+ 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)
+ self.ray_manager.set_angle_limits(self.angle_limits)
+ 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
+
+ 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)).convert_alpha()
+
+ 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)).convert_alpha()
+
+ return radius_mask, ray_mask
+
+ def render_light(self, surface):
+ if not self.on:
+ return
+
+ dt = DetailedTimer("render_light")
+ dt.start()
+ dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
+
+ max_radius = self.radius_limits[1] or 50.0
+ min_radius = self.radius_limits[0] or 0
+
+ rw = max_radius * 2
+ rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+ dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
+ dest_rect.move_ip(- max_radius, - max_radius)
+
+ white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+
+ radius_mask, ray_mask = self._cached_surfaces(surface)
+ radius_mask.set_clip(dest_rect)
+ 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.polygon(ray_mask, white, pygame_poly, 1)
+ 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, light_colour, centre, int(max_radius), 0)
+ pygame.draw.circle(
+ 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 get_image(self):
+ if self._image is None:
+ fitting_colour = self.COLOURS[self.colour]
+ self._image = loader.load_image("64", self.FITTING_IMG, transform=Multiply(colour=fitting_colour))
+ return self._image
+
+ def render_fitting(self, surface):
+ rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+ surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
+
+ def tick(self):
+ pass
+