from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply
+from .transforms import Multiply, MultiplyImage
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
_surface_cache = {}
def __init__(
- self, colour, position, intensity=1.0, radius_limits=None,
- angle_limits=None):
- self.colour = colour
+ self, colours, position, intensity=1.0, radius_limits=None,
+ direction=None, spread=None):
+ self.colour_cycle = colours
+ self.colour_pos = 0
+ self.colour = colours[0]
self.on = True
self.intensity = intensity
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
self.body.light = self
self.ray_manager = self.RAY_MANAGER(
self.body, position, ray_filter=LIGHT_FILTER,
- radius_limits=radius_limits, angle_limits=angle_limits)
+ radius_limits=radius_limits, direction=direction, spread=spread)
self.fitting = pymunk.Circle(
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
self._fitting_image = None
+ self._colour_mult_image = None
@property
def position(self):
self.ray_manager.set_space(space)
self.ray_manager.update_shapes()
- def toggle(self):
- self.on = not self.on
-
def _cached_surface(self, name, surface):
surf = self._surface_cache.get(name)
if surf is None:
def fitting_image(self):
if self._fitting_image is None:
- fitting_colour = COLOURS[self.colour]
- self._fitting_image = loader.load_image(
+ fitting_colours = [COLOURS[c] for c in self.colour_cycle]
+ ncolour = len(fitting_colours)
+ if ncolour > 3:
+ print "Multicoloured light should not have more than 3 colours"
+ ncolour = 3
+
+ if ncolour == 1:
+ self._fitting_image = loader.load_image(
"48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colour))
+ transform=Multiply(colour=fitting_colours[0]))
+ else:
+ if self._colour_mult_image is None:
+ self._colour_mult_image = pygame.surface.Surface((48, 48))
+
+ for i in range(ncolour):
+ 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._fitting_image = loader.load_image(
+ "48", self.FITTING_IMG,
+ transform=MultiplyImage(image=self._colour_mult_image))
+
return self._fitting_image
def invalidate_fitting_image(self):
rx, ry = self.ray_manager.pygame_position(surface)
surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
- def tick(self):
- pass
-
-
-class Lamp(BaseLight):
-
- FITTING_IMG = "lamp.png"
-
-
-class MultiColourLamp(BaseLight):
-
- FITTING_IMG = "lamp.png"
- DEFAULT_COLOURS = sorted(COLOURS.keys())
-
- def __init__(self, **kw):
- self.colour_cycle = kw.pop("colours", None)
- self.colour_pos = 0
- kw["colour"] = self.colour_cycle[0]
- super(MultiColourLamp, self).__init__(**kw)
-
def toggle(self):
self.colour_pos += 1
if self.colour_pos >= len(self.colour_cycle):
self.on = True
self.invalidate_fitting_image()
+ def tick(self):
+ pass
+
+
+class Lamp(BaseLight):
+
+ FITTING_IMG = "lamp.png"
+
class PulsatingLamp(BaseLight):
def tick(self):
if self.angular_velocity:
- self.ray_manager.rotate_degrees(self.angular_velocity)
+ self.ray_manager.direction -= self.angular_velocity
self.ray_manager.update_shapes()