Add very hack'ish rotating light via pymunk thing
[tabakrolletjie.git] / tabakrolletjie / lights.py
index ece9c4ef950ae698817bd6d2a549dbfbb85497f8..52031419611eff93d23f0c68e6daf221520d05c0 100644 (file)
@@ -50,6 +50,8 @@ 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))
     end_time = time.time()
@@ -63,6 +65,14 @@ def calculate_ray_polys(space, body, position):
 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
@@ -103,19 +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)