import pymunk
import pymunk.pygame_util
+import pygame.display
import pygame.draw
from .constants import (
LIGHT_CATEGORY | FITTINGS_CATEGORY),
categories=FITTINGS_CATEGORY)
+# Just match lights, nothing else
+LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
+
def screen_rays(pos):
""" An iterable that returns ordered rays from pos to the edge of the
return ray_polys
+class LightManager(object):
+ """ Manages a set of lights. """
+
+ def __init__(self, space, gamestate):
+ self._space = space
+ self._lights = [
+ BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
+ for light in self._lights:
+ 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]
+
+ 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]
+
+ def render_light(self, surface):
+ for light in self._lights:
+ light.render_light(surface)
+
+ def render_fittings(self, surface):
+ for light in self._lights:
+ light.render_fitting(surface)
+
+
class BaseLight(object):
""" Common light functionality. """
"white": (255, 255, 255),
}
- def __init__(self, colour, position):
+ def __init__(
+ self, colour, position, intensity=1.0,
+ radius_limits=(None, None), angle_limits=(None, None)):
self.colour = colour
self.position = pymunk.Vec2d(position)
self.on = True
+ self.intensity = intensity
+ 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.body.light = self
def render_light(self, surface):
if not self.on:
return
- subsurface = surface.copy()
- light_colour = self.COLOURS[self.colour]
+
+ raypoly_mask = surface.copy()
+ white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+ raypoly_mask.fill(black)
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)
+ pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0)
+ pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1)
+
+ limits_mask = surface.copy()
+ limits_mask.fill(black)
+ centre = pymunk.pygame_util.to_pygame(self.position, surface)
+ max_radius = self.radius_limits[1] or 50.0
+ box = (centre[0] - max_radius, centre[1] - max_radius,
+ max_radius * 2, max_radius * 2)
+ width = max_radius - (self.radius_limits[0] or 0)
+ box2 = (box[0] + 1,) + tuple(box[1:])
+ box3 = (box[0] + 2,) + tuple(box[1:])
+ import math
+ start_angle = (self.angle_limits[0] or 0.0) * (math.pi / 180.0)
+ end_angle = (self.angle_limits[1] or 360.0) * (math.pi / 180.0)
+ pygame.draw.arc(
+ limits_mask, white, box, start_angle, end_angle, int(width))
+ pygame.draw.arc(
+ limits_mask, white, box2, start_angle, end_angle, int(width))
+ pygame.draw.arc(
+ limits_mask, white, box3, start_angle, end_angle, int(width))
+
+ import pygame.locals as pgl
+ raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN)
+ raypoly_mask.set_colorkey(black)
- def render_fittings(self, surface):
+ light_colour = self.COLOURS[self.colour]
+ overlay = surface.copy()
+ overlay.fill(light_colour)
+ raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)
+
+ mask2 = surface.copy()
+ mask2.set_alpha(255)
+ mask2.blit(raypoly_mask, (0, 0), None)
+
+ mask2.set_alpha(int(255 * self.intensity))
+
+ surface.blit(mask2, (0, 0), None)
+
+ def render_fitting(self, surface):
pygame.draw.circle(
surface, (255, 255, 0),
pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
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
-
-
-class Lamp(BaseLight):
- def __init__(self, colour="white", position=None, radius=100.0):
- super(Lamp, self).__init__(colour, position)
- self.radius = radius
+ def __init__(self, **kw):
+ kw.pop("direction", None)
+ kw.pop("spread", None)
+ super(SpotLight, self).__init__(**kw)