import pygame.locals as pgl
+import pymunk
+
from .base import BaseScene
+from ..lights import LightManager
+from ..obstacles import ObstacleManager
+from ..enemies import Boyd
from ..events import SceneChangeEvent
+from ..utils import debug_timer
+from ..turnip import Turnip
class NightScene(BaseScene):
def enter(self, gamestate):
- import pprint
- pprint.pprint(gamestate.station)
+ self._space = pymunk.Space()
+ self._obstacles = ObstacleManager(self._space, gamestate)
+ self._lights = LightManager(self._space, gamestate)
+ self._mould = Boyd(gamestate, self._space)
+ self._turnips = []
+ for turnip_data in gamestate.turnips:
+ turnip = Turnip(**turnip_data)
+ self._turnips.append(turnip)
+
+ @debug_timer("night.render")
def render(self, surface, gamestate):
- surface.fill((0, 0, 255))
+ surface.fill((0, 0, 155))
+ self._mould.render(surface)
+ for turnip in self._turnips:
+ turnip.render(surface)
+ 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())
+ if ev.key == pgl.K_e:
+ from .day import DayScene
+ SceneChangeEvent.post(scene=DayScene())
+ elif ev.type == pgl.MOUSEBUTTONDOWN:
+ if ev.button == 1:
+ self._lights.toggle_nearest(ev.pos, surfpos=True)
+ print self._lights.lit_by(ev.pos, surfpos=True)
+
+ @debug_timer("night.tick")
+ def tick(self, gamestate):
+ self._mould.tick(gamestate, self._space, self._lights)
+ self._lights.tick()
+
+ def exit(self, gamestate):
+ turnip_data = [turnip.serialize() for turnip in self._turnips]
+ gamestate.turnips = turnip_data