from ..events import SceneChangeEvent
from ..utils import debug_timer
+from ..constants import SCREEN_SIZE
+from ..widgets import ImageButton
+
class DayScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
+ # Toolbar
+ self._tools = [
+ ImageButton('32', 'seed.png', pos=(50, SCREEN_SIZE[1] - 40)),
+ ]
@debug_timer("day.render")
def render(self, surface, gamestate):
self._lights.render_light(surface)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
+ for tool in self._tools:
+ tool.render(surface)
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN:
SceneChangeEvent.post(scene=MenuScene())
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
+ # Check tools
+ for tool in self._tools:
+ if tool.pressed(ev):
+ print 'tool'
+ return
+ # Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
print self._lights.lit_by(ev.pos, surfpos=True)
def render(self, surface):
surface.blit(self._text, self._pos, None)
+
+
+class ImageButton(Button):
+
+ def __init__(self, *imgparts, **kwargs):
+ self._img = loader.load_image(*imgparts)
+ pos = kwargs.get('pos')
+ padding = kwargs.get('padding', 0)
+ super(ImageButton, self).__init__(self._img.get_size(), pos, padding)
+
+ def render(self, surface):
+ surface.blit(self._img, self._pos, None)