def __init__(self, space, gamestate):
self._space = space
+ self._battery_dead = False
self._lights = [
BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
for light in self._lights:
self._lights.append(light)
light.add(self._space)
+ def battery_dead(self):
+ self._battery_dead = True
+ for light in self._lights:
+ light.off()
+
def toggle_nearest(self, *args, **kw):
+ if self._battery_dead:
+ return
light = self.nearest(*args, **kw)
if light:
light.toggle()
def base_damage(self):
return 5 * self.intensity
+ def off(self):
+ self.on = False
+
def toggle(self):
self.colour_pos += 1
if self.colour_pos >= len(self.colour_cycle):
self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
self._battery = BatteryManager(gamestate)
+ self.check_battery()
self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._mould = Boyd(gamestate, self._space)
self._turnips = []
(shadowed_text("Press any key to continue", FONTS["sans"], 24),
(350, 240)))
+ def check_battery(self):
+ if self._battery.current == 0:
+ self._lights.battery_dead()
+
@debug_timer("night.tick")
def tick(self, gamestate):
if self._do_ticks and not self._paused:
if self._total_ticks % 60 == 0:
self._battery.current -= int(
self._lights.total_power_usage())
+ self.check_battery()
self._total_ticks += 1
else:
self._end_night()