""" 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
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.render_light(surface)
if ncolour == 1:
self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colours[0]))
+ "48", self.FITTING_IMG,
+ transform=Multiply(colour=fitting_colours[0]))
else:
if self._colour_mult_image is None:
self._colour_mult_image = pygame.surface.Surface((48, 48))
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._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))
rx, ry = self.ray_manager.pygame_position(surface)
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 toggle(self):
self.colour_pos += 1
if self.colour_pos >= len(self.colour_cycle):