class NightScene(BaseScene):
def enter(self, gamestate):
class NightScene(BaseScene):
def enter(self, gamestate):
- import pprint
- pprint.pprint(gamestate.station)
+ self._space = pymunk.Space()
+ self._obstacles = ObstacleManager(self._space, gamestate)
+ self._lights = LightManager(self._space, gamestate)
+ self._mould = Boyd(gamestate, self._space)
- surface.fill((0, 0, 255))
+ surface.fill((0, 0, 155))
+ 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)