X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=3c9795212fdcc00b8e4b1b782c7de62991f1f593;hb=53356dd6cda09226e2d46ddf94d00283412577b5;hp=c5c72af0df43cb289f4528ea94fabb65c41b52ee;hpb=b44d3280fafd667431d65908cbde8c86bcbe3b19;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index c5c72af..3c97952 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -3,6 +3,7 @@ import pymunk import pymunk.pygame_util +import pygame.display import pygame.draw from .constants import ( @@ -63,6 +64,49 @@ def calculate_ray_polys(space, body, position): 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. """ @@ -75,11 +119,12 @@ class BaseLight(object): } def __init__(self, colour, position): - self.on = True - self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) - self.fitting = pymunk.Circle(self.body, 5.0) self.colour = colour self.position = pymunk.Vec2d(position) + self.on = True + self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) + self.fitting = pymunk.Circle(self.body, 10.0, self.position) + self.body.light = self @classmethod def load(cls, config): @@ -124,11 +169,10 @@ class BaseLight(object): subsurface.set_alpha(50) surface.blit(subsurface, (0, 0), None) - def render_fittings(self, surface): - centre = self.position + self.fitting.offset + def render_fitting(self, surface): pygame.draw.circle( surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(centre, surface), + pymunk.pygame_util.to_pygame(self.fitting.offset, surface), int(self.fitting.radius))