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
+
class NightScene(BaseScene):
def enter(self, gamestate):
for light in self._lights:
light.add(self._space)
+ self._mould = Boyd(gamestate, self._space)
+
def render(self, surface, gamestate):
+ start_time = time.time()
surface.fill((0, 0, 155))
for light in self._lights:
light.render_light(surface)
obs.render(surface)
for light in self._lights:
light.render(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())
+
+ 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