Simple light damage using lit_by
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 54da531db68de8df8d3d7e9ca7333c10b4e2aa5f..3c9795212fdcc00b8e4b1b782c7de62991f1f593 100644 (file)
@@ -74,16 +74,30 @@ class LightManager(object):
         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, 1.0, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+            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 render_light(self, surface):
         for light in self._lights:
             light.render_light(surface)