1 """ May it be a light for you in dark places, when all other lights go out.
5 import pymunk.pygame_util
8 import pygame.locals as pgl
11 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
12 from .rays import RayPolyManager
13 from .utils import DetailedTimer
14 from .loader import loader
15 from .transforms import Multiply
17 LIGHT_FILTER = pymunk.ShapeFilter(
18 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
19 LIGHT_CATEGORY | FITTINGS_CATEGORY),
20 categories=LIGHT_CATEGORY)
22 FITTINGS_FILTER = pymunk.ShapeFilter(
23 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24 LIGHT_CATEGORY | FITTINGS_CATEGORY),
25 categories=FITTINGS_CATEGORY)
27 # Just match lights, nothing else
28 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
31 class LightManager(object):
32 """ Manages a set of lights. """
34 def __init__(self, space, gamestate):
37 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
38 for light in self._lights:
39 light.add(self._space)
41 def add_light(self, cfg):
42 light = BaseLight.load(cfg)
43 self._lights.append(light)
44 light.add(self._space)
46 def toggle_nearest(self, *args, **kw):
47 light = self.nearest(*args, **kw)
51 def nearest(self, pos, surfpos=False, max_distance=1.0):
53 surface = pygame.display.get_surface()
54 pos = pymunk.pygame_util.from_pygame(pos, surface)
55 point_info = self._space.point_query_nearest(
56 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
57 if point_info is not None:
58 return point_info.shape.body.light
61 def lit_by(self, pos, surfpos=False, max_distance=0.0):
63 surface = pygame.display.get_surface()
64 pos = pymunk.pygame_util.from_pygame(pos, surface)
65 point_info_list = self._space.point_query(
66 pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
67 lights = [p.shape.body.light for p in point_info_list]
69 light for light in lights
70 if light.on and light.ray_manager.reaches(pos)
73 def light_query(self, shape):
74 """Query the lights by shape"""
75 old_filter = shape.filter
76 # We need to restrict matches to only the lights
77 shape.filter = LIT_BY_FILTER
78 shape_info_list = self._space.shape_query(shape)
79 shape.filter = old_filter
80 lights = [p.shape.body.light for p in shape_info_list]
82 light for light in lights
83 if light.on and light.ray_manager.reaches(shape.body.position)
86 def render_light(self, surface):
87 for light in self._lights:
88 light.render_light(surface)
90 def render_fittings(self, surface):
91 for light in self._lights:
92 light.render_fitting(surface)
95 for light in self._lights:
99 class BaseLight(object):
100 """ Common light functionality. """
104 "green": (0, 255, 0),
105 "blue": (0, 255, 255),
106 "yellow": (255, 255, 0),
107 "white": (255, 255, 255),
111 RAY_MANAGER = RayPolyManager
113 FITTING_RADIUS = 24.0
119 self, colour, position, intensity=1.0, radius_limits=None,
123 self.intensity = intensity
124 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
125 self.body.light = self
126 self.ray_manager = self.RAY_MANAGER(
127 self.body, position, ray_filter=LIGHT_FILTER,
128 radius_limits=radius_limits, angle_limits=angle_limits)
129 self.fitting = pymunk.Circle(
130 self.body, self.FITTING_RADIUS, self.ray_manager.position)
131 self.fitting.filter = FITTINGS_FILTER
136 return self.ray_manager.position
139 def load(cls, config):
141 light_type = kw.pop("type")
143 c for c in cls.__subclasses__()
144 if c.__name__.lower() == light_type]
145 return light_class(**kw)
147 def add(self, space):
148 if self.body.space is not None:
149 space.remove(self.body, *self.body.shapes)
150 space.add(self.body, self.fitting)
151 self.ray_manager.set_space(space)
152 self.ray_manager.update_shapes()
155 self.on = not self.on
157 def _cached_surface(self, name, surface):
158 surf = self._surface_cache.get(name)
160 surf = self._surface_cache[name] = pygame.surface.Surface(
161 surface.get_size(), pgl.SWSURFACE
165 def light_colour(self):
166 light_colour = self.COLOURS[self.colour]
167 intensity = int(255 * self.intensity)
168 return light_colour + (intensity,)
170 def render_light(self, surface):
174 dt = DetailedTimer("render_light")
177 max_radius = self.ray_manager.max_radius
178 min_radius = self.ray_manager.min_radius
179 dest_rect = self.ray_manager.pygame_rect(surface)
181 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
182 light_colour = self.light_colour()
184 radius_mask = self._cached_surface('radius_mask', surface)
185 radius_mask.set_clip(dest_rect)
186 ray_mask = self._cached_surface('ray_mask', surface)
187 ray_mask.set_clip(dest_rect)
190 for pygame_poly in self.ray_manager.pygame_polys(surface):
191 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
192 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
193 dt.lap("ray mask rendered")
195 radius_mask.fill(black)
196 centre = self.ray_manager.pygame_position(surface)
198 radius_mask, light_colour, centre, int(max_radius), 0)
200 radius_mask, black, centre, int(min_radius), 0)
201 dt.lap("radius mask rendered")
203 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
204 dt.lap("blitted radius mask to ray mask")
206 surface.blit(ray_mask, dest_rect, dest_rect)
207 dt.lap("blitted surface")
211 if self._image is None:
212 fitting_colour = self.COLOURS[self.colour]
213 self._image = loader.load_image(
214 "48", self.FITTING_IMG,
215 transform=Multiply(colour=fitting_colour))
218 def render_fitting(self, surface):
219 rx, ry = self.ray_manager.pygame_position(surface)
220 surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
226 class Lamp(BaseLight):
227 FITTING_IMG = "lamp.png"
229 def __init__(self, **kw):
230 kw.pop("direction", None)
231 kw.pop("spread", None)
232 super(Lamp, self).__init__(**kw)
235 class SpotLight(BaseLight):
236 FITTING_IMG = "spotlight.png"
238 def __init__(self, **kw):
239 kw.pop("direction", None)
240 kw.pop("spread", None)
241 self.angular_velocity = kw.pop("angular_velocity", None)
242 super(SpotLight, self).__init__(**kw)
245 if self.angular_velocity:
246 self.ray_manager.rotate_degrees(self.angular_velocity)
247 self.ray_manager.update_shapes()