from .base import BaseScene
from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
from ..infobar import InfoBar
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
-from ..utils import debug_timer, shadowed_text
+from ..utils import debug_timer, shadowed_text, write_save_file
from ..loader import loader
from ..transforms import Overlay, Alpha, ColourWedges
-from ..constants import SCREEN_SIZE, FONTS, DEBUG
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
from ..widgets import ImageButton
from ..turnip import Turnip, TurnipInvalidPosition
self._draw_you_lose(gamestate)
elif gamestate.harvested >= gamestate.turnip_target:
self._draw_you_win(gamestate)
+ else:
+ write_save_file(gamestate.serialize())
+ self._ending = False
def _draw_you_lose(self, gamestate):
overlay = pygame.surface.Surface(
tools.append(tool)
x += step
+ tools.append(ImageButton(
+ '32', 'remove.png', name='remove light', pos=(x, y)))
+ x += step
+
tools.append(ImageButton(
'32', 'default_cursor.png', name='reset tool', pos=(x, y)))
gamestate.turnips = turnip_data
def end_day(self, gamestate):
+ if self._ending:
+ return
self._battery.apply_recharge()
+ gamestate.update_lights(self._lights)
+ self._ending = True
from .night import NightScene
SceneChangeEvent.post(scene=NightScene())
@property
def power_usage(self):
- return int(self._lights.total_power_usage())
+ power = self._lights.total_power_usage()
+ power = power / (FPS * NIGHT_HOURS_PER_TICK)
+ return int(round(power))
@debug_timer("day.render")
def render(self, surface, gamestate):
# since that looks weird, but we don't want to center
# the turnip under the mouse either, since that
# causes issues as well, so we compromise
- pos = (ev.pos[0] - 8, ev.pos[1] - 8)
+ pos = (ev.pos[0] - 18, ev.pos[1] - 18)
try:
turnip = Turnip(age=0, pos=pos, space=self._space)
self._turnips.append(turnip)
if gamestate.seeds > cost:
pos = pymunk.pygame_util.from_pygame(
ev.pos, pygame.display.get_surface())
- # Bail if we're too close to an existing light
- if self._lights.nearest(pos, max_distance=25):
+ # Bail if we're too close to an existing light, obstacle or turnip
+ if check_space_for_light(self._space, pos, max_distance=25):
return
gamestate.seeds -= cost
cfg["position"] = pos
gamestate.station["lights"].append(cfg)
self._lights.add_light(cfg)
+ def _remove_light(self, ev):
+ light = self._lights.nearest(ev.pos, surfpos=True, max_distance=25.0)
+ if light:
+ self._lights.remove_light(light)
+
def event(self, ev, gamestate):
+ if self._ending:
+ return
if self._game_over_text:
if ev.type in (pgl.KEYDOWN, pgl.MOUSEBUTTONDOWN):
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
if ev.type == pgl.KEYDOWN:
if ev.key in (pgl.K_q, pgl.K_ESCAPE):
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
elif ev.key == pgl.K_e:
elif tool.name == 'start night':
self.end_day(gamestate)
elif tool.name == 'exit':
+ self._ending = True
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
else:
self._set_cursor(
'seed', transform=Alpha(alpha=172))
self._clear_light_toolbar()
+ elif self._tool.name == 'remove light':
+ self._set_cursor(
+ 'remove', transform=Alpha(alpha=172))
+ self._clear_light_toolbar()
elif self._tool.name == 'light':
self._unset_cursor()
self._draw_light_toolbar(
if self._tool:
if self._tool.name == "seed":
self._place_seed(gamestate, ev)
+ elif self._tool.name == "remove light":
+ self._remove_light(ev)
elif self._tool.name == "light" and self._light_colors:
self._place_light(
gamestate, self._tool.light_config,