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, NIGHT_LENGTH_HOURS, DEBUG, FONTS, SCREEN_SIZE, FPS)
+ NIGHT_LENGTH, NIGHT_HOURS_PER_TICK, DEBUG, FONTS,
+ SCREEN_SIZE, FPS)
class NightScene(BaseScene):
DARKNESS = Overlay(colour=(0, 0, 0, 150))
- HOURS_PER_TICK = float(NIGHT_LENGTH_HOURS) / NIGHT_LENGTH
def enter(self, gamestate):
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._paused = False
self._eaten_tonight = 0
self._night_over_text = []
+ self._ending = False
def create_tools(self, gamestate):
tools = []
@property
def power_usage(self):
- return int(self._lights.total_power_usage())
+ 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) * self.HOURS_PER_TICK))
+ (NIGHT_LENGTH - self._total_ticks) * NIGHT_HOURS_PER_TICK))
@debug_timer("night.render")
def render(self, surface, gamestate):
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)
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()
+ 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)
+ # Turnip
+ self.grow_turnips(gamestate)
+ turnip_data = [turnip.serialize() for turnip in self._turnips]
+ gamestate.turnips = turnip_data
+ gamestate.days += 1
+ self._mould.update_resistances(gamestate)
+ self._ending = True
from .day import DayScene
SceneChangeEvent.post(scene=DayScene())
(350, 240)))
def check_battery(self):
- if self._battery.current == 0:
+ 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")
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)
+ def grow_turnips(self, gamestate):
+ """ Turnips grow at the end of the night """
+ for turnip in self._turnips[:]:
+ # Turnips grow at dawn
+ seeds = turnip.grow()
+ if seeds:
+ gamestate.seeds += seeds
+ gamestate.harvested += 1
+ self._turnips.remove(turnip)
+ # We ignore the body cleanup, since the space is going away