import pygame.rect
import pygame.transform
-from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
+from .constants import (
+ LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY,
+ COLOURS)
from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
# Just match lights, nothing else
LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
+SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter(
+ mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY)
+
+
+def check_space_for_light(space, pos, max_distance):
+ point_info = space.point_query_nearest(
+ pos, max_distance, SPACE_FOR_LIGHT_FILTER)
+ if point_info is not None:
+ return True
+ return False
class LightManager(object):
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 remove_light(self, light):
+ self._lights.remove(light)
+ light.remove(self._space)
+
+ def battery_dead(self):
+ self._battery_dead = True
+ for light in self._lights:
+ light.off()
+
+ def serialize_lights(self):
+ result = []
+ for light in self._lights:
+ result.append(light.serialize())
+ return result
+
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
def __init__(
self, colours, position, intensity=1.0, radius_limits=None,
- direction=None, spread=None):
+ direction=None, spread=None, on=True, start_colour=None,
+ bounding_radius=None):
self.colour_cycle = colours
self.colour_pos = 0
self.colour = colours[0]
- self.on = True
+ if start_colour and start_colour in colours:
+ self.colour_pos = colours.index(start_colour)
+ self.colour = start_colour
+ self.on = on
+ if not on and len(colours) > 1:
+ self.colour_pos = -1
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, direction=direction, spread=spread)
+ radius_limits=radius_limits, direction=direction, spread=spread,
+ bounding_radius=bounding_radius)
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
+ def serialize(self):
+ result = self.ray_manager.serialize()
+ result.update({
+ "type": self.__class__.__name__.lower(),
+ "colours": self.colour_cycle,
+ "position": self.position,
+ "intensity": self.intensity,
+ "on": self.on,
+ "start_colour": self.colour,
+ })
+ return result
+
@property
def position(self):
return self.ray_manager.position
self.ray_manager.set_space(space)
self.ray_manager.update_shapes()
+ def remove(self, space):
+ if self.body.space is not None:
+ space.remove(self.body, *self.body.shapes)
+
def _cached_surface(self, name, surface):
surf = self._surface_cache.get(name)
if surf is None:
return 5 * area * self.intensity / 6400 # 80x80 unit area
def base_damage(self):
- return 5 * self.intensity
+ return 10 * self.intensity
+
+ def off(self):
+ self.on = False
def toggle(self):
self.colour_pos += 1
class PulsatingLamp(BaseLight):
- FITTING_IMG = "lamp.png"
+ FITTING_IMG = "pulsatinglamp.png"
DEFAULT_PULSE_RANGE = (20, 100)
DEFAULT_PULSE_VELOCITY = 2
DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
"intensity_range", self.DEFAULT_INTENSITY_RANGE)
self.intensity_velocity = kw.pop(
"intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
- super(PulsatingLamp, self).__init__(**kw)
+ super(PulsatingLamp, self).__init__(
+ bounding_radius=self.pulse_range[1], **kw)
+
+ def serialize(self):
+ result = super(PulsatingLamp, self).serialize()
+ result["pulse_velocity"] = self.pulse_velocity
+ result["intensity_range"] = self.intensity_range
+ result["intensity_velocity"] = self.intensity_velocity
+ return result
def _update_range(self, value, velocity, value_range):
value += velocity
self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+ def serialize(self):
+ result = super(SpotLight, self).serialize()
+ result["angular_velocity"] = self.angular_velocity
+ return result
+
def fitting_image(self):
fitting_image = super(SpotLight, self).fitting_image()
rot_fitting_image = pygame.transform.rotozoom(