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 ^ (
"white": (255, 255, 255),
}
+ FITTING_IMG = None
+
# cached surfaces
_surface_cache = {}
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):
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(
+ "48", 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 - 24, ry - 24), None, 0)
def tick(self):
pass
+class Lamp(BaseLight):
+ FITTING_IMG = "lamp.png"
+
+ def __init__(self, **kw):
+ kw.pop("direction", None)
+ kw.pop("spread", None)
+ super(Lamp, self).__init__(**kw)
+
+
class SpotLight(BaseLight):
+ FITTING_IMG = "spotlight.png"
+
def __init__(self, **kw):
kw.pop("direction", None)
kw.pop("spread", None)