Use debug_timer on lights.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 52031419611eff93d23f0c68e6daf221520d05c0..7620c480915c1e8b5bc2226ba1ec64028a7631f9 100644 (file)
@@ -1,13 +1,12 @@
 """ 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, DEBUG
+from .constants import SCREEN_SIZE, LIGHT_CATEGORY
+from .utils import debug_timer
 
 LIGHT_FILTER = pymunk.ShapeFilter(
     mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
@@ -32,8 +31,8 @@ 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 = []
@@ -54,11 +53,6 @@ def calculate_ray_polys(space, body, position):
                 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
 
 
@@ -74,23 +68,11 @@ class BaseLight(object):
     }
 
     def __init__(self, colour, position):
+        self.on = True
         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.")
-
     @classmethod
     def load(cls, config):
         kw = config.copy()
@@ -100,24 +82,24 @@ 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
+        space.add(self.body, *shapes)
 
     def shapes_for_ray_polys(self, ray_polys):
         return ray_polys
 
-    def render(self, surface):
-        pygame.draw.circle(
-            surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+    def toggle(self):
+        self.on = not self.on
 
     def render_light(self, surface):
+        if not self.on:
+            return
         subsurface = surface.copy()
         light_colour = self.COLOURS[self.colour]
         for shape in self.body.shapes:
@@ -131,6 +113,20 @@ class SpotLight(BaseLight):
         subsurface.set_alpha(50)
         surface.blit(subsurface, (0, 0), None)
 
+    def render_fittings(self, surface):
+        pygame.draw.circle(
+            surface, (255, 255, 0),
+            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+
+
+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):