X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=54da531db68de8df8d3d7e9ca7333c10b4e2aa5f;hb=477037c2f5ac8c5c8bd87e96435e1479b287b885;hp=52031419611eff93d23f0c68e6daf221520d05c0;hpb=5e8b94cbf022d8bd105bf6df97eaaea7c9905133;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 5203141..54da531 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 +61,38 @@ 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 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, 1.0, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)) + if point_info is not None: + return point_info.shape.body.light + return None + + 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. """ @@ -74,22 +105,12 @@ class BaseLight(object): } 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): @@ -100,27 +121,30 @@ 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): return ray_polys - def render(self, surface): - pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.position, surface), 5) + def toggle(self): + self.on = not self.on def render_light(self, surface): + if not self.on: + return 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()] @@ -131,6 +155,21 @@ class SpotLight(BaseLight): 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):