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Move radius and angle limits into ray manager.
[tabakrolletjie.git]
/
tabakrolletjie
/
scenes
/
night.py
diff --git
a/tabakrolletjie/scenes/night.py
b/tabakrolletjie/scenes/night.py
index 7f6b5bbbfb191310ecf7e6aafc04c1a9bdbbd7cc..d8f0e1a53144d9993734644cb3d5bc65d37abce7 100644
(file)
--- a/
tabakrolletjie/scenes/night.py
+++ b/
tabakrolletjie/scenes/night.py
@@
-3,55
+3,70
@@
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
+from ..loader import loader
+from ..transforms import Overlay
+from ..turnip import Turnip
class NightScene(BaseScene):
class NightScene(BaseScene):
+
+ DARKNESS = Overlay(colour=(0, 0, 0, 150))
+
def enter(self, gamestate):
self._space = pymunk.Space()
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)
+ self._turnips = []
+ for turnip_data in gamestate.turnips:
+ turnip = Turnip(space=self._space, **turnip_data)
+ self._turnips.append(turnip)
+ self._soil = loader.load_image(
+ "textures", "soil.png", transform=self.DARKNESS)
+ @debug_timer("night.render")
def render(self, surface, gamestate):
def render(self, surface, gamestate):
- start_time = time.time()
- 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)
+ surface.blit(self._soil, (0, 0))
+
self._mould.render(surface)
self._mould.render(surface)
- end_time = time.time()
- if DEBUG:
- print "Night Render", end_time - start_time
+ for turnip in self._turnips[:]:
+ if turnip.eaten:
+ self._turnips.remove(turnip)
+ turnip.remove()
+ gamestate.eaten += 1
+ else:
+ turnip.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())
+ if ev.key == pgl.K_e:
+ from .day import DayScene
+ SceneChangeEvent.post(scene=DayScene())
+ 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):
def tick(self, gamestate):
- start_time = time.time()
- self._mould.tick(gamestate, self._space)
- end_time = time.time()
- if DEBUG:
- print "Night Tick", end_time - start_time
+ self._mould.tick(gamestate, self._space, self._lights)
+ self._lights.tick()
+
+ def exit(self, gamestate):
+ turnip_data = [turnip.serialize() for turnip in self._turnips]
+ gamestate.turnips = turnip_data