Add obstacle manager and move nearest calculation to light manager.
authorSimon Cross <hodgestar@gmail.com>
Tue, 6 Sep 2016 20:28:09 +0000 (22:28 +0200)
committerSimon Cross <hodgestar@gmail.com>
Tue, 6 Sep 2016 20:28:09 +0000 (22:28 +0200)
tabakrolletjie/lights.py
tabakrolletjie/obstacles.py
tabakrolletjie/scenes/day.py

index 8abb1a6801249125b2cafd51a1b0cf63fccf7bbe..54da531db68de8df8d3d7e9ca7333c10b4e2aa5f 100644 (file)
@@ -3,6 +3,7 @@
 
 import pymunk
 import pymunk.pygame_util
+import pygame.display
 import pygame.draw
 
 from .constants import (
@@ -73,6 +74,16 @@ class LightManager(object):
         for light in self._lights:
             light.add(self._space)
 
+    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))
+        if point_info is not None:
+            return point_info.shape.body.light
+        return None
+
     def render_light(self, surface):
         for light in self._lights:
             light.render_light(surface)
index 32df5b4561d6672c3931d5a436eb7e914c3f6dfc..b368626431994464b7f7650ea60971ac471ecce0 100644 (file)
@@ -9,6 +9,21 @@ from .constants import OBSTACLE_CATEGORY
 OBSTACLE_FILTER = pymunk.ShapeFilter(categories=OBSTACLE_CATEGORY)
 
 
+class ObstacleManager(object):
+    """ Manages a set of obstacles. """
+
+    def __init__(self, space, gamestate):
+        self._space = space
+        self._obstacles = [
+            BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
+        for obs in self._obstacles:
+            obs.add(self._space)
+
+    def render(self, surface):
+        for obs in self._obstacles:
+            obs.render(surface)
+
+
 class BaseObstacle(object):
     def __init__(self):
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
index 3c5a6b842612e452acd380509894a25c01bb38d2..26440efbc142269d7f91561d2da051772f727327 100644 (file)
@@ -1,44 +1,34 @@
 """ Be prepared. """
 
-import pygame.display
 import pygame.locals as pgl
 
 import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..constants import FITTINGS_CATEGORY
 from ..lights import LightManager
-from ..obstacles import BaseObstacle
+from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
 from ..utils import debug_timer
 
-CLICK_FILTER = pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)
-
 
 class DayScene(BaseScene):
     def enter(self, gamestate):
         self._space = pymunk.Space()
-        self._obstacles = [
-            BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
-        for obs in self._obstacles:
-            obs.add(self._space)
+        self._obstacles = ObstacleManager(self._space, gamestate)
         self._lights = LightManager(self._space, gamestate)
 
     @debug_timer("day.render")
     def render(self, surface, gamestate):
         surface.fill((0, 0, 155))
         self._lights.render_light(surface)
-        for obs in self._obstacles:
-            obs.render(surface)
+        self._obstacles.render(surface)
         self._lights.render_fittings(surface)
 
-    def left_click(self, surfpos):
-        pos = pymunk.pygame_util.from_pygame(
-            surfpos, pygame.display.get_surface())
-        point_info = self._space.point_query_nearest(pos, 1.0, CLICK_FILTER)
-        if point_info is not None:
-            point_info.shape.body.light.toggle()
+    def left_click(self, pos):
+        light = self._lights.nearest(pos, surfpos=True)
+        if light:
+            light.toggle()
 
     def right_click(self, pos):
         pass
@@ -48,9 +38,6 @@ class DayScene(BaseScene):
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
-            elif ev.key == pgl.K_t:
-                for light in self._lights:
-                    light.toggle()
         elif ev.type == pgl.MOUSEBUTTONDOWN:
             if ev.button == 1:
                 self.left_click(ev.pos)