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Refactor mould drawing code. Use shape_query for lighting information
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
night.py
diff --git
a/tabakrolletjie/scenes/night.py
b/tabakrolletjie/scenes/night.py
index c558fc0fcb429091cf2e3d7c11004230905cad56..b4e19e8379704b46655a9338452cbd6f498115df 100644
(file)
--- a/
tabakrolletjie/scenes/night.py
+++ b/
tabakrolletjie/scenes/night.py
@@
-32,10
+32,11
@@
class NightScene(BaseScene):
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
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()
+ elif ev.type == pgl.MOUSEBUTTONDOWN:
+ if ev.button == 1:
+ self._lights.toggle_nearest(ev.pos, surfpos=True)
+ print self._lights.lit_by(ev.pos, surfpos=True)
@debug_timer("night.tick")
def tick(self, gamestate):
@debug_timer("night.tick")
def tick(self, gamestate):
- self._mould.tick(gamestate, self._space)
+ self._mould.tick(gamestate, self._space
, self._lights
)