X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=7620c480915c1e8b5bc2226ba1ec64028a7631f9;hb=64eb98f7a836957edacbc8346802c7d91dc0b962;hp=52031419611eff93d23f0c68e6daf221520d05c0;hpb=5e8b94cbf022d8bd105bf6df97eaaea7c9905133;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 5203141..7620c48 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -1,13 +1,12 @@ """ 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, DEBUG +from .constants import SCREEN_SIZE, LIGHT_CATEGORY +from .utils import debug_timer LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY, @@ -32,8 +31,8 @@ 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 = [] @@ -54,11 +53,6 @@ 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 @@ -74,23 +68,11 @@ class BaseLight(object): } def __init__(self, colour, position): + self.on = True 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.") - @classmethod def load(cls, config): kw = config.copy() @@ -100,24 +82,24 @@ 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 + space.add(self.body, *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: @@ -131,6 +113,20 @@ class SpotLight(BaseLight): subsurface.set_alpha(50) surface.blit(subsurface, (0, 0), None) + def render_fittings(self, surface): + pygame.draw.circle( + surface, (255, 255, 0), + pymunk.pygame_util.to_pygame(self.position, surface), 5) + + +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):