import pygame.locals as pgl
import pymunk
-import time
from .base import BaseScene
from ..lights import BaseLight
from ..obstacles import BaseObstacle
from ..enemies import Boyd
from ..events import SceneChangeEvent
-
-from ..constants import DEBUG
+from ..utils import debug_timer
class NightScene(BaseScene):
self._mould = Boyd(gamestate, self._space)
+ @debug_timer("night.render")
def render(self, surface, gamestate):
- start_time = time.time()
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)
+ light.render_fittings(surface)
self._mould.render(surface)
- end_time = time.time()
- if DEBUG:
- print "Night Render", end_time - start_time
-
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()
+ @debug_timer("night.tick")
def tick(self, gamestate):
- start_time = time.time()
self._mould.tick(gamestate, self._space)
- end_time = time.time()
- if DEBUG:
- print "Night Tick", end_time - start_time