""" May it be a light for you in dark places, when all other lights go out.
"""
+import math
+
import pymunk
import pymunk.pygame_util
+import pygame.display
import pygame.draw
+import pygame.locals as pgl
+import pygame.rect
+import pygame.transform
-from .constants import (
- SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
-from .utils import debug_timer
+from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
+from .rays import RayPolyManager
+from .utils import DetailedTimer
+from .loader import loader
+from .transforms import ColourWedges
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
LIGHT_CATEGORY | FITTINGS_CATEGORY),
categories=FITTINGS_CATEGORY)
-
-def screen_rays(pos):
- """ An iterable that returns ordered rays from pos to the edge of the
- screen, starting with the edge point (0, 0) and continuing clockwise
- in pymunk coordinates.
- """
- w, h = SCREEN_SIZE
- left, right, bottom, top = 0, w, 0, h
- step = 1
- for y in range(0, h, step):
- yield pymunk.Vec2d(left, y)
- for x in range(0, w, step):
- yield pymunk.Vec2d(x, top)
- for y in range(top, -1, -step):
- yield pymunk.Vec2d(right, y)
- for x in range(right, -1, -step):
- yield pymunk.Vec2d(x, bottom)
-
-
-@debug_timer("lights.calculate_ray_polys")
-def calculate_ray_polys(space, body, position):
- position = pymunk.Vec2d(position)
- vertices = [position]
- ray_polys = []
- for ray in screen_rays(position):
- info = space.segment_query_first(position, ray, 1, LIGHT_FILTER)
- point = ray if info is None else info.point
- vertices.append(point)
- if len(vertices) > 3:
- trial_poly = pymunk.Poly(None, vertices)
- trial_poly.update(pymunk.Transform.identity())
- query_prev = trial_poly.point_query(vertices[-2])
- query_pos = trial_poly.point_query(position)
- if query_prev.distance < -0.01 or query_pos.distance < -0.01:
- 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))
- return ray_polys
+# Just match lights, nothing else
+LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
class LightManager(object):
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:
+ light.toggle()
+
+ def nearest(self, pos, surfpos=False, max_distance=1.0):
+ if surfpos:
+ surface = pygame.display.get_surface()
+ pos = pymunk.pygame_util.from_pygame(pos, surface)
+ point_info = self._space.point_query_nearest(
+ pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+ if point_info is not None:
+ return point_info.shape.body.light
+ return None
+
+ def lit_by(self, pos, surfpos=False, max_distance=0.0):
+ if surfpos:
+ surface = pygame.display.get_surface()
+ pos = pymunk.pygame_util.from_pygame(pos, surface)
+ point_info_list = self._space.point_query(
+ pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
+ lights = [p.shape.body.light for p in point_info_list]
+ return [
+ light for light in lights
+ if light.on and light.ray_manager.reaches(pos)
+ ]
+
+ def light_query(self, shape):
+ """Query the lights by shape"""
+ old_filter = shape.filter
+ # We need to restrict matches to only the lights
+ shape.filter = LIT_BY_FILTER
+ shape_info_list = self._space.shape_query(shape)
+ shape.filter = old_filter
+ lights = [p.shape.body.light for p in shape_info_list]
+ return [
+ light for light in lights
+ if light.on and light.ray_manager.reaches(shape.body.position)
+ ]
+
+ def total_power_usage(self):
+ return sum(light.power_usage() for light in self._lights)
+
def render_light(self, surface):
for light in self._lights:
light.render_light(surface)
for light in self._lights:
light.render_fitting(surface)
+ def tick(self):
+ for light in self._lights:
+ light.tick()
+
+
+def light_fitting_by_type(light_type):
+ """ Render a light fitting image for a light type. """
+ return BaseLight.find_cls(light_type).FITTING_IMG
+
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.colour = colour
- self.position = pymunk.Vec2d(position)
+ # defaults
+ RAY_MANAGER = RayPolyManager
+ FITTING_IMG = None
+ FITTING_RADIUS = 24.0
+
+ # cached surfaces
+ _surface_cache = {}
+
+ def __init__(
+ self, colours, position, intensity=1.0, radius_limits=None,
+ direction=None, spread=None):
+ self.colour_cycle = colours
+ self.colour_pos = 0
+ self.colour = colours[0]
self.on = True
+ self.intensity = intensity
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
- self.fitting = pymunk.Circle(self.body, 10.0, self.position)
self.body.light = self
+ self.ray_manager = self.RAY_MANAGER(
+ self.body, position, ray_filter=LIGHT_FILTER,
+ radius_limits=radius_limits, direction=direction, spread=spread)
+ self.fitting = pymunk.Circle(
+ 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):
+ return self.ray_manager.position
@classmethod
def load(cls, config):
kw = config.copy()
light_type = kw.pop("type")
+ light_class = cls.find_cls(light_type)
+ return light_class(**kw)
+
+ @classmethod
+ def find_cls(cls, light_type):
[light_class] = [
c for c in cls.__subclasses__()
if c.__name__.lower() == light_type]
- return light_class(**kw)
