import pymunk
import pymunk.pygame_util
+import pygame.display
import pygame.draw
from .constants import (
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 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))
+ if point_info is not None:
+ return point_info.shape.body.light
+ return None
+
+ 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. """
}
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):
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))