import pygame.draw
import pygame.locals as pgl
import pygame.rect
+import pygame.transform
from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
from .rays import RayPolyManager
if ncolour == 1:
self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colours[0]))
+ "48", self.FITTING_IMG,
+ transform=Multiply(colour=fitting_colours[0]))
else:
if self._colour_mult_image is None:
self._colour_mult_image = pygame.surface.Surface((48, 48))
sector = loader.load_image(
"48", "light_mask_%d_%d.png" % (ncolour, i + 1),
transform=Multiply(colour=fitting_colours[i]))
- self._colour_mult_image.blit(sector, (0,0), None, 0)
-
+ self._colour_mult_image.blit(sector, (0, 0), None, 0)
+
self._fitting_image = loader.load_image(
"48", self.FITTING_IMG,
transform=MultiplyImage(image=self._colour_mult_image))
return 0.0
area = math.pi * (self.ray_manager.max_radius ** 2) # radius
area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
- return 5 * area * self.intensity
+ return 5 * area * self.intensity / 6400 # 80x80 unit area
def base_damage(self):
return 5 * self.intensity
else:
self.colour = self.colour_cycle[self.colour_pos]
self.on = True
- self.invalidate_fitting_image()
def tick(self):
pass
self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+ def fitting_image(self):
+ fitting_image = super(SpotLight, self).fitting_image()
+ rot_fitting_image = pygame.transform.rotozoom(fitting_image, self.ray_manager.direction - 90, 1)
+
+ rot_rect = fitting_image.get_rect().copy()
+ rot_rect.center = rot_fitting_image.get_rect().center
+ rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
+
+ return rot_fitting_image
+
+
def tick(self):
if self.angular_velocity:
self.ray_manager.direction -= self.angular_velocity