Separate rendering of lights and light fixtures.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index a22ea14472708041db5dc98fe061c769120e619d..52031419611eff93d23f0c68e6daf221520d05c0 100644 (file)
@@ -1,11 +1,13 @@
 """ 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.draw
 
-from .constants import SCREEN_SIZE, LIGHT_CATEGORY
+from .constants import SCREEN_SIZE, LIGHT_CATEGORY, DEBUG
 
 LIGHT_FILTER = pymunk.ShapeFilter(
     mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
@@ -19,17 +21,19 @@ def screen_rays(pos):
     """
     w, h = SCREEN_SIZE
     left, right, bottom, top = 0, w, 0, h
-    for y in range(h):
+    step = 1
+    for y in range(0, h, step):
         yield pymunk.Vec2d(left, y)
-    for x in range(w):
+    for x in range(0, w, step):
         yield pymunk.Vec2d(x, top)
-    for y in range(top, -1, -1):
+    for y in range(top, -1, -step):
         yield pymunk.Vec2d(right, y)
-    for x in range(right, -1, -1):
+    for x in range(right, -1, -step):
         yield pymunk.Vec2d(x, bottom)
 
 
 def calculate_ray_polys(space, body, position):
+    start_time = time.time()
     position = pymunk.Vec2d(position)
     vertices = [position]
     ray_polys = []
@@ -46,15 +50,29 @@ def calculate_ray_polys(space, body, position):
                 new_poly = pymunk.Poly(body, vertices[:-1])
                 vertices = [position, vertices[-1]]
                 ray_polys.append(new_poly)
+            else:
+                vertices = trial_poly.get_vertices() + [point]
     if len(vertices) > 2:
         ray_polys.append(pymunk.Poly(body, vertices))
-    print "NUM POLYS: ", len(ray_polys)
+    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 BaseLight(object):
     """ Common light functionality. """
 
+    COLOURS = {
+        "red": (255, 0, 0),
+        "green": (0, 255, 0),
+        "blue": (0, 255, 255),
+        "yellow": (255, 255, 0),
+        "white": (255, 255, 255),
+    }
+
     def __init__(self, colour, position):
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
         self.colour = colour
@@ -95,19 +113,22 @@ class SpotLight(BaseLight):
         return ray_polys
 
     def render(self, surface):
-        subsurface = surface.copy()
         pygame.draw.circle(
             surface, (255, 255, 0),
             pymunk.pygame_util.to_pygame(self.position, surface), 5)
+
+    def render_light(self, surface):
+        subsurface = surface.copy()
+        light_colour = self.COLOURS[self.colour]
         for shape in self.body.shapes:
             pygame_poly = [
                 pymunk.pygame_util.to_pygame(v, surface) for v in
                 shape.get_vertices()]
             pygame.draw.polygon(
-                subsurface, (200, 200, 200), pygame_poly, 0)
+                subsurface, light_colour, pygame_poly, 0)
             pygame.draw.aalines(
-                subsurface, (200, 200, 200), True, pygame_poly, 1)
-        subsurface.set_alpha(200)
+                subsurface, light_colour, True, pygame_poly, 1)
+        subsurface.set_alpha(50)
         surface.blit(subsurface, (0, 0), None)