X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Flights.py;h=e546b292851510f5b3452d68b1a1d63b7f7c9608;hb=8cce42a8cf2e7a4af99a199f4e24f3ac6c94f654;hp=108f795097738e0470d436f7716736cf66106cd1;hpb=dbb97d9d422b27da40b336be1854850f515a3868;p=tabakrolletjie.git diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 108f795..e546b29 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -11,6 +11,8 @@ import pygame.rect from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY from .rays import RayPolyManager from .utils import DetailedTimer +from .loader import loader +from .transforms import Multiply LIGHT_FILTER = pymunk.ShapeFilter( mask=pymunk.ShapeFilter.ALL_MASKS ^ ( @@ -94,6 +96,8 @@ class BaseLight(object): "white": (255, 255, 255), } + FITTING_IMG = None + # cached surfaces _surface_cache = {} @@ -111,6 +115,7 @@ class BaseLight(object): self.fitting.filter = FITTINGS_FILTER self.body.light = self self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER) + self._image = None @classmethod def load(cls, config): @@ -178,10 +183,14 @@ class BaseLight(object): pygame.draw.polygon(ray_mask, white, pygame_poly, 1) dt.lap("ray mask rendered") + light_colour = self.COLOURS[self.colour] + intensity = int(255 * self.intensity) + light_colour = light_colour + (intensity,) + radius_mask.fill(black) centre = pymunk.pygame_util.to_pygame(self.position, surface) pygame.draw.circle( - radius_mask, white, centre, int(max_radius), 0) + radius_mask, light_colour, centre, int(max_radius), 0) pygame.draw.circle( radius_mask, black, centre, int(min_radius), 0) dt.lap("radius mask rendered") @@ -189,28 +198,38 @@ class BaseLight(object): ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT) dt.lap("blitted radius mask to ray mask") - light_colour = self.COLOURS[self.colour] - intensity = int(255 * self.intensity) - light_colour = light_colour + (intensity,) - - ray_mask.fill(light_colour, dest_rect, pgl.BLEND_RGBA_MULT) - dt.lap("coloured ray mask") - surface.blit(ray_mask, dest_rect, dest_rect) 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( + "48", self.FITTING_IMG, + transform=Multiply(colour=fitting_colour)) + return self._image + def render_fitting(self, surface): - pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.fitting.offset, surface), - int(self.fitting.radius)) + rx, ry = pymunk.pygame_util.to_pygame(self.position, surface) + surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0) def tick(self): pass +class Lamp(BaseLight): + FITTING_IMG = "lamp.png" + + def __init__(self, **kw): + kw.pop("direction", None) + kw.pop("spread", None) + super(Lamp, self).__init__(**kw) + + class SpotLight(BaseLight): + FITTING_IMG = "spotlight.png" + def __init__(self, **kw): kw.pop("direction", None) kw.pop("spread", None)