X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=2ab02b6e91061469ce58c81af4deaeb2c5bcf58b;hb=dbd59bbefc3cfa34a9d69ebb91cd3a32a547a9d8;hp=de753109efb2d7b6d4410834edeea8bf06221a81;hpb=52214e03b3546381f5d963c4f34abfe5b77b66b4;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index de75310..2ab02b6 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 ^ ( @@ -36,6 +38,11 @@ class LightManager(object): for light in self._lights: light.add(self._space) + def add_light(self, cfg): + light = BaseLight.load(cfg) + self._lights.append(light) + light.add(self._space) + def toggle_nearest(self, *args, **kw): light = self.nearest(*args, **kw) if light: @@ -94,6 +101,8 @@ class BaseLight(object): "white": (255, 255, 255), } + FITTING_IMG = None + # cached surfaces _surface_cache = {} @@ -107,10 +116,11 @@ class BaseLight(object): self.radius_limits = radius_limits self.angle_limits = angle_limits self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) - self.fitting = pymunk.Circle(self.body, 10.0, self.position) + self.fitting = pymunk.Circle(self.body, 24.0, self.position) 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): @@ -154,7 +164,7 @@ class BaseLight(object): if not self.on: return - dt = DetailedTimer("render_light", debug=True) + dt = DetailedTimer("render_light") dt.start() dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end)) @@ -175,13 +185,17 @@ class BaseLight(object): 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") @@ -189,28 +203,38 @@ class BaseLight(object): 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,) - - ray_mask.fill(light_colour, dest_rect, pgl.BLEND_RGBA_MULT) - dt.lap("coloured ray mask") - 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( + "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)