-from ..lights import BaseLight
-from ..obstacles import BaseObstacle
+from ..lights import LightManager
+from ..obstacles import ObstacleManager
+from ..enemies import Boyd
class NightScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
class NightScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
- self._obstacles = [
- BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
- self._lights = [
- BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
- for obs in self._obstacles:
- obs.add(self._space)
- for light in self._lights:
- light.add(self._space)
+ self._obstacles = ObstacleManager(self._space, gamestate)
+ self._lights = LightManager(self._space, gamestate)
+ self._mould = Boyd(gamestate, self._space)
def render(self, surface, gamestate):
surface.fill((0, 0, 155))
def render(self, surface, gamestate):
surface.fill((0, 0, 155))
- for light in self._lights:
- light.render_light(surface)
- for obs in self._obstacles:
- obs.render(surface)
- for light in self._lights:
- light.render(surface)
+ self._mould.render(surface)
+ self._lights.render_light(surface)
+ self._obstacles.render(surface)
+ self._lights.render_fittings(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)