import pygame.draw
import pygame.locals as pgl
import pygame.rect
+import pygame.transform
from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply, MultiplyImage
+from .transforms import ColourWedges
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
light.tick()
+def light_fitting_by_type(light_type):
+ """ Render a light fitting image for a light type. """
+ return BaseLight.find_cls(light_type).FITTING_IMG
+
+
class BaseLight(object):
""" Common light functionality. """
def load(cls, config):
kw = config.copy()
light_type = kw.pop("type")
+ light_class = cls.find_cls(light_type)
+ return light_class(**kw)
+
+ @classmethod
+ def find_cls(cls, light_type):
[light_class] = [
c for c in cls.__subclasses__()
if c.__name__.lower() == light_type]
- return light_class(**kw)
+ return light_class
def add(self, space):
if self.body.space is not None:
def fitting_image(self):
if self._fitting_image is None:
- fitting_colours = [COLOURS[c] for c in self.colour_cycle]
- ncolour = len(fitting_colours)
- if ncolour > 3:
- print "Multicoloured light should not have more than 3 colours"
- ncolour = 3
-
- if ncolour == 1:
- self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colours[0]))
- else:
- if self._colour_mult_image is None:
- self._colour_mult_image = pygame.surface.Surface((48, 48))
-
- for i in range(ncolour):
- sector = loader.load_image(
- "48", "light_mask_%d_%d.png" % (ncolour, i + 1),
- transform=Multiply(colour=fitting_colours[i]))
- self._colour_mult_image.blit(sector, (0, 0), None, 0)
-
- self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=MultiplyImage(image=self._colour_mult_image))
-
+ self._fitting_image = loader.load_image(
+ "48", self.FITTING_IMG,
+ transform=ColourWedges(colours=self.colour_cycle))
return self._fitting_image
def invalidate_fitting_image(self):
else:
self.colour = self.colour_cycle[self.colour_pos]
self.on = True
- self.invalidate_fitting_image()
def tick(self):
pass
self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+ def fitting_image(self):
+ fitting_image = super(SpotLight, self).fitting_image()
+ rot_fitting_image = pygame.transform.rotozoom(
+ fitting_image, self.ray_manager.direction - 90, 1)
+
+ rot_rect = fitting_image.get_rect().copy()
+ rot_rect.center = rot_fitting_image.get_rect().center
+ rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
+
+ return rot_fitting_image
+
def tick(self):
if self.angular_velocity:
self.ray_manager.direction -= self.angular_velocity