import pygame.display
import pygame.draw
import pygame.locals as pgl
+import pygame.rect
from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
from .rays import RayPolyManager
+from .utils import DetailedTimer
+from .loader import loader
+from .transforms import Multiply
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
for light in self._lights:
light.render_fitting(surface)
+ def tick(self):
+ for light in self._lights:
+ light.tick()
+
class BaseLight(object):
""" Common light functionality. """
"white": (255, 255, 255),
}
+ FITTING_IMG = None
+
# cached surfaces
_surface_cache = {}
def __init__(
self, colour, position, intensity=1.0,
- radius_limits=(None, None), angle_limits=(None, None)):
+ radius_limits=(None, None), angle_limits=None):
self.colour = colour
self.position = pymunk.Vec2d(position)
self.on = True
self.fitting.filter = FITTINGS_FILTER
self.body.light = self
self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
+ self._image = None
@classmethod
def load(cls, config):
if self.body.space is not None:
space.remove(self.body, *self.body.shapes)
self.ray_manager.generate_rays(space, self.position)
+ self.ray_manager.set_angle_limits(self.angle_limits)
ray_shapes = self.ray_manager.polys()
space.add(self.body, self.fitting, *ray_shapes)
radius_mask = self._surface_cache.get('radius_mask')
if radius_mask is None:
radius_mask = self._surface_cache['radius_mask'] = (
- pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+ pygame.surface.Surface(
+ surface.get_size(), pgl.SWSURFACE)).convert_alpha()
ray_mask = self._surface_cache.get('ray_mask')
if ray_mask is None:
ray_mask = self._surface_cache['ray_mask'] = (
- pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
-
- overlay_surf = self._surface_cache.get('overlay_surf')
- if overlay_surf is None:
- overlay_surf = self._surface_cache['overlay_surf'] = (
pygame.surface.Surface(
- surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
+ surface.get_size(), pgl.SWSURFACE)).convert_alpha()
- return radius_mask, ray_mask, overlay_surf
+ return radius_mask, ray_mask
def render_light(self, surface):
if not self.on:
return
- radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
- white, black = (255, 255, 255), (0, 0, 0)
+ dt = DetailedTimer("render_light")
+ dt.start()
+ dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
+
+ max_radius = self.radius_limits[1] or 50.0
+ min_radius = self.radius_limits[0] or 0
+
+ rw = max_radius * 2
+ rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+ dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
+ dest_rect.move_ip(- max_radius, - max_radius)
+
+ white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+
+ radius_mask, ray_mask = self._cached_surfaces(surface)
+ radius_mask.set_clip(dest_rect)
+ ray_mask.set_clip(dest_rect)
ray_mask.fill(black)
for pygame_poly in self.ray_manager.pygame_polys(surface):
pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
- pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
+ pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
+ dt.lap("ray mask rendered")
+
+ light_colour = self.COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ light_colour = light_colour + (intensity,)
radius_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
- max_radius = self.radius_limits[1] or 50.0
- min_radius = self.radius_limits[0] or 0
- width = max_radius - min_radius
pygame.draw.circle(
- radius_mask, white, centre, int(max_radius), int(width))
+ radius_mask, light_colour, centre, int(max_radius), 0)
pygame.draw.circle(
- radius_mask, white, (centre[0] + 1, centre[1]),
- int(max_radius), int(width))
-
- ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
- ray_mask.set_colorkey(black)
+ radius_mask, black, centre, int(min_radius), 0)
+ dt.lap("radius mask rendered")
- light_colour = self.COLOURS[self.colour]
- intensity = int(255 * self.intensity)
- light_colour = light_colour + (intensity,)
+ ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
+ dt.lap("blitted radius mask to ray mask")
- overlay_surf.blit(ray_mask, (0, 0), None)
- overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
+ surface.blit(ray_mask, dest_rect, dest_rect)
+ dt.lap("blitted surface")
+ dt.end()
- surface.blit(overlay_surf, (0, 0), None)
+ def get_image(self):
+ if self._image is None:
+ fitting_colour = self.COLOURS[self.colour]
+ self._image = loader.load_image("64", self.FITTING_IMG, transform=Multiply(colour=fitting_colour))
+ return self._image
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))
+ rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
+ surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
+
+ def tick(self):
+ pass
class SpotLight(BaseLight):
+ FITTING_IMG = "spotlight.png"
+
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)
+ self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+
+ def tick(self):
+ if self.angular_velocity:
+ start, end = self.angle_limits
+ start = (start + self.angular_velocity) % 360.0
+ end = (end + self.angular_velocity) % 360.0
+ self.angle_limits = (start, end)
+ self.ray_manager.set_angle_limits(self.angle_limits)