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 = []
self._to_day()
if ev.button == 1:
self._lights.toggle_nearest(ev.pos, surfpos=True)
- print self._lights.lit_by(ev.pos, surfpos=True)
# Check tools
for tool in self._tools:
(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()
- print "Power usage: ", self._lights.total_power_usage()
+ 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()