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Separate rendering of lights and light fixtures.
[tabakrolletjie.git]
/
tabakrolletjie
/
lights.py
diff --git
a/tabakrolletjie/lights.py
b/tabakrolletjie/lights.py
index ece9c4ef950ae698817bd6d2a549dbfbb85497f8..52031419611eff93d23f0c68e6daf221520d05c0 100644
(file)
--- a/
tabakrolletjie/lights.py
+++ b/
tabakrolletjie/lights.py
@@
-50,6
+50,8
@@
def calculate_ray_polys(space, body, position):
new_poly = pymunk.Poly(body, vertices[:-1])
vertices = [position, vertices[-1]]
ray_polys.append(new_poly)
new_poly = pymunk.Poly(body, vertices[:-1])
vertices = [position, vertices[-1]]
ray_polys.append(new_poly)
+ else:
+ vertices = trial_poly.get_vertices() + [point]
if len(vertices) > 2:
ray_polys.append(pymunk.Poly(body, vertices))
end_time = time.time()
if len(vertices) > 2:
ray_polys.append(pymunk.Poly(body, vertices))
end_time = time.time()
@@
-63,6
+65,14
@@
def calculate_ray_polys(space, body, position):
class BaseLight(object):
""" Common light functionality. """
class BaseLight(object):
""" Common light functionality. """
+ COLOURS = {
+ "red": (255, 0, 0),
+ "green": (0, 255, 0),
+ "blue": (0, 255, 255),
+ "yellow": (255, 255, 0),
+ "white": (255, 255, 255),
+ }
+
def __init__(self, colour, position):
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
self.colour = colour
def __init__(self, colour, position):
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
self.colour = colour
@@
-103,19
+113,22
@@
class SpotLight(BaseLight):
return ray_polys
def render(self, surface):
return ray_polys
def render(self, surface):
- subsurface = surface.copy()
pygame.draw.circle(
surface, (255, 255, 0),
pymunk.pygame_util.to_pygame(self.position, surface), 5)
pygame.draw.circle(
surface, (255, 255, 0),
pymunk.pygame_util.to_pygame(self.position, surface), 5)
+
+ def render_light(self, surface):
+ subsurface = surface.copy()
+ light_colour = self.COLOURS[self.colour]
for shape in self.body.shapes:
pygame_poly = [
pymunk.pygame_util.to_pygame(v, surface) for v in
shape.get_vertices()]
pygame.draw.polygon(
for shape in self.body.shapes:
pygame_poly = [
pymunk.pygame_util.to_pygame(v, surface) for v in
shape.get_vertices()]
pygame.draw.polygon(
- subsurface,
(200, 200, 200)
, pygame_poly, 0)
+ subsurface,
light_colour
, pygame_poly, 0)
pygame.draw.aalines(
pygame.draw.aalines(
- subsurface,
(200, 200, 200)
, True, pygame_poly, 1)
- subsurface.set_alpha(
20
0)
+ subsurface,
light_colour
, True, pygame_poly, 1)
+ subsurface.set_alpha(
5
0)
surface.blit(subsurface, (0, 0), None)
surface.blit(subsurface, (0, 0), None)