Separate rendering of lights and light fixtures.
[tabakrolletjie.git] / tabakrolletjie / scenes / night.py
index 5d3721bd99e9c9a7cc195acb9f444e2e5736f01e..16d8cf692a6aa9336cf2e008c30a07e019afd4a4 100644 (file)
@@ -5,27 +5,31 @@ import pygame.locals as pgl
 import pymunk
 
 from .base import BaseScene
-from ..obstacles import Wall
+from ..lights import BaseLight
+from ..obstacles import BaseObstacle
 from ..events import SceneChangeEvent
 
 
 class NightScene(BaseScene):
     def enter(self, gamestate):
-        import pprint
-        pprint.pprint(gamestate.station)
-
         self._space = pymunk.Space()
-
-        self._obstacles = []
-        self._lights = []
-        for obs in gamestate.station['obstacles']:
-            wall = Wall(obs['vertices'], self._space)
-            self._obstacles.append(wall)
+        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)
 
     def render(self, surface, gamestate):
-        surface.fill((0, 0, 255))
+        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(surface)
 
     def event(self, ev, gamestate):
         if ev.type == pgl.KEYDOWN: