""" Be prepared. """
+import pygame.display
import pygame.locals as pgl
import pymunk
-import time
+import pymunk.pygame_util
from .base import BaseScene
-from ..lights import BaseLight
+from ..constants import FITTINGS_CATEGORY
+from ..lights import LightManager
from ..obstacles import BaseObstacle
from ..events import SceneChangeEvent
+from ..utils import debug_timer
-from ..constants import DEBUG
+CLICK_FILTER = pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)
class DayScene(BaseScene):
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._lights = LightManager(self._space, gamestate)
+ @debug_timer("day.render")
def render(self, surface, gamestate):
- start_time = time.time()
surface.fill((0, 0, 155))
- for light in self._lights:
- light.render_light(surface)
+ self._lights.render_light(surface)
for obs in self._obstacles:
obs.render(surface)
- for light in self._lights:
- light.render_fittings(surface)
+ self._lights.render_fittings(surface)
- end_time = time.time()
- if DEBUG:
- print "Day Render", end_time - start_time
+ def left_click(self, surfpos):
+ pos = pymunk.pygame_util.from_pygame(
+ surfpos, pygame.display.get_surface())
+ point_info = self._space.point_query_nearest(pos, 1.0, CLICK_FILTER)
+ if point_info is not None:
+ point_info.shape.body.light.toggle()
+
+ def right_click(self, pos):
+ pass
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
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):
- start_time = time.time()
- end_time = time.time()
- if DEBUG:
- print "Day Tick", end_time - start_time
+ pass