import pymunk
from .base import BaseScene
+from ..battery import BatteryManager
from ..lights import LightManager
+from ..infobar import InfoBar, CountDownBar
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..utils import debug_timer, shadowed_text
from ..loader import loader
+from ..sound import sound
from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
-from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE
+from ..constants import (
+ NIGHT_LENGTH, NIGHT_HOURS_PER_TICK, DEBUG, FONTS,
+ SCREEN_SIZE, FPS)
class NightScene(BaseScene):
self._space = pymunk.Space()
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
+ self._battery = BatteryManager(gamestate)
+ self._battery_dead = False
+ self.check_battery()
+ self._infobar = InfoBar("day", battery=self._battery, scene=self)
+ self._countdownbar = CountDownBar("h")
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
self._paused = False
self._eaten_tonight = 0
self._night_over_text = []
+ self._ending = False
def create_tools(self, gamestate):
tools = []
y = SCREEN_SIZE[1] - 40
tools.append(ImageButton(
- '32', 'pause.png', name='pause play', pos=(SCREEN_SIZE[0] - 150, y)))
+ '32', 'pause.png', name='pause play',
+ pos=(SCREEN_SIZE[0] - 150, y)))
tools.append(ImageButton(
'32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
return tools
+ def add_day_button(self):
+ y = SCREEN_SIZE[1] - 40
+ self._tools.append(ImageButton(
+ '32', 'day.png', name='day', pos=(SCREEN_SIZE[0] - 200, y)))
+
+ @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))
+
+ def remaining_hours(self):
+ return int(round(
+ (NIGHT_LENGTH - self._total_ticks) * NIGHT_HOURS_PER_TICK))
+
@debug_timer("night.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)
+ self._infobar.render(surface, gamestate)
+ self._countdownbar.render(surface, self.remaining_hours())
for tool in self._tools:
tool.render(surface)
surface.blit(text, text_pos, None)
def event(self, ev, gamestate):
+ if self._ending:
+ return
if ev.type == pgl.KEYDOWN:
if not self._do_ticks:
# Any keypress exits
- self._to_day()
+ self._to_day(gamestate)
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif ev.key == pgl.K_e and DEBUG:
elif ev.type == pgl.MOUSEBUTTONDOWN:
if not self._do_ticks:
# Any mouse press exits
- self._to_day()
+ self._to_day(gamestate)
if ev.button == 1:
self._lights.toggle_nearest(ev.pos, surfpos=True)
- print self._lights.lit_by(ev.pos, surfpos=True)
# Check tools
for tool in self._tools:
if tool.name == 'pause play':
self.toggle_pause()
elif tool.name == 'exit':
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
+ elif tool.name == 'day':
+ self._to_day(gamestate)
def toggle_pause(self):
self._paused = not self._paused
if tool.name == 'pause play':
tool.update_image("32", pause_img)
- def _to_day(self):
+ def _to_day(self, gamestate):
# End the night
+ if self._ending:
+ return
+ gamestate.update_lights(self._lights)
+ self._ending = True
from .day import DayScene
SceneChangeEvent.post(scene=DayScene())
(shadowed_text("Press any key to continue", FONTS["sans"], 24),
(350, 240)))
+ def check_battery(self):
+ if self._battery.current == 0 and not self._battery_dead:
+ self._battery_dead = True
+ sound.play_sound("battery_dying.ogg")
+ self._lights.battery_dead()
+
@debug_timer("night.tick")
def tick(self, gamestate):
if self._do_ticks and not self._paused:
if self._total_ticks < NIGHT_LENGTH:
self._mould.tick(gamestate, self._space, self._lights)
self._lights.tick()
- print "Power usage: ", self._lights.total_power_usage()
+ if self._total_ticks % FPS == 0:
+ self._battery.current -= int(
+ self._lights.total_power_usage())
+ self.check_battery()
+ self._total_ticks += 1
else:
self._end_night()
if not self._mould.alive():
self._end_night()
+ if not self.turnip_count:
+ self.add_day_button()
+ if not self.turnip_count and not self._battery.current:
+ self._end_night()
def exit(self, gamestate):
turnip_data = [turnip.serialize() for turnip in self._turnips]
gamestate.turnips = turnip_data
+ # TODO: Move this into the end_night function
gamestate.days += 1
+ self._mould.update_resistances(gamestate)