Lights can now be turned on and off at night.
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index fc0ee9be5f098be41a63ad5a924c1ec544e9a502..816a8593cdd91ab0d24277301d6540177bb26a95 100644 (file)
@@ -1,66 +1,38 @@
 """ Be prepared. """
 
-import pygame.display
 import pygame.locals as pgl
 
 import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..constants import FITTINGS_CATEGORY
-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
 
-CLICK_FILTER = pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)
-
 
 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)
-
-    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
+        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())
-            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)
+                self._lights.toggle_nearest(ev.pos)
 
     @debug_timer("day.tick")
     def tick(self, gamestate):