from ..events import SceneChangeEvent
from ..utils import debug_timer
+from ..constants import SCREEN_SIZE
+from ..widgets import ImageButton
+
class DayScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
+ # Toolbar
+ self._tools = [
+ ImageButton('32', 'seed.png', name='seed',
+ pos=(50, SCREEN_SIZE[1] - 40)),
+ ]
+
+ def exit(self, gamestate):
+ self._unset_cursor()
@debug_timer("day.render")
def render(self, surface, gamestate):
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
+ for tool in self._tools:
+ tool.render(surface)
+ self._draw_cursor(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())
+ if ev.key == pgl.K_e:
+ from .night import NightScene
+ SceneChangeEvent.post(scene=NightScene())
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
+ # Check tools
+ for tool in self._tools:
+ if tool.pressed(ev):
+ print 'tool', tool.name
+ self._set_cursor(tool.name)
+ return
+ # Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
print self._lights.lit_by(ev.pos, surfpos=True)