import pymunk
from .base import BaseScene
+from ..battery import BatteryManager
from ..lights import LightManager
+from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..loader import loader
from ..transforms import Overlay
from ..turnip import Turnip
-from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE
+from ..widgets import ImageButton
+from ..constants import NIGHT_LENGTH, 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.check_battery()
+ self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
self._turnips.append(turnip)
self._soil = loader.load_image(
"textures", "soil.png", transform=self.DARKNESS)
+ self._tools = self.create_tools(gamestate)
self._total_ticks = 0
self._do_ticks = True
+ self._paused = False
self._eaten_tonight = 0
self._night_over_text = []
+ 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)))
+ tools.append(ImageButton(
+ '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
+ return tools
+
+ @property
+ def turnip_count(self):
+ return len(self._turnips)
+
+ @property
+ def power_usage(self):
+ return int(self._lights.total_power_usage())
+
@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)
+
+ for tool in self._tools:
+ tool.render(surface)
for text, text_pos in self._night_over_text:
surface.blit(text, text_pos, None)
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
- if ev.key == pgl.K_e and DEBUG:
+ elif ev.key == pgl.K_e and DEBUG:
self._end_night()
+ elif ev.key == pgl.K_SPACE:
+ self.toggle_pause()
elif ev.type == pgl.MOUSEBUTTONDOWN:
if not self._do_ticks:
# Any mouse press exits
self._to_day()
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.pressed(ev):
+ if tool.name == 'pause play':
+ self.toggle_pause()
+ elif tool.name == 'exit':
+ from .menu import MenuScene
+ SceneChangeEvent.post(scene=MenuScene())
+
+ def toggle_pause(self):
+ self._paused = not self._paused
+ pause_img = "play.png" if self._paused else "pause.png"
+ for tool in self._tools:
+ if tool.name == 'pause play':
+ tool.update_image("32", pause_img)
def _to_day(self):
# End the night
(shadowed_text("Press any key to continue", FONTS["sans"], 24),
(350, 240)))
+ def check_battery(self):
+ if self._battery.current == 0:
+ self._lights.battery_dead()
+
@debug_timer("night.tick")
def tick(self, gamestate):
- if self._do_ticks:
+ 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():
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)