import pygame.display
import pygame.draw
import pygame.locals as pgl
+import pygame.rect
from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
from .rays import RayPolyManager
+from .utils import DetailedTimer
+from .loader import loader
+from .transforms import Multiply
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
for light in self._lights:
light.add(self._space)
+ def add_light(self, cfg):
+ light = BaseLight.load(cfg)
+ self._lights.append(light)
+ light.add(self._space)
+
def toggle_nearest(self, *args, **kw):
light = self.nearest(*args, **kw)
if light:
for light in self._lights:
light.render_fitting(surface)
+ def tick(self):
+ for light in self._lights:
+ light.tick()
+
class BaseLight(object):
""" Common light functionality. """
COLOURS = {
"red": (255, 0, 0),
"green": (0, 255, 0),
- "blue": (0, 255, 255),
+ "blue": (0, 0, 255),
+ "cyan": (0, 255, 255),
"yellow": (255, 255, 0),
"white": (255, 255, 255),
}
+ # defaults
+ RAY_MANAGER = RayPolyManager
+ FITTING_IMG = None
+ FITTING_RADIUS = 24.0
+
# cached surfaces
_surface_cache = {}
def __init__(
- self, colour, position, intensity=1.0,
- radius_limits=(None, None), angle_limits=(None, None)):
+ self, colour, position, intensity=1.0, radius_limits=None,
+ angle_limits=None):
self.colour = colour
- self.position = pymunk.Vec2d(position)
self.on = True
self.intensity = intensity
- self.radius_limits = radius_limits
- self.angle_limits = angle_limits
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
- self.fitting = pymunk.Circle(self.body, 10.0, self.position)
- self.fitting.filter = FITTINGS_FILTER
self.body.light = self
- self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
+ self.ray_manager = self.RAY_MANAGER(
+ self.body, position, ray_filter=LIGHT_FILTER,
+ radius_limits=radius_limits, angle_limits=angle_limits)
+ self.fitting = pymunk.Circle(
+ self.body, self.FITTING_RADIUS, self.ray_manager.position)
+ self.fitting.filter = FITTINGS_FILTER
+ self._image = None
+
+ @property
+ def position(self):
+ return self.ray_manager.position
@classmethod
def load(cls, config):
def add(self, space):
if self.body.space is not None:
space.remove(self.body, *self.body.shapes)
- self.ray_manager.generate_rays(space, self.position)
- ray_shapes = self.ray_manager.polys()
- space.add(self.body, self.fitting, *ray_shapes)
-
- def shapes_for_ray_polys(self, ray_polys):
- return ray_polys
+ space.add(self.body, self.fitting)
+ self.ray_manager.set_space(space)
+ self.ray_manager.update_shapes()
def toggle(self):
self.on = not self.on
- def _cached_surfaces(self, surface):
- radius_mask = self._surface_cache.get('radius_mask')
- if radius_mask is None:
- radius_mask = self._surface_cache['radius_mask'] = (
- pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
-
- ray_mask = self._surface_cache.get('ray_mask')
- if ray_mask is None:
- ray_mask = self._surface_cache['ray_mask'] = (
- pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+ def _cached_surface(self, name, surface):
+ surf = self._surface_cache.get(name)
+ if surf is None:
+ surf = self._surface_cache[name] = pygame.surface.Surface(
+ surface.get_size(), pgl.SWSURFACE
+ ).convert_alpha()
+ return surf
- overlay_surf = self._surface_cache.get('overlay_surf')
- if overlay_surf is None:
- overlay_surf = self._surface_cache['overlay_surf'] = (
- pygame.surface.Surface(
- surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
-
- return radius_mask, ray_mask, overlay_surf
+ def light_colour(self):
+ light_colour = self.COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ return light_colour + (intensity,)
def render_light(self, surface):
if not self.on:
return
- radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
- white, black = (255, 255, 255), (0, 0, 0)
+ dt = DetailedTimer("render_light")
+ dt.start()
+
+ max_radius = self.ray_manager.max_radius
+ min_radius = self.ray_manager.min_radius
+ dest_rect = self.ray_manager.pygame_rect(surface)
+
+ white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+ light_colour = self.light_colour()
+
+ radius_mask = self._cached_surface('radius_mask', surface)
+ radius_mask.set_clip(dest_rect)
+ ray_mask = self._cached_surface('ray_mask', surface)
+ ray_mask.set_clip(dest_rect)
ray_mask.fill(black)
for pygame_poly in self.ray_manager.pygame_polys(surface):
pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
- pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
+ pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
+ dt.lap("ray mask rendered")
radius_mask.fill(black)
- centre = pymunk.pygame_util.to_pygame(self.position, surface)
- max_radius = self.radius_limits[1] or 50.0
- min_radius = self.radius_limits[0] or 0
- width = max_radius - min_radius
+ centre = self.ray_manager.pygame_position(surface)
pygame.draw.circle(
- radius_mask, white, centre, int(max_radius), int(width))
+ radius_mask, light_colour, centre, int(max_radius), 0)
pygame.draw.circle(
- radius_mask, white, (centre[0] + 1, centre[1]),
- int(max_radius), int(width))
-
- ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
- ray_mask.set_colorkey(black)
+ radius_mask, black, centre, int(min_radius), 0)
+ dt.lap("radius mask rendered")
- light_colour = self.COLOURS[self.colour]
- intensity = int(255 * self.intensity)
- light_colour = light_colour + (intensity,)
+ ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
+ dt.lap("blitted radius mask to ray mask")
- overlay_surf.blit(ray_mask, (0, 0), None)
- overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
+ surface.blit(ray_mask, dest_rect, dest_rect)
+ dt.lap("blitted surface")
+ dt.end()
- surface.blit(overlay_surf, (0, 0), None)
+ def get_image(self):
+ if self._image is None:
+ fitting_colour = self.COLOURS[self.colour]
+ self._image = loader.load_image(
+ "48", self.FITTING_IMG,
+ transform=Multiply(colour=fitting_colour))
+ return self._image
def render_fitting(self, surface):
- pygame.draw.circle(
- surface, (255, 255, 0),
- pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
- int(self.fitting.radius))
+ rx, ry = self.ray_manager.pygame_position(surface)
+ surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
+
+ def tick(self):
+ pass
+
+
+class Lamp(BaseLight):
+ FITTING_IMG = "lamp.png"
+
+ def __init__(self, **kw):
+ kw.pop("direction", None)
+ kw.pop("spread", None)
+ super(Lamp, self).__init__(**kw)
class SpotLight(BaseLight):
+ FITTING_IMG = "spotlight.png"
+
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)
+ self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+
+ def tick(self):
+ if self.angular_velocity:
+ self.ray_manager.rotate_degrees(self.angular_velocity)
+ self.ray_manager.update_shapes()