self.fitting = pymunk.Circle(
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
- self._image = None
+ self._fitting_image = None
@property
def position(self):
dt.lap("blitted surface")
dt.end()
- def get_image(self):
- if self._image is None:
+ def fitting_image(self):
+ if self._fitting_image is None:
fitting_colour = self.COLOURS[self.colour]
- self._image = loader.load_image(
+ self._fitting_image = loader.load_image(
"48", self.FITTING_IMG,
transform=Multiply(colour=fitting_colour))
- return self._image
+ 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.get_image(), (rx - 24, ry - 24), None, 0)
+ surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
def tick(self):
pass
class Lamp(BaseLight):
+
FITTING_IMG = "lamp.png"
+class MultiColourLamp(BaseLight):
+
+ FITTING_IMG = "lamp.png"
+ DEFAULT_COLOURS = sorted(BaseLight.COLOURS.keys())
+
+ def __init__(self, **kw):
+ self.colour_cycle = kw.pop("colours", None)
+ self.colour_pos = 0
+ kw["colour"] = self.colour_cycle[0]
+ super(MultiColourLamp, self).__init__(**kw)
+
+ 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
+ self.invalidate_fitting_image()
+
+
class SpotLight(BaseLight):
+
FITTING_IMG = "spotlight.png"
def __init__(self, **kw):