X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=7620c480915c1e8b5bc2226ba1ec64028a7631f9;hb=64eb98f7a836957edacbc8346802c7d91dc0b962;hp=ef84879c1cee2790e9d5a8f82acc21e64f153bec;hpb=e01ef513c433374cdab9069363f6d27a33a15143;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index ef84879..7620c48 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -4,9 +4,9 @@ import pymunk import pymunk.pygame_util import pygame.draw -import pygame.locals as pgl from .constants import SCREEN_SIZE, LIGHT_CATEGORY +from .utils import debug_timer LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY, @@ -20,16 +20,18 @@ 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] @@ -47,33 +49,30 @@ 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 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.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() @@ -83,36 +82,51 @@ 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): - 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: 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_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):