+ gamestate.days += 1
+ self._mould.update_resistances(gamestate)
+ self._ending = True
+ from .day import DayScene
+ SceneChangeEvent.post(scene=DayScene())
+
+ def _end_night(self):
+ self._do_ticks = False
+ self._night_over_text = []
+ overlay = pygame.surface.Surface(
+ (SCREEN_SIZE[0], 240), pgl.SWSURFACE).convert_alpha()
+ overlay.fill((0, 0, 0, 172))
+ self._night_over_text.append((overlay, (0, 40)))
+ self._night_over_text.append(
+ (shadowed_text("The Night is Over", FONTS["bold"], 48), (300, 50)))
+ self._night_over_text.append(
+ (shadowed_text("Turnips eaten tonight: %d" % self._eaten_tonight,
+ FONTS["sans"], 32), (300, 130)))
+ self._night_over_text.append(
+ (shadowed_text("Surviving turnips: %d" % len(self._turnips),
+ FONTS["sans"], 32), (300, 170)))
+ self._night_over_text.append(
+ (shadowed_text("Press any key to continue", FONTS["sans"], 24),
+ (350, 240)))
+
+ def check_battery(self):
+ if self._battery.current == 0 and not self._battery_dead:
+ self._battery_dead = True
+ sound.play_sound("battery_dying.ogg")
+ self._lights.battery_dead()
+
+ @debug_timer("night.tick")
+ def tick(self, gamestate):
+ if self._do_ticks and not self._paused:
+ if self._total_ticks < NIGHT_LENGTH:
+ self._mould.tick(gamestate, self._space, self._lights)
+ self._lights.tick()
+ if self._total_ticks % FPS == 0:
+ self._battery.current -= int(
+ self._lights.total_power_usage())
+ self.check_battery()
+ self._total_ticks += 1
+ else:
+ self._end_night()
+ if not self._mould.alive():
+ self._end_night()
+ if not self.turnip_count:
+ self.add_day_button()
+ if not self.turnip_count and not self._battery.current:
+ self._end_night()
+
+ def grow_turnips(self, gamestate):
+ """ Turnips grow at the end of the night """
+ for turnip in self._turnips[:]:
+ # Turnips grow at dawn
+ seeds = turnip.grow()
+ if seeds:
+ gamestate.seeds += seeds
+ gamestate.harvested += 1
+ self._turnips.remove(turnip)
+ # We ignore the body cleanup, since the space is going away