Add key to trigger day/night transitions for now
[tabakrolletjie.git] / tabakrolletjie / scenes / night.py
index bb362b53a42b33281449819eb4255e737d80e214..edaa15a6e3b2ba559565b96f6a6ee0db6c5c3194 100644 (file)
@@ -5,32 +5,42 @@ import pygame.locals as pgl
 import pymunk
 
 from .base import BaseScene
-from ..lights import BaseLight
-from ..obstacles import BaseObstacle
+from ..lights import LightManager
+from ..obstacles import ObstacleManager
+from ..enemies import Boyd
 from ..events import SceneChangeEvent
+from ..utils import debug_timer
 
 
 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._obstacles = ObstacleManager(self._space, gamestate)
+        self._lights = LightManager(self._space, gamestate)
+        self._mould = Boyd(gamestate, self._space)
 
+    @debug_timer("night.render")
     def render(self, surface, gamestate):
         surface.fill((0, 0, 155))
-        for obs in self._obstacles:
-            obs.render(surface)
-        for light in self._lights:
-            light.render(surface)
+        self._mould.render(surface)
+        self._lights.render_light(surface)
+        self._obstacles.render(surface)
+        self._lights.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())
+            if ev.key == pgl.K_e:
+                from .day import DayScene
+                SceneChangeEvent.post(scene=DayScene())
+        elif ev.type == pgl.MOUSEBUTTONDOWN:
+            if ev.button == 1:
+                self._lights.toggle_nearest(ev.pos, surfpos=True)
+                print self._lights.lit_by(ev.pos, surfpos=True)
+
+    @debug_timer("night.tick")
+    def tick(self, gamestate):
+        self._mould.tick(gamestate, self._space, self._lights)
+        self._lights.tick()