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))
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)
+ self._lights.render_light(surface)
+ self._obstacles.render(surface)
+ self._lights.render_fittings(surface)
def event(self, ev, gamestate):
if ev.type == pgl.KEYDOWN: