""" May it be a light for you in dark places, when all other lights go out.
"""
+import math
+
import pymunk
import pymunk.pygame_util
import pygame.display
import pygame.draw
import pygame.locals as pgl
import pygame.rect
+import pygame.transform
-from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
+from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply
+from .transforms import ColourWedges
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
def __init__(self, space, gamestate):
self._space = space
+ self._battery_dead = False
self._lights = [
BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
for light in self._lights:
self._lights.append(light)
light.add(self._space)
+ def battery_dead(self):
+ self._battery_dead = True
+ for light in self._lights:
+ light.off()
+
def toggle_nearest(self, *args, **kw):
+ if self._battery_dead:
+ return
light = self.nearest(*args, **kw)
if light:
light.toggle()
surface = pygame.display.get_surface()
pos = pymunk.pygame_util.from_pygame(pos, surface)
point_info_list = self._space.point_query(
- pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
+ pos, max_distance, LIT_BY_FILTER)
lights = [p.shape.body.light for p in point_info_list]
- return [light for light in lights if light.on]
+ return [
+ light for light in lights
+ if light.on and light.ray_manager.reaches(pos)
+ ]
def light_query(self, shape):
"""Query the lights by shape"""
shape_info_list = self._space.shape_query(shape)
shape.filter = old_filter
lights = [p.shape.body.light for p in shape_info_list]
- return [light for light in lights if light.on]
+ return [
+ light for light in lights
+ if light.on and light.ray_manager.reaches(shape.body.position)
+ ]
+
+ def total_power_usage(self):
+ return sum(light.power_usage() for light in self._lights)
def render_light(self, surface):
for light in self._lights:
light.tick()
+def light_fitting_by_type(light_type):
+ """ Render a light fitting image for a light type. """
+ return BaseLight.find_cls(light_type).FITTING_IMG
+
+
class BaseLight(object):
""" Common light functionality. """
- COLOURS = {
- "red": (255, 0, 0),
- "green": (0, 255, 0),
- "blue": (0, 0, 255),
- "cyan": (0, 255, 255),
- "yellow": (255, 255, 0),
- "white": (255, 255, 255),
- }
-
# defaults
RAY_MANAGER = RayPolyManager
FITTING_IMG = None
_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._image = None
+ self._fitting_image = None
+ self._colour_mult_image = None
@property
def position(self):
def load(cls, config):
kw = config.copy()
light_type = kw.pop("type")
+ light_class = cls.find_cls(light_type)
+ return light_class(**kw)
+
+ @classmethod
+ def find_cls(cls, light_type):
[light_class] = [
c for c in cls.__subclasses__()
if c.__name__.lower() == light_type]
- return light_class(**kw)
+ return light_class
def add(self, space):
if self.body.space is not None:
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:
return surf
def light_colour(self):
- light_colour = self.COLOURS[self.colour]
+ light_colour = COLOURS[self.colour]
intensity = int(255 * self.intensity)
return light_colour + (intensity,)
dt.lap("blitted surface")
dt.end()
- def get_image(self):
- if self._image is None:
- fitting_colour = self.COLOURS[self.colour]
- self._image = loader.load_image(
+ def fitting_image(self):
+ if self._fitting_image is None:
+ self._fitting_image = loader.load_image(
"48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colour))
- return self._image
+ transform=ColourWedges(colours=self.colour_cycle))
+ return self._fitting_image
+
+ def invalidate_fitting_image(self):
+ self._fitting_image = None
def render_fitting(self, surface):
rx, ry = self.ray_manager.pygame_position(surface)
- surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
+ surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
+
+ def power_usage(self):
+ if not self.on:
+ 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 / 6400 # 80x80 unit area
+
+ def base_damage(self):
+ return 5 * self.intensity
+
+ def off(self):
+ self.on = False
+
+ def toggle(self):
+ self.colour_pos += 1
+ if self.colour_pos >= len(self.colour_cycle):
+ self.colour = self.colour_cycle[0]
+ self.colour_pos = -1
+ self.on = False
+ else:
+ self.colour = self.colour_cycle[self.colour_pos]
+ self.on = True
def tick(self):
pass
class Lamp(BaseLight):
+
+ FITTING_IMG = "lamp.png"
+
+
+class PulsatingLamp(BaseLight):
+
FITTING_IMG = "lamp.png"
+ DEFAULT_PULSE_RANGE = (20, 100)
+ DEFAULT_PULSE_VELOCITY = 2
+ DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
+ DEFAULT_INTENSITY_VELOCITY = 0.1
def __init__(self, **kw):
- kw.pop("direction", None)
- kw.pop("spread", None)
- super(Lamp, self).__init__(**kw)
+ self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
+ self.pulse_velocity = kw.pop(
+ "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
+ self.intensity_range = kw.pop(
+ "intensity_range", self.DEFAULT_INTENSITY_RANGE)
+ self.intensity_velocity = kw.pop(
+ "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
+ super(PulsatingLamp, self).__init__(**kw)
+
+ def _update_range(self, value, velocity, value_range):
+ value += velocity
+ if value < value_range[0]:
+ value = value_range[0]
+ velocity = -velocity
+ elif value > value_range[1]:
+ value = value_range[1]
+ velocity = -velocity
+ return value, velocity
+
+ def tick(self):
+ self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
+ self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
+ self.intensity, self.intensity_velocity = self._update_range(
+ self.intensity, self.intensity_velocity, self.intensity_range)
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 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.rotate_degrees(self.angular_velocity)
+ self.ray_manager.direction -= self.angular_velocity
self.ray_manager.update_shapes()