X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=136f10f1f6839976545e2143409f2497ecf658d2;hb=49d67d6808e7e206e30a4cc60e9b4f7965cac7d2;hp=9ecef86f6a8a7794e9778640c6559c6f17eda2fb;hpb=5f05077f4d8b8b195a1ccf92a4a198eadfff54fb;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 9ecef86..136f10f 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -11,6 +11,8 @@ import pygame.rect 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 ^ ( @@ -94,6 +96,8 @@ class BaseLight(object): "white": (255, 255, 255), } + FITTING_IMG = None + # cached surfaces _surface_cache = {} @@ -111,6 +115,7 @@ class BaseLight(object): 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): @@ -140,21 +145,15 @@ class BaseLight(object): if radius_mask is None: radius_mask = self._surface_cache['radius_mask'] = ( pygame.surface.Surface( - surface.get_size(), pgl.SWSURFACE)).convert() + surface.get_size(), pgl.SWSURFACE)).convert_alpha() ray_mask = self._surface_cache.get('ray_mask') if ray_mask is None: ray_mask = self._surface_cache['ray_mask'] = ( - pygame.surface.Surface( - surface.get_size(), pgl.SWSURFACE)).convert() - - overlay_surf = self._surface_cache.get('overlay_surf') - if overlay_surf is None: - overlay_surf = self._surface_cache['overlay_surf'] = ( pygame.surface.Surface( surface.get_size(), pgl.SWSURFACE)).convert_alpha() - return radius_mask, ray_mask, overlay_surf + return radius_mask, ray_mask def render_light(self, surface): if not self.on: @@ -172,55 +171,63 @@ class BaseLight(object): dest_rect = pygame.rect.Rect(rx, ry, rw, rw) dest_rect.move_ip(- max_radius, - max_radius) - white, black = (255, 255, 255), (0, 0, 0) + white, black = (255, 255, 255, 255), (0, 0, 0, 0) - radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface) + radius_mask, ray_mask = self._cached_surfaces(surface) radius_mask.set_clip(dest_rect) ray_mask.set_clip(dest_rect) - overlay_surf.set_clip(dest_rect) ray_mask.fill(black) for pygame_poly in self.ray_manager.pygame_polys(surface): pygame.draw.polygon(ray_mask, white, pygame_poly, 0) - pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1) + pygame.draw.polygon(ray_mask, white, pygame_poly, 1) dt.lap("ray mask rendered") + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) + radius_mask.fill(black) centre = pymunk.pygame_util.to_pygame(self.position, surface) pygame.draw.circle( - radius_mask, white, centre, int(max_radius), 0) + radius_mask, light_colour, centre, int(max_radius), 0) pygame.draw.circle( radius_mask, black, centre, int(min_radius), 0) dt.lap("radius mask rendered") - ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGB_MULT) - ray_mask.set_colorkey(black) + ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT) dt.lap("blitted radius mask to ray mask") - light_colour = self.COLOURS[self.colour] - intensity = int(255 * self.intensity) - light_colour = light_colour + (intensity,) - - overlay_surf.blit(ray_mask, dest_rect, dest_rect) - dt.lap("blitted ray mask to overlay") - overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT) - dt.lap("coloured overlay") - - surface.blit(overlay_surf, dest_rect, dest_rect) + surface.blit(ray_mask, dest_rect, dest_rect) 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("64", 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 - 32, ry - 32), 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)