X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=52031419611eff93d23f0c68e6daf221520d05c0;hb=5e8b94cbf022d8bd105bf6df97eaaea7c9905133;hp=a22ea14472708041db5dc98fe061c769120e619d;hpb=d4c6abebe81ab103a61c3d7269e982d9ed8a939a;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index a22ea14..5203141 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -1,11 +1,13 @@ """ 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.draw -from .constants import SCREEN_SIZE, LIGHT_CATEGORY +from .constants import SCREEN_SIZE, LIGHT_CATEGORY, DEBUG LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY, @@ -19,17 +21,19 @@ 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) def calculate_ray_polys(space, body, position): + start_time = time.time() position = pymunk.Vec2d(position) vertices = [position] ray_polys = [] @@ -46,15 +50,29 @@ 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) + 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 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 @@ -95,19 +113,22 @@ class SpotLight(BaseLight): return ray_polys def render(self, surface): - subsurface = surface.copy() pygame.draw.circle( surface, (255, 255, 0), pymunk.pygame_util.to_pygame(self.position, surface), 5) + + def render_light(self, surface): + subsurface = surface.copy() + light_colour = self.COLOURS[self.colour] for shape in self.body.shapes: 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)