class NightScene(BaseScene):
def enter(self, gamestate):
class NightScene(BaseScene):
def enter(self, gamestate):
- self._obstacles = []
- self._lights = []
- for obs in gamestate.station['obstacles']:
- wall = Wall(obs['vertices'], self._space)
- self._obstacles.append(wall)
+ self._mould = Boyd(gamestate, self._space)
- surface.fill((0, 0, 255))
+ start_time = time.time()
+ 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())
+
+ def tick(self, gamestate):
+ start_time = time.time()
+ self._mould.tick(gamestate, self._space)
+ end_time = time.time()
+ if DEBUG:
+ print "Night Tick", end_time - start_time