Tweak mould rendering logic to have sane realtionship between image position and...
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 31590d4bb3558eb3363edc0ea918cb909b0ffcda..26440efbc142269d7f91561d2da051772f727327 100644 (file)
@@ -3,10 +3,11 @@
 import pygame.locals as pgl
 
 import pymunk
+import pymunk.pygame_util
 
 from .base import BaseScene
-from ..lights import BaseLight
-from ..obstacles import BaseObstacle
+from ..lights import LightManager
+from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
 from ..utils import debug_timer
 
@@ -14,33 +15,34 @@ from ..utils import debug_timer
 class DayScene(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)
 
     @debug_timer("day.render")
     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_fittings(surface)
+        self._lights.render_light(surface)
+        self._obstacles.render(surface)
+        self._lights.render_fittings(surface)
+
+    def left_click(self, pos):
+        light = self._lights.nearest(pos, surfpos=True)
+        if light:
+            light.toggle()
+
+    def right_click(self, pos):
+        pass
 
     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()
+        elif ev.type == pgl.MOUSEBUTTONDOWN:
+            if ev.button == 1:
+                self.left_click(ev.pos)
+            elif ev.button == 3:
+                self.right_click(ev.pos)
 
     @debug_timer("day.tick")
     def tick(self, gamestate):