X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=cda60022a5d5aa227d7a9401ad119ca31ff2ba67;hb=1a2da7901cbe7c7cb9003208d79a1296f8654999;hp=ff7035abb0cfe09ceafa09ef344907b29114e5d5;hpb=758bdeeae4acd227637b9bc269b159ba470babbd;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index ff7035a..cda6002 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -1,14 +1,23 @@ """ 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 ( - SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY) -from .utils import debug_timer + LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY, + COLOURS) +from .rays import RayPolyManager +from .utils import DetailedTimer +from .loader import loader +from .transforms import ColourWedges LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -20,48 +29,18 @@ FITTINGS_FILTER = pymunk.ShapeFilter( LIGHT_CATEGORY | FITTINGS_CATEGORY), categories=FITTINGS_CATEGORY) +# Just match lights, nothing else +LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY) +SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter( + mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY) + -def screen_rays(pos): - """ An iterable that returns ordered rays from pos to the edge of the - screen, starting with the edge point (0, 0) and continuing clockwise - in pymunk coordinates. - """ - w, h = SCREEN_SIZE - left, right, bottom, top = 0, w, 0, h - step = 1 - for y in range(0, h, step): - yield pymunk.Vec2d(left, y) - for x in range(0, w, step): - yield pymunk.Vec2d(x, top) - for y in range(top, -1, -step): - yield pymunk.Vec2d(right, y) - 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] - ray_polys = [] - for ray in screen_rays(position): - info = space.segment_query_first(position, ray, 1, LIGHT_FILTER) - point = ray if info is None else info.point - vertices.append(point) - if len(vertices) > 3: - trial_poly = pymunk.Poly(None, vertices) - trial_poly.update(pymunk.Transform.identity()) - query_prev = trial_poly.point_query(vertices[-2]) - query_pos = trial_poly.point_query(position) - if query_prev.distance < -0.01 or query_pos.distance < -0.01: - 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)) - return ray_polys +def check_space_for_light(space, pos, max_distance): + point_info = space.point_query_nearest( + pos, max_distance, SPACE_FOR_LIGHT_FILTER) + if point_info is not None: + return True + return False class LightManager(object): @@ -69,26 +48,77 @@ 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 remove_light(self, light): + self._lights.remove(light) + light.remove(self._space) + + def battery_dead(self): + self._battery_dead = True + for light in self._lights: + light.off() + + def serialize_lights(self): + result = [] + for light in self._lights: + result.append(light.serialize()) + return result + def toggle_nearest(self, *args, **kw): + if self._battery_dead: + return light = self.nearest(*args, **kw) if light: light.toggle() - def nearest(self, pos, surfpos=True, max_distance=1.0): + 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)) + pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)) if point_info is not None: return point_info.shape.body.light return None + def lit_by(self, pos, surfpos=False, max_distance=0.0): + if surfpos: + surface = pygame.display.get_surface() + pos = pymunk.pygame_util.from_pygame(pos, surface) + point_info_list = self._space.point_query( + 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 and light.ray_manager.reaches(pos) + ] + + def light_query(self, shape): + """Query the lights by shape""" + old_filter = shape.filter + # We need to restrict matches to only the lights + shape.filter = LIT_BY_FILTER + 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 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) @@ -97,86 +127,261 @@ class LightManager(object): for light in self._lights: light.render_fitting(surface) + def tick(self): + for light in self._lights: + 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), - } - - def __init__(self, colour, position): - self.colour = colour - self.position = pymunk.Vec2d(position) - self.on = True + # defaults + RAY_MANAGER = RayPolyManager + FITTING_IMG = None + FITTING_RADIUS = 24.0 + + # cached surfaces + _surface_cache = {} + + def __init__( + self, colours, position, intensity=1.0, radius_limits=None, + direction=None, spread=None, on=True, start_colour=None, + bounding_radius=None): + self.colour_cycle = colours + self.colour_pos = 0 + self.colour = colours[0] + if start_colour and start_colour in colours: + self.colour_pos = colours.index(start_colour) + self.colour = start_colour + self.on = on + if not on and len(colours) > 1: + self.colour_pos = -1 + self.intensity = intensity self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) - self.fitting = pymunk.Circle(self.body, 10.0, self.position) self.body.light = self + self.ray_manager = self.RAY_MANAGER( + self.body, position, ray_filter=LIGHT_FILTER, + radius_limits=radius_limits, direction=direction, spread=spread, + bounding_radius=bounding_radius) + 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 + + def serialize(self): + result = self.ray_manager.serialize() + result.update({ + "type": self.__class__.__name__.lower(), + "colours": self.colour_cycle, + "position": self.position, + "intensity": self.intensity, + "on": self.on, + "start_colour": self.colour, + }) + return result + + @property + def position(self): + return self.ray_manager.position @classmethod 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: 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) + space.add(self.body, self.fitting) + self.ray_manager.set_space(space) + self.ray_manager.update_shapes() - def shapes_for_ray_polys(self, ray_polys): - return ray_polys + def remove(self, space): + if self.body.space is not None: + space.remove(self.body, *self.body.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: + surf = self._surface_cache[name] = pygame.surface.Surface( + surface.get_size(), pgl.SWSURFACE + ).convert_alpha() + return surf + + def light_colour(self): + light_colour = COLOURS[self.colour] + intensity = int(255 * self.intensity) + return light_colour + (intensity,) 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()] - pygame.draw.polygon( - subsurface, light_colour, pygame_poly, 0) - pygame.draw.aalines( - subsurface, light_colour, True, pygame_poly, 1) - subsurface.set_alpha(50) - surface.blit(subsurface, (0, 0), None) - def render_fitting(self, surface): + dt = DetailedTimer("render_light") + dt.start() + + max_radius = self.ray_manager.max_radius + min_radius = self.ray_manager.min_radius + dest_rect = self.ray_manager.pygame_rect(surface) + + white, black = (255, 255, 255, 255), (0, 0, 0, 0) + light_colour = self.light_colour() + + radius_mask = self._cached_surface('radius_mask', surface) + radius_mask.set_clip(dest_rect) + ray_mask = self._cached_surface('ray_mask', surface) + ray_mask.set_clip(dest_rect) + + ray_mask.fill(black) + for pygame_poly in self.ray_manager.pygame_polys(surface): + pygame.draw.polygon(ray_mask, white, pygame_poly, 0) + pygame.draw.polygon(ray_mask, white, pygame_poly, 1) + dt.lap("ray mask rendered") + + radius_mask.fill(black) + centre = self.ray_manager.pygame_position(surface) + pygame.draw.circle( + radius_mask, light_colour, centre, int(max_radius), 0) pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.fitting.offset, surface), - int(self.fitting.radius)) + radius_mask, black, centre, int(min_radius), 0) + dt.lap("radius mask rendered") + ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT) + dt.lap("blitted radius mask to ray mask") -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 + surface.blit(ray_mask, dest_rect, dest_rect) + dt.lap("blitted surface") + dt.end() + + 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.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): - def __init__(self, colour="white", position=None, radius=100.0): - super(Lamp, self).__init__(colour, position) - self.radius = radius + + FITTING_IMG = "lamp.png" + + +class PulsatingLamp(BaseLight): + + FITTING_IMG = "pulsatinglamp.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): + 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__( + bounding_radius=self.pulse_range[1], **kw) + + def serialize(self): + result = super(PulsatingLamp, self).serialize() + result["pulse_velocity"] = self.pulse_velocity + result["intensity_range"] = self.intensity_range + result["intensity_velocity"] = self.intensity_velocity + return result + + 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): + self.angular_velocity = kw.pop("angular_velocity", None) + super(SpotLight, self).__init__(**kw) + + def serialize(self): + result = super(SpotLight, self).serialize() + result["angular_velocity"] = self.angular_velocity + return result + + 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.direction -= self.angular_velocity + self.ray_manager.update_shapes()