- 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")
+
+ ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
+ dt.lap("blitted radius mask to ray mask")
+
+ surface.blit(ray_mask, dest_rect, dest_rect)
+ dt.lap("blitted surface")
+ dt.end()
+
+ 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))
+
+ return self._fitting_image
+
+ def invalidate_fitting_image(self):
+ self._fitting_image = None