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):
+ self._space = pymunk.Space()
+ self._obstacles = [
+ BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
+ self._lights = [
+ BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
+ for obs in self._obstacles:
+ obs.add(self._space)
+ for light in self._lights:
+ light.add(self._space)
+
+ self._mould = Boyd(gamestate, self._space)
+
def render(self, surface, gamestate):
- surface.fill((0, 0, 255))
+ start_time = time.time()
+ surface.fill((0, 0, 155))
+ for light in self._lights:
+ light.render_light(surface)
+ for obs in self._obstacles:
+ obs.render(surface)
+ for light in self._lights:
+ light.render_fittings(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())
+ elif ev.key == pgl.K_t:
+ for light in self._lights:
+ light.toggle()
+
+ 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