import pymunk
import pymunk.pygame_util
+import pygame.display
import pygame.draw
from .constants import (
for light in self._lights:
light.add(self._space)
+ def nearest(self, pos, surfpos=False, max_distance=1.0):
+ if surfpos:
+ surface = pygame.display.get_surface()
+ pos = pymunk.pygame_util.from_pygame(pos, surface)
+ point_info = self._space.point_query_nearest(
+ pos, 1.0, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+ if point_info is not None:
+ return point_info.shape.body.light
+ return None
+
def render_light(self, surface):
for light in self._lights:
light.render_light(surface)
OBSTACLE_FILTER = pymunk.ShapeFilter(categories=OBSTACLE_CATEGORY)
+class ObstacleManager(object):
+ """ Manages a set of obstacles. """
+
+ def __init__(self, space, gamestate):
+ self._space = space
+ self._obstacles = [
+ BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
+ for obs in self._obstacles:
+ obs.add(self._space)
+
+ def render(self, surface):
+ for obs in self._obstacles:
+ obs.render(surface)
+
+
class BaseObstacle(object):
def __init__(self):
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
""" Be prepared. """
-import pygame.display
import pygame.locals as pgl
import pymunk
import pymunk.pygame_util
from .base import BaseScene
-from ..constants import FITTINGS_CATEGORY
from ..lights import LightManager
-from ..obstacles import BaseObstacle
+from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..utils import debug_timer
-CLICK_FILTER = pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)
-
class DayScene(BaseScene):
def enter(self, gamestate):
self._space = pymunk.Space()
- self._obstacles = [
- BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
- for obs in self._obstacles:
- obs.add(self._space)
+ self._obstacles = ObstacleManager(self._space, gamestate)
self._lights = LightManager(self._space, gamestate)
@debug_timer("day.render")
def render(self, surface, gamestate):
surface.fill((0, 0, 155))
self._lights.render_light(surface)
- for obs in self._obstacles:
- obs.render(surface)
+ self._obstacles.render(surface)
self._lights.render_fittings(surface)
- def left_click(self, surfpos):
- pos = pymunk.pygame_util.from_pygame(
- surfpos, pygame.display.get_surface())
- point_info = self._space.point_query_nearest(pos, 1.0, CLICK_FILTER)
- if point_info is not None:
- point_info.shape.body.light.toggle()
+ def left_click(self, pos):
+ light = self._lights.nearest(pos, surfpos=True)
+ if light:
+ light.toggle()
def right_click(self, pos):
pass
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()
elif ev.type == pgl.MOUSEBUTTONDOWN:
if ev.button == 1:
self.left_click(ev.pos)