if light:
light.toggle()
- def nearest(self, pos, surfpos=True, max_distance=1.0):
+ 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)