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made light body bigger
[tabakrolletjie.git]
/
tabakrolletjie
/
lights.py
diff --git
a/tabakrolletjie/lights.py
b/tabakrolletjie/lights.py
index de753109efb2d7b6d4410834edeea8bf06221a81..2ab02b6e91061469ce58c81af4deaeb2c5bcf58b 100644
(file)
--- a/
tabakrolletjie/lights.py
+++ b/
tabakrolletjie/lights.py
@@
-11,6
+11,8
@@
import pygame.rect
from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
from .rays import RayPolyManager
from .utils import DetailedTimer
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 ^ (
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
@@
-36,6
+38,11
@@
class LightManager(object):
for light in self._lights:
light.add(self._space)
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:
def toggle_nearest(self, *args, **kw):
light = self.nearest(*args, **kw)
if light:
@@
-94,6
+101,8
@@
class BaseLight(object):
"white": (255, 255, 255),
}
"white": (255, 255, 255),
}
+ FITTING_IMG = None
+
# cached surfaces
_surface_cache = {}
# cached surfaces
_surface_cache = {}
@@
-107,10
+116,11
@@
class BaseLight(object):
self.radius_limits = radius_limits
self.angle_limits = angle_limits
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
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 = pymunk.Circle(self.body,
24
.0, self.position)
self.fitting.filter = FITTINGS_FILTER
self.body.light = self
self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
self.fitting.filter = FITTINGS_FILTER
self.body.light = self
self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
+ self._image = None
@classmethod
def load(cls, config):
@classmethod
def load(cls, config):
@@
-154,7
+164,7
@@
class BaseLight(object):
if not self.on:
return
if not self.on:
return
- dt = DetailedTimer("render_light"
, debug=True
)
+ dt = DetailedTimer("render_light")
dt.start()
dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
dt.start()
dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
@@
-175,13
+185,17
@@
class BaseLight(object):
ray_mask.fill(black)
for pygame_poly in self.ray_manager.pygame_polys(surface):
pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
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, Tru
e, pygame_poly, 1)
+ pygame.draw.
polygon(ray_mask, whit
e, pygame_poly, 1)
dt.lap("ray mask rendered")
dt.lap("ray mask rendered")
+ light_colour = self.COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ light_colour = light_colour + (intensity,)
+
radius_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
pygame.draw.circle(
radius_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
pygame.draw.circle(
- radius_mask,
white
, centre, int(max_radius), 0)
+ radius_mask,
light_colour
, centre, int(max_radius), 0)
pygame.draw.circle(
radius_mask, black, centre, int(min_radius), 0)
dt.lap("radius mask rendered")
pygame.draw.circle(
radius_mask, black, centre, int(min_radius), 0)
dt.lap("radius mask rendered")
@@
-189,28
+203,38
@@
class BaseLight(object):
ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
dt.lap("blitted radius mask to ray mask")
ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
dt.lap("blitted radius mask to ray mask")
- light_colour = self.COLOURS[self.colour]
- intensity = int(255 * self.intensity)
- light_colour = light_colour + (intensity,)
-
- ray_mask.fill(light_colour, dest_rect, pgl.BLEND_RGBA_MULT)
- dt.lap("coloured ray mask")
-
surface.blit(ray_mask, dest_rect, dest_rect)
dt.lap("blitted surface")
dt.end()
surface.blit(ray_mask, dest_rect, dest_rect)
dt.lap("blitted surface")
dt.end()
+ 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):
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 = pymunk.pygame_util.to_pygame(self.position, surface)
+ surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
def tick(self):
pass
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):
class SpotLight(BaseLight):
+ FITTING_IMG = "spotlight.png"
+
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)