""" May it be a light for you in dark places, when all other lights go out.
"""
+import math
+
import pymunk
import pymunk.pygame_util
import pygame.display
import pygame.draw
import pygame.locals as pgl
import pygame.rect
+import pygame.transform
-from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
+from .constants import (
+ LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_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 ^ (
# Just match lights, nothing else
LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
+SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter(
+ mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY)
+
+
+def check_space_for_light(space, pos, max_distance):
+ point_info = space.point_query_nearest(
+ pos, max_distance, SPACE_FOR_LIGHT_FILTER)
+ if point_info is not None:
+ return True
+ return False
class LightManager(object):
def __init__(self, space, gamestate):
self._space = space
+ self._battery_dead = False
self._lights = [
BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
for light in self._lights:
self._lights.append(light)
light.add(self._space)
+ def battery_dead(self):
+ self._battery_dead = True
+ for light in self._lights:
+ light.off()
+
+ def serialize_lights(self):
+ result = []
+ for light in self._lights:
+ result.append(light.serialize())
+ return result
+
def toggle_nearest(self, *args, **kw):
+ if self._battery_dead:
+ return
light = self.nearest(*args, **kw)
if light:
light.toggle()
surface = pygame.display.get_surface()
pos = pymunk.pygame_util.from_pygame(pos, surface)
point_info_list = self._space.point_query(
- pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
+ pos, max_distance, LIT_BY_FILTER)
lights = [p.shape.body.light for p in point_info_list]
return [
light for light in lights
if light.on and light.ray_manager.reaches(shape.body.position)
]
+ def total_power_usage(self):
+ return sum(light.power_usage() for light in self._lights)
+
def render_light(self, surface):
for light in self._lights:
light.render_light(surface)
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 __init__(
self, colours, position, intensity=1.0, radius_limits=None,
- direction=None, spread=None):
+ direction=None, spread=None, on=True, start_colour=None,
+ bounding_radius=None):
self.colour_cycle = colours
self.colour_pos = 0
self.colour = colours[0]
- self.on = True
+ if start_colour and start_colour in colours:
+ self.colour_pos = colours.index(start_colour)
+ self.colour = start_colour
+ self.on = on
+ if not on and len(colours) > 1:
+ self.colour_pos = -1
self.intensity = intensity
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
self.body.light = self
self.ray_manager = self.RAY_MANAGER(
self.body, position, ray_filter=LIGHT_FILTER,
- radius_limits=radius_limits, direction=direction, spread=spread)
+ radius_limits=radius_limits, direction=direction, spread=spread,
+ bounding_radius=bounding_radius)
self.fitting = pymunk.Circle(
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
self._fitting_image = None
self._colour_mult_image = None
+ def serialize(self):
+ result = self.ray_manager.serialize()
+ result.update({
+ "type": self.__class__.__name__.lower(),
+ "colours": self.colour_cycle,
+ "position": self.position,
+ "intensity": self.intensity,
+ "on": self.on,
+ "start_colour": self.colour,
+ })
+ return result
+
@property
def position(self):
return self.ray_manager.position
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(
+ 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))
-
+ transform=ColourWedges(colours=self.colour_cycle))
return self._fitting_image
def invalidate_fitting_image(self):
rx, ry = self.ray_manager.pygame_position(surface)
surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
+ def power_usage(self):
+ if not self.on:
+ return 0.0
+ area = math.pi * (self.ray_manager.max_radius ** 2) # radius
+ area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
+ return 5 * area * self.intensity / 6400 # 80x80 unit area
+
+ def base_damage(self):
+ return 10 * self.intensity
+
+ def off(self):
+ self.on = False
+
def toggle(self):
self.colour_pos += 1
if self.colour_pos >= len(self.colour_cycle):
else:
self.colour = self.colour_cycle[self.colour_pos]
self.on = True
- self.invalidate_fitting_image()
def tick(self):
pass
"intensity_range", self.DEFAULT_INTENSITY_RANGE)
self.intensity_velocity = kw.pop(
"intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
- super(PulsatingLamp, self).__init__(**kw)
+ super(PulsatingLamp, self).__init__(
+ bounding_radius=self.pulse_range[1], **kw)
+
+ def serialize(self):
+ result = super(PulsatingLamp, self).serialize()
+ result["pulse_velocity"] = self.pulse_velocity
+ result["intensity_range"] = self.intensity_range
+ result["intensity_velocity"] = self.intensity_velocity
+ return result
def _update_range(self, value, velocity, value_range):
value += velocity
self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+ def serialize(self):
+ result = super(SpotLight, self).serialize()
+ result["angular_velocity"] = self.angular_velocity
+ return result
+
+ 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