+ return light_class
def add(self, space):
if self.body.space is not None:
space.remove(self.body, *self.body.shapes)
- shapes = self.shapes_for_ray_polys(
- calculate_ray_polys(space, self.body, self.position))
- for shape in shapes:
- shape.filter = LIGHT_FILTER
- self.fitting.filter = FITTINGS_FILTER
- space.add(self.body, self.fitting, *shapes)
+ space.add(self.body, self.fitting)
+ self.ray_manager.set_space(space)
+ self.ray_manager.update_shapes()
- def shapes_for_ray_polys(self, ray_polys):
- return ray_polys
+ def _cached_surface(self, name, surface):
+ surf = self._surface_cache.get(name)
+ if surf is None:
+ surf = self._surface_cache[name] = pygame.surface.Surface(
+ surface.get_size(), pgl.SWSURFACE
+ ).convert_alpha()
+ return surf
- def toggle(self):
- self.on = not self.on
+ def light_colour(self):
+ light_colour = COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ return light_colour + (intensity,)
def render_light(self, surface):
if not self.on:
return
- subsurface = surface.copy()
- light_colour = self.COLOURS[self.colour]
- for shape in self.body.shapes:
- if shape is self.fitting:
- continue
- pygame_poly = [
- pymunk.pygame_util.to_pygame(v, surface) for v in
- shape.get_vertices()]
- pygame.draw.polygon(
- subsurface, light_colour, pygame_poly, 0)
- pygame.draw.aalines(
- subsurface, light_colour, True, pygame_poly, 1)
- subsurface.set_alpha(50)
- surface.blit(subsurface, (0, 0), None)
- def render_fitting(self, surface):
+ dt = DetailedTimer("render_light")
+ dt.start()
+
+ max_radius = self.ray_manager.max_radius
+ min_radius = self.ray_manager.min_radius
+ dest_rect = self.ray_manager.pygame_rect(surface)
+
+ white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+ light_colour = self.light_colour()
+
+ radius_mask = self._cached_surface('radius_mask', surface)
+ radius_mask.set_clip(dest_rect)
+ ray_mask = self._cached_surface('ray_mask', surface)
+ 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")
+
+ radius_mask.fill(black)
+ centre = self.ray_manager.pygame_position(surface)
pygame.draw.circle(
- surface, (255, 255, 0),
- pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
- int(self.fitting.radius))
+ 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")
-class SpotLight(BaseLight):
- def __init__(
- self, colour="white", position=None, direction=90.0, spread=45.0):
- super(SpotLight, self).__init__(colour, position)
- self.direction = direction
- self.spread = spread
- self.i = 0
+ surface.blit(ray_mask, dest_rect, dest_rect)
+ dt.lap("blitted surface")
+ dt.end()
+
+ def fitting_image(self):
+ if self._fitting_image is None:
+ self._fitting_image = loader.load_image(
+ "48", self.FITTING_IMG,
+ transform=ColourWedges(colours=self.colour_cycle))
+ return self._fitting_image
+
+ def invalidate_fitting_image(self):
+ self._fitting_image = None
+
+ def render_fitting(self, surface):
+ rx, ry = self.ray_manager.pygame_position(surface)
+ surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
+
+ def power_usage(self):
+ if not self.on:
+ 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 / 6400 # 80x80 unit area
+
+ def base_damage(self):
+ return 5 * self.intensity
+
+ def toggle(self):
+ self.colour_pos += 1
+ if self.colour_pos >= len(self.colour_cycle):
+ self.colour = self.colour_cycle[0]
+ self.colour_pos = -1
+ self.on = False
+ else:
+ self.colour = self.colour_cycle[self.colour_pos]
+ self.on = True
+
+ def tick(self):
+ pass
class Lamp(BaseLight):
- def __init__(self, colour="white", position=None, radius=100.0):
- super(Lamp, self).__init__(colour, position)
- self.radius = radius
+
+ FITTING_IMG = "lamp.png"
+
+
+class PulsatingLamp(BaseLight):
+
+ FITTING_IMG = "lamp.png"
+ DEFAULT_PULSE_RANGE = (20, 100)
+ DEFAULT_PULSE_VELOCITY = 2
+ DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
+ DEFAULT_INTENSITY_VELOCITY = 0.1
+
+ def __init__(self, **kw):
+ self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
+ self.pulse_velocity = kw.pop(
+ "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
+ self.intensity_range = kw.pop(
+ "intensity_range", self.DEFAULT_INTENSITY_RANGE)
+ self.intensity_velocity = kw.pop(
+ "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
+ super(PulsatingLamp, self).__init__(**kw)
+
+ def _update_range(self, value, velocity, value_range):
+ value += velocity
+ if value < value_range[0]:
+ value = value_range[0]
+ velocity = -velocity
+ elif value > value_range[1]:
+ value = value_range[1]
+ velocity = -velocity
+ return value, velocity
+
+ def tick(self):
+ self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
+ self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
+ self.intensity, self.intensity_velocity = self._update_range(
+ self.intensity, self.intensity_velocity, self.intensity_range)
+
+
+class SpotLight(BaseLight):
+
+ FITTING_IMG = "spotlight.png"
+
+ def __init__(self, **kw):
+ 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
+ self.ray_manager.update_shapes()