X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=8ef12655ed5da1958a6187a474c8e9c69ea77cf7;hb=2c4e75ff72faa75a3a7386dbbc6d14ba5c18024f;hp=d20ab3570663ba1132345d1f093aea8b9b7985ce;hpb=b1cbbc6a48f68e43b72293ef0d6d24450ce40c7e;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index d20ab35..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 ^ ( @@ -33,12 +36,25 @@ 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: light.add(self._space) + def add_light(self, cfg): + light = BaseLight.load(cfg) + 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() @@ -58,9 +74,12 @@ 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 if light.on] + return [ + light for light in lights + if light.on and light.ray_manager.reaches(pos) + ] def light_query(self, shape): """Query the lights by shape""" @@ -70,7 +89,13 @@ class LightManager(object): shape_info_list = self._space.shape_query(shape) shape.filter = old_filter lights = [p.shape.body.light for p in shape_info_list] - return [light for light in lights if light.on] + return [ + light for light in lights + 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: @@ -85,40 +110,40 @@ 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, 255, 255), - "yellow": (255, 255, 0), - "white": (255, 255, 255), - } - # defaults RAY_MANAGER = RayPolyManager FITTING_IMG = None - FITTING_RADIUS = 10.0 + FITTING_RADIUS = 24.0 # cached surfaces _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._image = None + self._fitting_image = None + self._colour_mult_image = None @property def position(self): @@ -128,10 +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: @@ -140,9 +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: @@ -152,7 +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,) @@ -196,41 +223,107 @@ class BaseLight(object): dt.lap("blitted surface") dt.end() - def get_image(self): - if self._image is None: - fitting_colour = self.COLOURS[self.colour] - self._image = loader.load_image( - "64", self.FITTING_IMG, - transform=Multiply(colour=fitting_colour)) - return self._image + def fitting_image(self): + if self._fitting_image is None: + self._fitting_image = loader.load_image( + "48", self.FITTING_IMG, + transform=ColourWedges(colours=self.colour_cycle)) + return self._fitting_image + + def invalidate_fitting_image(self): + self._fitting_image = None def render_fitting(self, surface): rx, ry = self.ray_manager.pygame_position(surface) - surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0) + surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0) + + 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 + + def base_damage(self): + return 10 * self.intensity + + def off(self): + self.on = False + + def toggle(self): + self.colour_pos += 1 + if self.colour_pos >= len(self.colour_cycle): + self.colour = self.colour_cycle[0] + self.colour_pos = -1 + self.on = False + else: + self.colour = self.colour_cycle[self.colour_pos] + self.on = True def tick(self): pass class Lamp(BaseLight): + + FITTING_IMG = "lamp.png" + + +class PulsatingLamp(BaseLight): + FITTING_IMG = "lamp.png" + DEFAULT_PULSE_RANGE = (20, 100) + DEFAULT_PULSE_VELOCITY = 2 + DEFAULT_INTENSITY_RANGE = (0.0, 0.9) + DEFAULT_INTENSITY_VELOCITY = 0.1 def __init__(self, **kw): - kw.pop("direction", None) - kw.pop("spread", None) - super(Lamp, self).__init__(**kw) + self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE) + self.pulse_velocity = kw.pop( + "pulse_velocity", self.DEFAULT_PULSE_VELOCITY) + self.intensity_range = kw.pop( + "intensity_range", self.DEFAULT_INTENSITY_RANGE) + self.intensity_velocity = kw.pop( + "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY) + super(PulsatingLamp, self).__init__(**kw) + + def _update_range(self, value, velocity, value_range): + value += velocity + if value < value_range[0]: + value = value_range[0] + velocity = -velocity + elif value > value_range[1]: + value = value_range[1] + velocity = -velocity + return value, velocity + + def tick(self): + self.ray_manager.max_radius, self.pulse_velocity = self._update_range( + self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range) + self.intensity, self.intensity_velocity = self._update_range( + self.intensity, self.intensity_velocity, self.intensity_range) class SpotLight(BaseLight): + FITTING_IMG = "spotlight.png" def __init__(self, **kw): - kw.pop("direction", None) - kw.pop("spread", None) 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()