Add obstacle manager and move nearest calculation to light manager.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index ece9c4ef950ae698817bd6d2a549dbfbb85497f8..54da531db68de8df8d3d7e9ca7333c10b4e2aa5f 100644 (file)
@@ -1,18 +1,25 @@
 """ 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.display
 import pygame.draw
 
-from .constants import SCREEN_SIZE, LIGHT_CATEGORY, DEBUG
+from .constants import (
+    SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
+from .utils import debug_timer
 
 LIGHT_FILTER = pymunk.ShapeFilter(
-    mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+        LIGHT_CATEGORY | FITTINGS_CATEGORY),
     categories=LIGHT_CATEGORY)
 
+FITTINGS_FILTER = pymunk.ShapeFilter(
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+        LIGHT_CATEGORY | FITTINGS_CATEGORY),
+    categories=FITTINGS_CATEGORY)
+
 
 def screen_rays(pos):
     """ An iterable that returns ordered rays from pos to the edge of the
@@ -32,8 +39,8 @@ def screen_rays(pos):
         yield pymunk.Vec2d(x, bottom)
 
 
+@debug_timer("lights.calculate_ray_polys")
 def calculate_ray_polys(space, body, position):
-    start_time = time.time()
     position = pymunk.Vec2d(position)
     vertices = [position]
     ray_polys = []
@@ -50,36 +57,60 @@ 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()
-    if DEBUG:
-        print(
-            "calculate_ray_polys: %d polys, %g seconds" %
-            (len(ray_polys), end_time - start_time))
     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. """
 
+    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.position = position
-
-    def add(self, space):
-        if self.body.space is not None:
-            space.remove(self.body, *self.body.shapes)
-        shapes = self.shapes_for_ray_polys(
-            calculate_ray_polys(space, self.body, self.position))
-        for shape in shapes:
-            shape.filter = LIGHT_FILTER
-        space.add(self.body, *shapes)
-
-    def shapes_for_ray_polys(self, space):
-        raise NotImplementedError(
-            "Lights should implement .determine_ray_polys.")
+        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):
@@ -90,34 +121,55 @@ class BaseLight(object):
             if c.__name__.lower() == light_type]
         return light_class(**kw)
 
-
-class SpotLight(BaseLight):
-    def __init__(
-            self, colour="white", position=None, direction=90.0, spread=45.0):
-        super(SpotLight, self).__init__(colour, position)
-        self.direction = direction
-        self.spread = spread
-        self.i = 0
+    def add(self, space):
+        if self.body.space is not None:
+            space.remove(self.body, *self.body.shapes)
+        shapes = self.shapes_for_ray_polys(
+            calculate_ray_polys(space, self.body, self.position))
+        for shape in shapes:
+            shape.filter = LIGHT_FILTER
+        self.fitting.filter = FITTINGS_FILTER
+        space.add(self.body, self.fitting, *shapes)
 
     def shapes_for_ray_polys(self, ray_polys):
         return ray_polys
 
-    def render(self, surface):
+    def toggle(self):
+        self.on = not self.on
+
+    def render_light(self, surface):
+        if not self.on:
+            return
         subsurface = surface.copy()
-        pygame.draw.circle(
-            surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+        light_colour = self.COLOURS[self.colour]
         for shape in self.body.shapes:
+            if shape is self.fitting:
+                continue
             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)
 
+    def render_fitting(self, surface):
+        pygame.draw.circle(
+            surface, (255, 255, 0),
+            pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
+            int(self.fitting.radius))
+
+
+class SpotLight(BaseLight):
+    def __init__(
+            self, colour="white", position=None, direction=90.0, spread=45.0):
+        super(SpotLight, self).__init__(colour, position)
+        self.direction = direction
+        self.spread = spread
+        self.i = 0
+
 
 class Lamp(BaseLight):
     def __init__(self, colour="white", position=None, radius=100.0):