Simple light damage using lit_by
[tabakrolletjie.git] / tabakrolletjie / lights.py
index c5c72af0df43cb289f4528ea94fabb65c41b52ee..3c9795212fdcc00b8e4b1b782c7de62991f1f593 100644 (file)
@@ -3,6 +3,7 @@
 
 import pymunk
 import pymunk.pygame_util
+import pygame.display
 import pygame.draw
 
 from .constants import (
@@ -63,6 +64,49 @@ def calculate_ray_polys(space, body, position):
     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. """
 
@@ -75,11 +119,12 @@ class BaseLight(object):
     }
 
     def __init__(self, colour, position):
-        self.on = True
-        self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
-        self.fitting = pymunk.Circle(self.body, 5.0)
         self.colour = colour
         self.position = pymunk.Vec2d(position)
+        self.on = True
+        self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
+        self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+        self.body.light = self
 
     @classmethod
     def load(cls, config):
@@ -124,11 +169,10 @@ class BaseLight(object):
         subsurface.set_alpha(50)
         surface.blit(subsurface, (0, 0), None)
 
-    def render_fittings(self, surface):
-        centre = self.position + self.fitting.offset
+    def render_fitting(self, surface):
         pygame.draw.circle(
             surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(centre, surface),
+            pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
             int(self.fitting.radius))