+ 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))
+
+ 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 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)
+
+ 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)
+
+ 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
+ pygame.draw.circle(
+ radius_mask, white, centre, int(max_radius), int(width))
+ 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)
+
+ light_colour = self.COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ light_colour = light_colour + (intensity,)
+
+ overlay_surf.blit(ray_mask, (0, 0), None)
+ overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
+
+ surface.blit(overlay_surf, (0, 0), None)
+
+ def render_fitting(self, surface):