import pygame.draw
import pygame.locals as pgl
import pygame.rect
+import pygame.transform
from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
from .rays import RayPolyManager
light.tick()
+def light_fitting_image(size, base_image_name, colours):
+ """ Render a light fitting image. """
+ size = str(size)
+ fitting_colours = [COLOURS[c] for c in colours]
+ ncolour = len(fitting_colours)
+ if ncolour > 3:
+ print "Multicoloured light should not have more than 3 colours"
+ ncolour = 3
+
+ if ncolour == 1:
+ return loader.load_image(
+ size, base_image_name,
+ transform=Multiply(colour=fitting_colours[0]))
+
+ colour_mult_image = pygame.surface.Surface((48, 48))
+ for i in range(ncolour):
+ sector = loader.load_image(
+ size, "light_mask_%d_%d.png" % (ncolour, i + 1),
+ transform=Multiply(colour=fitting_colours[i]))
+ colour_mult_image.blit(sector, (0, 0), None, 0)
+
+ fitting_image = loader.load_image(size, base_image_name)
+ fitting_image.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
+ return fitting_image
+
+
class BaseLight(object):
""" Common light functionality. """
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
self._fitting_image = None
+ self._colour_mult_image = None
@property
def position(self):
def fitting_image(self):
if self._fitting_image is None:
- fitting_colour = COLOURS[self.colour]
- self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colour))
+ self._fitting_image = light_fitting_image(
+ 48, self.FITTING_IMG, self.colour_cycle)
return self._fitting_image
def invalidate_fitting_image(self):
return 0.0
area = math.pi * (self.ray_manager.max_radius ** 2) # radius
area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
- return 5 * area * self.intensity
+ return 5 * area * self.intensity / 6400 # 80x80 unit area
def base_damage(self):
return 5 * self.intensity
else:
self.colour = self.colour_cycle[self.colour_pos]
self.on = True
- self.invalidate_fitting_image()
def tick(self):
pass
FITTING_IMG = "lamp.png"
-class MultiColourLamp(BaseLight):
-
- FITTING_IMG = "lamp.png"
-
- def __init__(self, **kw):
- super(MultiColourLamp, self).__init__(**kw)
-
-
class PulsatingLamp(BaseLight):
FITTING_IMG = "lamp.png"
self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+ def fitting_image(self):
+ fitting_image = super(SpotLight, self).fitting_image()
+ rot_fitting_image = pygame.transform.rotozoom(
+ fitting_image, self.ray_manager.direction - 90, 1)
+
+ rot_rect = fitting_image.get_rect().copy()
+ rot_rect.center = rot_fitting_image.get_rect().center
+ rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
+
+ return rot_fitting_image
+
def tick(self):
if self.angular_velocity:
self.ray_manager.direction -= self.angular_velocity