X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=498c0b09c644c5de9bda9a2be4a3dabfb7c7a7ef;hb=f6c5565852c9374631917d535799887a8dd297e3;hp=1eaba7c8e92ee3804026383fdc3ece6c06dfe203;hpb=cd254036f630c40baab130f5fab14e9d11bc286e;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 1eaba7c..498c0b0 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -9,12 +9,15 @@ import pygame.display import pygame.draw import pygame.locals as pgl import pygame.rect +import pygame.transform -from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS +from .constants import ( + LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY, + COLOURS) from .rays import RayPolyManager from .utils import DetailedTimer from .loader import loader -from .transforms import Multiply, MultiplyImage +from .transforms import ColourWedges LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -28,6 +31,16 @@ FITTINGS_FILTER = pymunk.ShapeFilter( # Just match lights, nothing else LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY) +SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter( + mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY) + + +def check_space_for_light(space, pos, max_distance): + point_info = space.point_query_nearest( + pos, max_distance, SPACE_FOR_LIGHT_FILTER) + if point_info is not None: + return True + return False class LightManager(object): @@ -35,6 +48,7 @@ class LightManager(object): def __init__(self, space, gamestate): self._space = space + self._battery_dead = False self._lights = [ BaseLight.load(cfg) for cfg in gamestate.station["lights"]] for light in self._lights: @@ -45,7 +59,20 @@ class LightManager(object): self._lights.append(light) light.add(self._space) + def battery_dead(self): + self._battery_dead = True + for light in self._lights: + light.off() + + def serialize_lights(self): + result = [] + for light in self._lights: + result.append(light.serialize()) + return result + def toggle_nearest(self, *args, **kw): + if self._battery_dead: + return light = self.nearest(*args, **kw) if light: light.toggle() @@ -65,7 +92,7 @@ class LightManager(object): 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)) + pos, max_distance, LIT_BY_FILTER) lights = [p.shape.body.light for p in point_info_list] return [ light for light in lights @@ -101,6 +128,11 @@ class LightManager(object): light.tick() +def light_fitting_by_type(light_type): + """ Render a light fitting image for a light type. """ + return BaseLight.find_cls(light_type).FITTING_IMG + + class BaseLight(object): """ Common light functionality. """ @@ -114,11 +146,16 @@ class BaseLight(object): def __init__( self, colours, position, intensity=1.0, radius_limits=None, - direction=None, spread=None): + direction=None, spread=None, on=True, start_colour=None): self.colour_cycle = colours self.colour_pos = 0 self.colour = colours[0] - self.on = True + if start_colour and start_colour in colours: + self.colour_pos = colours.index(start_colour) + self.colour = start_colour + self.on = on + if not on and len(colours) > 1: + self.colour_pos = -1 self.intensity = intensity self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) self.body.light = self @@ -131,6 +168,18 @@ class BaseLight(object): self._fitting_image = None self._colour_mult_image = None + def serialize(self): + result = self.ray_manager.serialize() + result.update({ + "type": self.__class__.__name__.lower(), + "colours": self.colour_cycle, + "position": self.position, + "intensity": self.intensity, + "on": self.on, + "start_colour": self.colour, + }) + return result + @property def position(self): return self.ray_manager.position @@ -139,10 +188,15 @@ class BaseLight(object): def load(cls, config): kw = config.copy() light_type = kw.pop("type") + light_class = cls.find_cls(light_type) + return light_class(**kw) + + @classmethod + def find_cls(cls, light_type): [light_class] = [ c for c in cls.__subclasses__() if c.__name__.lower() == light_type] - return light_class(**kw) + return light_class def add(self, space): if self.body.space is not None: @@ -206,30 +260,9 @@ class BaseLight(object): def fitting_image(self): if self._fitting_image is None: - fitting_colours = [COLOURS[c] for c in self.colour_cycle] - ncolour = len(fitting_colours) - if ncolour > 3: - print "Multicoloured light should not have more than 3 colours" - ncolour = 3 - - if ncolour == 1: - self._fitting_image = loader.load_image( + self._fitting_image = loader.load_image( "48", self.FITTING_IMG, - transform=Multiply(colour=fitting_colours[0])) - else: - if self._colour_mult_image is None: - self._colour_mult_image = pygame.surface.Surface((48, 48)) - - for i in range(ncolour): - sector = loader.load_image( - "48", "light_mask_%d_%d.png" % (ncolour, i + 1), - transform=Multiply(colour=fitting_colours[i])) - self._colour_mult_image.blit(sector, (0,0), None, 0) - - self._fitting_image = loader.load_image( - "48", self.FITTING_IMG, - transform=MultiplyImage(image=self._colour_mult_image)) - + transform=ColourWedges(colours=self.colour_cycle)) return self._fitting_image def invalidate_fitting_image(self): @@ -244,10 +277,13 @@ class BaseLight(object): return 0.0 area = math.pi * (self.ray_manager.max_radius ** 2) # radius area = area * (self.ray_manager.spread / (2 * math.pi)) # spread - return 5 * area * self.intensity + return 5 * area * self.intensity / 6400 # 80x80 unit area def base_damage(self): - return 5 * self.intensity + return 10 * self.intensity + + def off(self): + self.on = False def toggle(self): self.colour_pos += 1 @@ -258,7 +294,6 @@ class BaseLight(object): else: self.colour = self.colour_cycle[self.colour_pos] self.on = True - self.invalidate_fitting_image() def tick(self): pass @@ -287,6 +322,13 @@ class PulsatingLamp(BaseLight): "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY) super(PulsatingLamp, self).__init__(**kw) + def serialize(self): + result = super(PulsatingLamp, self).serialize() + result["pulse_velocity"] = self.pulse_velocity + result["intensity_range"] = self.intensity_range + result["intensity_velocity"] = self.intensity_velocity + return result + def _update_range(self, value, velocity, value_range): value += velocity if value < value_range[0]: @@ -312,6 +354,22 @@ class SpotLight(BaseLight): self.angular_velocity = kw.pop("angular_velocity", None) super(SpotLight, self).__init__(**kw) + def serialize(self): + result = super(SpotLight, self).serialize() + result["angular_velocity"] = self.angular_velocity + return result + + def fitting_image(self): + fitting_image = super(SpotLight, self).fitting_image() + rot_fitting_image = pygame.transform.rotozoom( + fitting_image, self.ray_manager.direction - 90, 1) + + rot_rect = fitting_image.get_rect().copy() + rot_rect.center = rot_fitting_image.get_rect().center + rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy() + + return rot_fitting_image + def tick(self): if self.angular_velocity: self.ray_manager.direction -= self.angular_velocity