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 ^ (
light.tick()
-def light_fitting_image(size, base_image_name, colours):
- """ Render a light fitting image. """
- size = str(size)
- fitting_colours = [COLOURS[c] for c in colours]
- ncolour = len(fitting_colours)
- if ncolour > 3:
- print "Multicoloured light should not have more than 3 colours"
- ncolour = 3
-
- if ncolour == 1:
- return loader.load_image(
- size, base_image_name,
- transform=Multiply(colour=fitting_colours[0]))
-
- colour_mult_image = pygame.surface.Surface((48, 48))
- for i in range(ncolour):
- sector = loader.load_image(
- size, "light_mask_%d_%d.png" % (ncolour, i + 1),
- transform=Multiply(colour=fitting_colours[i]))
- colour_mult_image.blit(sector, (0, 0), None, 0)
-
- fitting_image = loader.load_image(size, base_image_name)
- fitting_image.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
- return fitting_image
+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):
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:
def fitting_image(self):
if self._fitting_image is None:
- self._fitting_image = light_fitting_image(
- 48, self.FITTING_IMG, self.colour_cycle)
+ 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):