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Tweak mould rendering logic to have sane realtionship between image position and...
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
night.py
diff --git
a/tabakrolletjie/scenes/night.py
b/tabakrolletjie/scenes/night.py
index ae86c565be6340e2f7444019c8d2684d61ce1246..c558fc0fcb429091cf2e3d7c11004230905cad56 100644
(file)
--- a/
tabakrolletjie/scenes/night.py
+++ b/
tabakrolletjie/scenes/night.py
@@
-3,45
+3,29
@@
import pygame.locals as pgl
import pymunk
import pygame.locals as pgl
import pymunk
-import time
from .base import BaseScene
from .base import BaseScene
-from ..lights import
BaseLight
-from ..obstacles import
BaseObstacle
+from ..lights import
LightManager
+from ..obstacles import
ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..enemies import Boyd
from ..events import SceneChangeEvent
-
-from ..constants import DEBUG
+from ..utils import debug_timer
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)
self._mould = Boyd(gamestate, self._space)
+ @debug_timer("night.render")
def render(self, surface, gamestate):
def render(self, surface, gamestate):
- start_time = time.time()
surface.fill((0, 0, 155))
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_fittings(surface)
self._mould.render(surface)
self._mould.render(surface)
-
- end_time = time.time()
- if DEBUG:
- print "Night Render", end_time - start_time
+ self._lights.render_light(surface)
+ self._obstacles.render(surface)
+ self._lights.render_fittings(surface)
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
@@
-52,9
+36,6
@@
class NightScene(BaseScene):
for light in self._lights:
light.toggle()
for light in self._lights:
light.toggle()
+ @debug_timer("night.tick")
def tick(self, gamestate):
def tick(self, gamestate):
- start_time = time.time()
self._mould.tick(gamestate, self._space)
self._mould.tick(gamestate, self._space)
- end_time = time.time()
- if DEBUG:
- print "Night Tick", end_time - start_time