from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
-from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE
+from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE, FPS
class NightScene(BaseScene):
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 = []
'32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
return tools
+ def add_day_button(self):
+ y = SCREEN_SIZE[1] - 40
+ self._tools.append(ImageButton(
+ '32', 'day.png', name='day', pos=(SCREEN_SIZE[0] - 200, y)))
+
@property
def turnip_count(self):
return len(self._turnips)
elif tool.name == 'exit':
from .menu import MenuScene
SceneChangeEvent.post(scene=MenuScene())
+ elif tool.name == 'day':
+ self._to_day()
def toggle_pause(self):
self._paused = not self._paused
(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 < NIGHT_LENGTH:
self._mould.tick(gamestate, self._space, self._lights)
self._lights.tick()
- if self._total_ticks % 60 == 0:
+ if self._total_ticks % FPS == 0:
self._battery.current -= int(
self._lights.total_power_usage())
+ self.check_battery()
self._total_ticks += 1
else:
self._end_night()
if not self._mould.alive():
self._end_night()
+ if not self.turnip_count:
+ self.add_day_button()
+
def exit(self, gamestate):
turnip_data = [turnip.serialize() for turnip in self._turnips]