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 ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE
+from ..widgets import ImageButton
+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._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 = []
+ 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)))
+ 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):
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)
for text, text_pos in self._night_over_text:
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())
- 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()
+ 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)
- def _to_day(self):
+ # Check tools
+ for tool in self._tools:
+ if tool.pressed(ev):
+ 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
+ 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, 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())
(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:
+ 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
- gamestate.days += 1
+ 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