Lights can now be turned on and off at night.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 6f2c6e7a1082a5eba81d57e636fd9f1c42f34ff9..ff7035abb0cfe09ceafa09ef344907b29114e5d5 100644 (file)
@@ -1,18 +1,25 @@
 """ May it be a light for you in dark places, when all other lights go out.
 """
 
-import time
-
 import pymunk
 import pymunk.pygame_util
+import pygame.display
 import pygame.draw
 
-from .constants import SCREEN_SIZE, LIGHT_CATEGORY, DEBUG
+from .constants import (
+    SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
+from .utils import debug_timer
 
 LIGHT_FILTER = pymunk.ShapeFilter(
-    mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+        LIGHT_CATEGORY | FITTINGS_CATEGORY),
     categories=LIGHT_CATEGORY)
 
+FITTINGS_FILTER = pymunk.ShapeFilter(
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+        LIGHT_CATEGORY | FITTINGS_CATEGORY),
+    categories=FITTINGS_CATEGORY)
+
 
 def screen_rays(pos):
     """ An iterable that returns ordered rays from pos to the edge of the
@@ -32,8 +39,8 @@ def screen_rays(pos):
         yield pymunk.Vec2d(x, bottom)
 
 
+@debug_timer("lights.calculate_ray_polys")
 def calculate_ray_polys(space, body, position):
-    start_time = time.time()
     position = pymunk.Vec2d(position)
     vertices = [position]
     ray_polys = []
@@ -54,14 +61,43 @@ def calculate_ray_polys(space, body, position):
                 vertices = trial_poly.get_vertices() + [point]
     if len(vertices) > 2:
         ray_polys.append(pymunk.Poly(body, vertices))
-    end_time = time.time()
-    if DEBUG:
-        print(
-            "calculate_ray_polys: %d polys, %g seconds" %
-            (len(ray_polys), end_time - start_time))
     return ray_polys
 
 
+class LightManager(object):
+    """ Manages a set of lights. """
+
+    def __init__(self, space, gamestate):
+        self._space = space
+        self._lights = [
+            BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
+        for light in self._lights:
+            light.add(self._space)
+
+    def toggle_nearest(self, *args, **kw):
+        light = self.nearest(*args, **kw)
+        if light:
+            light.toggle()
+
+    def nearest(self, pos, surfpos=True, max_distance=1.0):
+        if surfpos:
+            surface = pygame.display.get_surface()
+            pos = pymunk.pygame_util.from_pygame(pos, surface)
+        point_info = self._space.point_query_nearest(
+            pos, 1.0, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+        if point_info is not None:
+            return point_info.shape.body.light
+        return None
+
+    def render_light(self, surface):
+        for light in self._lights:
+            light.render_light(surface)
+
+    def render_fittings(self, surface):
+        for light in self._lights:
+            light.render_fitting(surface)
+
+
 class BaseLight(object):
     """ Common light functionality. """
 
@@ -74,10 +110,12 @@ class BaseLight(object):
     }
 
     def __init__(self, colour, position):
+        self.colour = colour
+        self.position = pymunk.Vec2d(position)
         self.on = True
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
-        self.colour = colour
-        self.position = position
+        self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+        self.body.light = self
 
     @classmethod
     def load(cls, config):
@@ -95,7 +133,8 @@ class BaseLight(object):
             calculate_ray_polys(space, self.body, self.position))
         for shape in shapes:
             shape.filter = LIGHT_FILTER
-        space.add(self.body, *shapes)
+        self.fitting.filter = FITTINGS_FILTER
+        space.add(self.body, self.fitting, *shapes)
 
     def shapes_for_ray_polys(self, ray_polys):
         return ray_polys
@@ -109,6 +148,8 @@ class BaseLight(object):
         subsurface = surface.copy()
         light_colour = self.COLOURS[self.colour]
         for shape in self.body.shapes:
+            if shape is self.fitting:
+                continue
             pygame_poly = [
                 pymunk.pygame_util.to_pygame(v, surface) for v in
                 shape.get_vertices()]
@@ -119,10 +160,11 @@ class BaseLight(object):
         subsurface.set_alpha(50)
         surface.blit(subsurface, (0, 0), None)
 
-    def render_fittings(self, surface):
+    def render_fitting(self, surface):
         pygame.draw.circle(
             surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+            pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
+            int(self.fitting.radius))
 
 
 class SpotLight(BaseLight):