Add name to buttons to simplify logic
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
1 """ Be prepared. """
2
3 import pygame.locals as pgl
4
5 import pymunk
6 import pymunk.pygame_util
7
8 from .base import BaseScene
9 from ..lights import LightManager
10 from ..obstacles import ObstacleManager
11 from ..events import SceneChangeEvent
12 from ..utils import debug_timer
13
14 from ..constants import SCREEN_SIZE
15 from ..widgets import ImageButton
16
17
18 class DayScene(BaseScene):
19     def enter(self, gamestate):
20         self._space = pymunk.Space()
21         self._obstacles = ObstacleManager(self._space, gamestate)
22         self._lights = LightManager(self._space, gamestate)
23         # Toolbar
24         self._tools = [
25             ImageButton('32', 'seed.png', name='seed',
26                         pos=(50, SCREEN_SIZE[1] - 40)),
27         ]
28
29     @debug_timer("day.render")
30     def render(self, surface, gamestate):
31         surface.fill((0, 0, 155))
32         self._lights.render_light(surface)
33         self._obstacles.render(surface)
34         self._lights.render_fittings(surface)
35         for tool in self._tools:
36             tool.render(surface)
37
38     def event(self, ev, gamestate):
39         if ev.type == pgl.KEYDOWN:
40             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
41                 from .menu import MenuScene
42                 SceneChangeEvent.post(scene=MenuScene())
43         elif ev.type == pgl.MOUSEBUTTONDOWN:
44             if ev.button == 1:
45                 # Check tools
46                 for tool in self._tools:
47                     if tool.pressed(ev):
48                         print 'tool', tool.name
49                         return
50                 # Not tool, so check lights
51                 self._lights.toggle_nearest(ev.pos, surfpos=True)
52                 print self._lights.lit_by(ev.pos, surfpos=True)
53
54     @debug_timer("day.tick")
55     def tick(self, gamestate):
56         self._lights.tick()