X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=3c9795212fdcc00b8e4b1b782c7de62991f1f593;hb=53356dd6cda09226e2d46ddf94d00283412577b5;hp=ef84879c1cee2790e9d5a8f82acc21e64f153bec;hpb=e01ef513c433374cdab9069363f6d27a33a15143;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index ef84879..3c97952 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -3,15 +3,23 @@ import pymunk import pymunk.pygame_util +import pygame.display import pygame.draw -import pygame.locals as pgl -from .constants import SCREEN_SIZE, LIGHT_CATEGORY +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 @@ -20,16 +28,18 @@ def screen_rays(pos): """ w, h = SCREEN_SIZE left, right, bottom, top = 0, w, 0, h - for y in range(h): + step = 1 + for y in range(0, h, step): yield pymunk.Vec2d(left, y) - for x in range(w): + for x in range(0, w, step): yield pymunk.Vec2d(x, top) - for y in range(top, -1, -1): + for y in range(top, -1, -step): yield pymunk.Vec2d(right, y) - for x in range(right, -1, -1): + for x in range(right, -1, -step): yield pymunk.Vec2d(x, bottom) +@debug_timer("lights.calculate_ray_polys") def calculate_ray_polys(space, body, position): position = pymunk.Vec2d(position) vertices = [position] @@ -47,32 +57,74 @@ def calculate_ray_polys(space, body, position): new_poly = pymunk.Poly(body, vertices[:-1]) vertices = [position, vertices[-1]] ray_polys.append(new_poly) + else: + vertices = trial_poly.get_vertices() + [point] if len(vertices) > 2: ray_polys.append(pymunk.Poly(body, vertices)) - print "NUM POLYS: ", len(ray_polys) 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. """ + COLOURS = { + "red": (255, 0, 0), + "green": (0, 255, 0), + "blue": (0, 255, 255), + "yellow": (255, 255, 0), + "white": (255, 255, 255), + } + def __init__(self, colour, position): - self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) self.colour = colour - self.position = position - - def add(self, space): - if self.body.space is not None: - space.remove(self.body, *self.body.shapes) - shapes = self.shapes_for_ray_polys( - calculate_ray_polys(space, self.body, self.position)) - for shape in shapes: - shape.filter = LIGHT_FILTER - space.add(self.body, *shapes) - - def shapes_for_ray_polys(self, space): - raise NotImplementedError( - "Lights should implement .determine_ray_polys.") + 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): @@ -83,36 +135,55 @@ class BaseLight(object): if c.__name__.lower() == light_type] return light_class(**kw) - -class SpotLight(BaseLight): - def __init__( - self, colour="white", position=None, direction=90.0, spread=45.0): - super(SpotLight, self).__init__(colour, position) - self.direction = direction - self.spread = spread - self.i = 0 + def add(self, space): + if self.body.space is not None: + space.remove(self.body, *self.body.shapes) + shapes = self.shapes_for_ray_polys( + calculate_ray_polys(space, self.body, self.position)) + for shape in shapes: + shape.filter = LIGHT_FILTER + self.fitting.filter = FITTINGS_FILTER + space.add(self.body, self.fitting, *shapes) def shapes_for_ray_polys(self, ray_polys): - x, y = self.position - return ray_polys #+ [ - # pymunk.Poly(self.body, [self.position, [x + 50, y], [x, y + 50]])] + return ray_polys + + def toggle(self): + self.on = not self.on - def render(self, surface): + def render_light(self, surface): + if not self.on: + return subsurface = surface.copy() - pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.position, surface), 5) + 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()] pygame.draw.polygon( - subsurface, (200, 200, 200), pygame_poly, 0) + subsurface, light_colour, pygame_poly, 0) pygame.draw.aalines( - subsurface, (200, 200, 200), True, pygame_poly, 1) - subsurface.set_alpha(200) + subsurface, light_colour, True, pygame_poly, 1) + subsurface.set_alpha(50) surface.blit(subsurface, (0, 0), None) + 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)) + + +class SpotLight(BaseLight): + def __init__( + self, colour="white", position=None, direction=90.0, spread=45.0): + super(SpotLight, self).__init__(colour, position) + self.direction = direction + self.spread = spread + self.i = 0 + class Lamp(BaseLight): def __init__(self, colour="white", position=None, radius=100.0):