import pymunk
from .base import BaseScene
-from ..obstacles import Wall
+from ..lights import BaseLight
+from ..obstacles import BaseObstacle
+from ..enemies import Boyd
from ..events import SceneChangeEvent
+from ..utils import debug_timer
class NightScene(BaseScene):
def enter(self, gamestate):
- import pprint
- pprint.pprint(gamestate.station)
-
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._obstacles = []
- self._lights = []
- for obs in gamestate.station['obstacles']:
- wall = Wall(obs['vertices'], self._space)
- self._obstacles.append(wall)
+ self._mould = Boyd(gamestate, self._space)
+ @debug_timer("night.render")
def render(self, surface, gamestate):
- surface.fill((0, 0, 255))
+ surface.fill((0, 0, 155))
+ self._mould.render(surface)
+ 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)
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()
+
+ @debug_timer("night.tick")
+ def tick(self, gamestate):
+ self._mould.tick(gamestate, self._space)