X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=3c9795212fdcc00b8e4b1b782c7de62991f1f593;hb=53356dd6cda09226e2d46ddf94d00283412577b5;hp=6f2c6e7a1082a5eba81d57e636fd9f1c42f34ff9;hpb=5e5685068049bfe0c06508bd4c71437b3c1675fd;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 6f2c6e7..3c97952 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -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 +61,52 @@ 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=False, 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, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)) + if point_info is not None: + return point_info.shape.body.light + return None + + def lit_by(self, pos, surfpos=False, max_distance=0.0): + if surfpos: + surface = pygame.display.get_surface() + pos = pymunk.pygame_util.from_pygame(pos, surface) + point_info_list = self._space.point_query( + pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY)) + lights = [p.shape.body.light for p in point_info_list] + return [light for light in lights if light.on] + + 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 +119,12 @@ 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 +142,8 @@ 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 +157,8 @@ 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 +169,11 @@ 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):