""" 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
-import pygame.locals as pgl
-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,
"""
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 = []
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
self.i = 0
def shapes_for_ray_polys(self, ray_polys):
- x, y = self.position
- return ray_polys #+ [
- # pymunk.Poly(self.body, [self.position, [x + 50, y], [x, y + 50]])]
+ 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)