pause play':
self.toggle_pause()
elif tool.name == 'exit':
if tool.name == 'pause play':
self.toggle_pause()
elif tool.name == 'exit':
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif tool.name == 'day':
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif tool.name == 'day':
- self._to_day()
+ self._to_day(
gamestate
)
def toggle_pause(self):
self._paused = not self._paused
def toggle_pause(self):
self._paused = not self._paused
@@
-131,8
+146,12
@@
class NightScene(BaseScene):
if tool.name == 'pause play':
tool.update_image("32", pause_img)
if tool.name == 'pause play':
tool.update_image("32", pause_img)
- def _to_day(self):
+ def _to_day(self
, gamestate
):
# End the night
# End the night
+ if self._ending:
+ return
+ gamestate.update_lights(self._lights)
+ self._ending = True
from .day import DayScene
SceneChangeEvent.post(scene=DayScene())
from .day import DayScene
SceneChangeEvent.post(scene=DayScene())