from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager
from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..obstacles import ObstacleManager
from ..enemies import Boyd
from ..events import SceneChangeEvent
from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
from ..transforms import Overlay
from ..turnip import Turnip
from ..widgets import ImageButton
-from ..constants import NIGHT_LENGTH, DEBUG, FONTS, SCREEN_SIZE, FPS
+from ..constants import (
+ NIGHT_LENGTH, NIGHT_LENGTH_HOURS, DEBUG, FONTS, SCREEN_SIZE, FPS)
class NightScene(BaseScene):
DARKNESS = Overlay(colour=(0, 0, 0, 150))
class NightScene(BaseScene):
DARKNESS = Overlay(colour=(0, 0, 0, 150))
def enter(self, gamestate):
self._space = pymunk.Space()
def enter(self, gamestate):
self._space = pymunk.Space()
self._battery = BatteryManager(gamestate)
self.check_battery()
self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._battery = BatteryManager(gamestate)
self.check_battery()
self._infobar = InfoBar("day", battery=self._battery, scene=self)
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
@debug_timer("night.render")
def render(self, surface, gamestate):
surface.blit(self._soil, (0, 0))
@debug_timer("night.render")
def render(self, surface, gamestate):
surface.blit(self._soil, (0, 0))
self._obstacles.render(surface)
self._lights.render_fittings(surface)
self._infobar.render(surface, gamestate)
self._obstacles.render(surface)
self._lights.render_fittings(surface)
self._infobar.render(surface, gamestate)