Render Boyd under the lights and such
[tabakrolletjie.git] / tabakrolletjie / scenes / night.py
index 5d3721bd99e9c9a7cc195acb9f444e2e5736f01e..b3e00d24a9a8c85c185cb06456b747c8493bb97d 100644 (file)
@@ -5,30 +5,47 @@ import pygame.locals as pgl
 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)