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
+from .transforms import ColourWedges
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
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 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
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. """
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
self._fitting_image = None
+ self._colour_mult_image = None
@property
def position(self):
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_colour = COLOURS[self.colour]
self._fitting_image = loader.load_image(
"48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colour))
+ transform=ColourWedges(colours=self.colour_cycle))
return self._fitting_image
def invalidate_fitting_image(self):
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
+ return 5 * area * self.intensity / 6400 # 80x80 unit area
def base_damage(self):
- return 5 * self.intensity
+ return 10 * self.intensity
+
+ def off(self):
+ self.on = False
def toggle(self):
self.colour_pos += 1
else:
self.colour = self.colour_cycle[self.colour_pos]
self.on = True
- self.invalidate_fitting_image()
def tick(self):
pass
FITTING_IMG = "lamp.png"
-class MultiColourLamp(BaseLight):
-
- FITTING_IMG = "lamp.png"
-
- def __init__(self, **kw):
- super(MultiColourLamp, self).__init__(**kw)
-
-
class PulsatingLamp(BaseLight):
FITTING_IMG = "lamp.png"
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