from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
+from .transforms import Multiply
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
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:
self.radius_limits = radius_limits
self.angle_limits = angle_limits
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
- self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+ self.fitting = pymunk.Circle(self.body, 24.0, self.position)
self.fitting.filter = FITTINGS_FILTER
self.body.light = self
self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
def get_image(self):
if self._image is None:
- self._image = loader.load_image("64", self.FITTING_IMG).copy()
fitting_colour = self.COLOURS[self.colour]
- self._image.fill(fitting_colour, None, pgl.BLEND_RGBA_MULT)
+ self._image = loader.load_image(
+ "48", 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)
+ surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
def tick(self):
pass
+class Lamp(BaseLight):
+ FITTING_IMG = "lamp.png"
+
+ def __init__(self, **kw):
+ kw.pop("direction", None)
+ kw.pop("spread", None)
+ super(Lamp, self).__init__(**kw)
+
+
class SpotLight(BaseLight):
FITTING_IMG = "spotlight.png"
-
+
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)