if text != self._text:
self._text = text
self._update_infobar()
+
+
+class CountDownBar(object):
+ """ Count Down Bar. """
+
+ def __init__(self, units="h", color=(255, 255, 255), pos=(1024, 10)):
+ self.units = units
+ self.color = color
+ self.pos = pos
+ self.template = "{remaining:d}{units}"
+ self._font = loader.load_font(FONTS['sans'], size=48)
+ self._text = None
+ self._countbar = None
+ self._dest = None
+
+ def render(self, surface, remaining):
+ self._update(remaining)
+ surface.blit(self._countbar, self._dest, None)
+
+ def _update_countbar(self):
+ text_img = self._font.render(self._text, True, self.color)
+ width = text_img.get_width() + 10
+ height = text_img.get_height() + 10
+ self._countbar = pygame.surface.Surface(
+ (width, height), pgl.SWSURFACE).convert_alpha()
+ self._countbar.fill((0, 0, 0, 64))
+ self._countbar.blit(text_img, (5, 3), None)
+ self._dest = (self.pos[0] - width, self.pos[1])
+
+ def _update(self, remaining):
+ options = {
+ "remaining": remaining,
+ "units": self.units,
+ }
+ text = self.template.format(**options)
+ if text != self._text:
+ self._text = text
+ self._update_countbar()
from .base import BaseScene
from ..battery import BatteryManager
from ..lights import LightManager
-from ..infobar import InfoBar
+from ..infobar import InfoBar, CountDownBar
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 ..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))
+ HOURS_PER_TICK = float(NIGHT_LENGTH_HOURS) / NIGHT_LENGTH
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._countdownbar = CountDownBar("h")
self._mould = Boyd(gamestate, self._space)
self._turnips = []
for turnip_data in gamestate.turnips:
def power_usage(self):
return int(self._lights.total_power_usage())
+ def remaining_hours(self):
+ return int(round(
+ (NIGHT_LENGTH - self._total_ticks) * self.HOURS_PER_TICK))
+
@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._countdownbar.render(surface, self.remaining_hours())
for tool in self._tools:
tool.render(surface)