Simple light damage using lit_by
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 8abb1a6801249125b2cafd51a1b0cf63fccf7bbe..3c9795212fdcc00b8e4b1b782c7de62991f1f593 100644 (file)
@@ -3,6 +3,7 @@
 
 import pymunk
 import pymunk.pygame_util
+import pygame.display
 import pygame.draw
 
 from .constants import (
@@ -73,6 +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, 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)