from .base import BaseScene
from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..utils import debug_timer, shadowed_text
from ..loader import loader
from ..transforms import Overlay, Alpha, ColourWedges
-from ..constants import SCREEN_SIZE, FONTS, DEBUG
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
from ..widgets import ImageButton
from ..turnip import Turnip, TurnipInvalidPosition
def enter(self, gamestate):
self._space = pymunk.Space()
- self._infobar_font = loader.load_font(FONTS['sans'], size=20)
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
self._battery = BatteryManager(gamestate)
+ self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._turnips = []
self._paused = False
self._tool = None
# Tools
self._light_toolbar = []
self._tools = self.create_tools(gamestate)
- self._update_infobar(gamestate)
# Background
self._soil = loader.load_image(
"textures", "soil.png", transform=self.BRIGHTNESS)
def end_day(self, gamestate):
self._battery.apply_recharge()
+ gamestate.update_lights(self._lights)
from .night import NightScene
SceneChangeEvent.post(scene=NightScene())
+ @property
+ def turnip_count(self):
+ return len(self._turnips)
+
+ @property
+ def power_usage(self):
+ power = self._lights.total_power_usage()
+ power = power / (FPS * NIGHT_HOURS_PER_TICK)
+ return int(round(power))
+
@debug_timer("day.render")
def render(self, surface, gamestate):
surface.blit(self._soil, (0, 0))
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
- surface.blit(self._infobar, (50, 10), None)
+ self._infobar.render(surface, gamestate)
for tool in self._tools:
tool.render(surface)
for light_tool in self._light_toolbar:
# since that looks weird, but we don't want to center
# the turnip under the mouse either, since that
# causes issues as well, so we compromise
- pos = (ev.pos[0] - 8, ev.pos[1] - 8)
+ pos = (ev.pos[0] - 18, ev.pos[1] - 18)
try:
turnip = Turnip(age=0, pos=pos, space=self._space)
self._turnips.append(turnip)
gamestate.seeds -= 1
- self._update_infobar(gamestate)
except TurnipInvalidPosition:
# TODO: Add error sound or something
pass
if gamestate.seeds > cost:
pos = pymunk.pygame_util.from_pygame(
ev.pos, pygame.display.get_surface())
- # Bail if we're too close to an existing light
- if self._lights.nearest(pos, max_distance=25):
+ # Bail if we're too close to an existing light, obstacle or turnip
+ if check_space_for_light(self._space, pos, max_distance=25):
return
gamestate.seeds -= cost
- self._update_infobar(gamestate)
cfg["position"] = pos
cfg["colours"] = colours
gamestate.station["lights"].append(cfg)
def tick(self, gamestate):
if not self._paused:
self._lights.tick()
-
- def _update_infobar(self, gamestate):
- line1 = ("Day %d: Goal: %d Turnips. Turnips harvested: %d" % (
- gamestate.days, gamestate.turnip_target, gamestate.harvested))
- line1_img = self._infobar_font.render(line1, True, (255, 255, 255))
- line2 = ("Turnip Stocks: Seeds: %s. Planted: %d. Battery: %d/%d" % (
- gamestate.seeds, len(self._turnips), self._battery.current,
- self._battery.max))
- line2_img = self._infobar_font.render(line2, True, (255, 255, 255))
- width = max(line1_img.get_width(), line2_img.get_width()) + 10
- height = line1_img.get_height() + line2_img.get_height() + 10
- self._infobar = pygame.surface.Surface(
- (width, height), pgl.SWSURFACE).convert_alpha()
- self._infobar.fill((0, 0, 0, 64))
- self._infobar.blit(line1_img, (5, 3), None)
- self._infobar.blit(line2_img, (5, 8 + line1_img.get_height()), None)