"white": (255, 255, 255),
}
+ # cached surfaces
+ _surface_cache = {}
+
def __init__(
self, colour, position, intensity=1.0,
radius_limits=(None, None), angle_limits=(None, None)):
def toggle(self):
self.on = not self.on
+ def _cached_surfaces(self, surface):
+ radius_mask = self._surface_cache.get('radius_mask')
+ if radius_mask is None:
+ radius_mask = self._surface_cache['radius_mask'] = (
+ pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+
+ ray_mask = self._surface_cache.get('ray_mask')
+ if ray_mask is None:
+ ray_mask = self._surface_cache['ray_mask'] = (
+ pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE))
+
+ overlay_surf = self._surface_cache.get('overlay_surf')
+ if overlay_surf is None:
+ overlay_surf = self._surface_cache['overlay_surf'] = (
+ pygame.surface.Surface(
+ surface.get_size(), pgl.SWSURFACE | pgl.SRCALPHA))
+
+ return radius_mask, ray_mask, overlay_surf
+
def render_light(self, surface):
if not self.on:
return
- raypoly_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)
- white, black = (255, 255, 255, 255), (0, 0, 0, 0)
- raypoly_mask.fill(black)
+ radius_mask, ray_mask, overlay_surf = self._cached_surfaces(surface)
+ white, black = (255, 255, 255), (0, 0, 0)
+
+ ray_mask.fill(black)
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(raypoly_mask, white, pygame_poly, 0)
- pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1)
+ pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
+ pygame.draw.aalines(ray_mask, white, True, pygame_poly, 1)
- limits_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)
- limits_mask.fill(black)
+ radius_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
max_radius = self.radius_limits[1] or 50.0
- box = (centre[0] - max_radius, centre[1] - max_radius,
- max_radius * 2, max_radius * 2)
- width = max_radius - (self.radius_limits[0] or 0)
- box2 = (box[0] + 1,) + tuple(box[1:])
- box3 = (box[0] + 2,) + tuple(box[1:])
- import math
- start_angle = (self.angle_limits[0] or 0.0) * (math.pi / 180.0)
- end_angle = (self.angle_limits[1] or 360.0) * (math.pi / 180.0)
- pygame.draw.arc(
- limits_mask, white, box, start_angle, end_angle, int(width))
- pygame.draw.arc(
- limits_mask, white, box2, start_angle, end_angle, int(width))
- pygame.draw.arc(
- limits_mask, white, box3, start_angle, end_angle, int(width))
-
- raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN)
- raypoly_mask.set_colorkey(black)
+ min_radius = self.radius_limits[0] or 0
+ width = max_radius - min_radius
+ pygame.draw.circle(
+ radius_mask, white, centre, int(max_radius), int(width))
+ pygame.draw.circle(
+ radius_mask, white, (centre[0] + 1, centre[1]),
+ int(max_radius), int(width))
- light_colour = self.COLOURS[self.colour]
- overlay = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)
- overlay.fill(light_colour)
- raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)
+ ray_mask.blit(radius_mask, (0, 0), None, pgl.BLEND_RGB_MULT)
+ ray_mask.set_colorkey(black)
- mask2 = surface.copy()
- mask2.set_alpha(255)
- mask2.blit(raypoly_mask, (0, 0), None)
+ light_colour = self.COLOURS[self.colour]
+ intensity = int(255 * self.intensity)
+ light_colour = light_colour + (intensity,)
- mask2.set_alpha(int(255 * self.intensity))
+ overlay_surf.blit(ray_mask, (0, 0), None)
+ overlay_surf.fill(light_colour, None, pgl.BLEND_RGBA_MULT)
- surface.blit(mask2, (0, 0), None)
+ surface.blit(overlay_surf, (0, 0), None)
def render_fitting(self, surface):
pygame.draw.circle(