X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=8ef12655ed5da1958a6187a474c8e9c69ea77cf7;hb=2c4e75ff72faa75a3a7386dbbc6d14ba5c18024f;hp=3c25188db77a944ab70c3fa1b9f706c79c345f7d;hpb=c1b1a14359305583bb6c47b240097fc0fb5cf6c4;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 3c25188..8ef1265 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -1,18 +1,21 @@ """ May it be a light for you in dark places, when all other lights go out. """ +import math + import pymunk import pymunk.pygame_util import pygame.display import pygame.draw import pygame.locals as pgl import pygame.rect +import pygame.transform -from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY +from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS from .rays import RayPolyManager from .utils import DetailedTimer from .loader import loader -from .transforms import Multiply +from .transforms import ColourWedges LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -33,6 +36,7 @@ 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: @@ -43,7 +47,14 @@ 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 toggle_nearest(self, *args, **kw): + if self._battery_dead: + return light = self.nearest(*args, **kw) if light: light.toggle() @@ -63,7 +74,7 @@ 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 @@ -83,6 +94,9 @@ class LightManager(object): if light.on and light.ray_manager.reaches(shape.body.position) ] + def total_power_usage(self): + return sum(light.power_usage() for light in self._lights) + def render_light(self, surface): for light in self._lights: light.render_light(surface) @@ -96,19 +110,14 @@ 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. """ - COLOURS = { - "red": (255, 0, 0), - "green": (0, 255, 0), - "blue": (0, 0, 255), - "cyan": (0, 255, 255), - "yellow": (255, 255, 0), - "magenta": (255, 0, 255), - "white": (255, 255, 255), - } - # defaults RAY_MANAGER = RayPolyManager FITTING_IMG = None @@ -118,20 +127,23 @@ class BaseLight(object): _surface_cache = {} def __init__( - self, colour, position, intensity=1.0, radius_limits=None, - angle_limits=None): - self.colour = colour + self, colours, position, intensity=1.0, radius_limits=None, + direction=None, spread=None): + self.colour_cycle = colours + self.colour_pos = 0 + self.colour = colours[0] self.on = True self.intensity = intensity self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) self.body.light = self self.ray_manager = self.RAY_MANAGER( self.body, position, ray_filter=LIGHT_FILTER, - radius_limits=radius_limits, angle_limits=angle_limits) + radius_limits=radius_limits, direction=direction, spread=spread) self.fitting = pymunk.Circle( self.body, self.FITTING_RADIUS, self.ray_manager.position) self.fitting.filter = FITTINGS_FILTER self._fitting_image = None + self._colour_mult_image = None @property def position(self): @@ -141,10 +153,15 @@ 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: @@ -153,9 +170,6 @@ class BaseLight(object): self.ray_manager.set_space(space) self.ray_manager.update_shapes() - def toggle(self): - self.on = not self.on - def _cached_surface(self, name, surface): surf = self._surface_cache.get(name) if surf is None: @@ -165,7 +179,7 @@ class BaseLight(object): return surf def light_colour(self): - light_colour = self.COLOURS[self.colour] + light_colour = COLOURS[self.colour] intensity = int(255 * self.intensity) return light_colour + (intensity,) @@ -211,10 +225,9 @@ class BaseLight(object): def fitting_image(self): if self._fitting_image is None: - fitting_colour = self.COLOURS[self.colour] self._fitting_image = loader.load_image( "48", self.FITTING_IMG, - transform=Multiply(colour=fitting_colour)) + transform=ColourWedges(colours=self.colour_cycle)) return self._fitting_image def invalidate_fitting_image(self): @@ -224,25 +237,18 @@ class BaseLight(object): rx, ry = self.ray_manager.pygame_position(surface) surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0) - def tick(self): - pass - - -class Lamp(BaseLight): - - FITTING_IMG = "lamp.png" - - -class MultiColourLamp(BaseLight): + def power_usage(self): + if not self.on: + 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 / 6400 # 80x80 unit area - FITTING_IMG = "lamp.png" - DEFAULT_COLOURS = sorted(BaseLight.COLOURS.keys()) + def base_damage(self): + return 10 * self.intensity - def __init__(self, **kw): - self.colour_cycle = kw.pop("colours", None) - self.colour_pos = 0 - kw["colour"] = self.colour_cycle[0] - super(MultiColourLamp, self).__init__(**kw) + def off(self): + self.on = False def toggle(self): self.colour_pos += 1 @@ -253,7 +259,14 @@ class MultiColourLamp(BaseLight): else: self.colour = self.colour_cycle[self.colour_pos] self.on = True - self.invalidate_fitting_image() + + def tick(self): + pass + + +class Lamp(BaseLight): + + FITTING_IMG = "lamp.png" class PulsatingLamp(BaseLight): @@ -299,7 +312,18 @@ class SpotLight(BaseLight): self.angular_velocity = kw.pop("angular_velocity", None) super(SpotLight, self).__init__(**kw) + 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.rotate_degrees(self.angular_velocity) + self.ray_manager.direction -= self.angular_velocity self.ray_manager.update_shapes()