""" May it be a light for you in dark places, when all other lights go out.
"""
-import time
-
import pymunk
import pymunk.pygame_util
+import pygame.display
import pygame.draw
-from .constants import SCREEN_SIZE, LIGHT_CATEGORY, DEBUG
+from .constants import (
+ SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
+from .utils import debug_timer
LIGHT_FILTER = pymunk.ShapeFilter(
- mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
+ mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+ LIGHT_CATEGORY | FITTINGS_CATEGORY),
categories=LIGHT_CATEGORY)
+FITTINGS_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
yield pymunk.Vec2d(x, bottom)
+@debug_timer("lights.calculate_ray_polys")
def calculate_ray_polys(space, body, position):
- start_time = time.time()
position = pymunk.Vec2d(position)
vertices = [position]
ray_polys = []
vertices = trial_poly.get_vertices() + [point]
if len(vertices) > 2:
ray_polys.append(pymunk.Poly(body, vertices))
- end_time = time.time()
- if DEBUG:
- print(
- "calculate_ray_polys: %d polys, %g seconds" %
- (len(ray_polys), end_time - start_time))
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 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. """
}
def __init__(self, colour, position):
+ self.colour = colour
+ self.position = pymunk.Vec2d(position)
self.on = True
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
- self.colour = colour
- self.position = position
+ self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+ self.body.light = self
@classmethod
def load(cls, config):
calculate_ray_polys(space, self.body, self.position))
for shape in shapes:
shape.filter = LIGHT_FILTER
- space.add(self.body, *shapes)
+ self.fitting.filter = FITTINGS_FILTER
+ space.add(self.body, self.fitting, *shapes)
def shapes_for_ray_polys(self, ray_polys):
return ray_polys
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()]
subsurface.set_alpha(50)
surface.blit(subsurface, (0, 0), None)
- def render_fittings(self, surface):
+ def render_fitting(self, surface):
pygame.draw.circle(
surface, (255, 255, 0),
- pymunk.pygame_util.to_pygame(self.position, surface), 5)
+ pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
+ int(self.fitting.radius))
class SpotLight(BaseLight):