from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply, MultiplyImage
+from .transforms import Multiply
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
+
+
class BaseLight(object):
""" Common light functionality. """
def fitting_image(self):
if self._fitting_image is None:
- fitting_colours = [COLOURS[c] for c in self.colour_cycle]
- ncolour = len(fitting_colours)
- if ncolour > 3:
- print "Multicoloured light should not have more than 3 colours"
- ncolour = 3
-
- if ncolour == 1:
- self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colours[0]))
- else:
- if self._colour_mult_image is None:
- self._colour_mult_image = pygame.surface.Surface((48, 48))
-
- for i in range(ncolour):
- sector = loader.load_image(
- "48", "light_mask_%d_%d.png" % (ncolour, i + 1),
- transform=Multiply(colour=fitting_colours[i]))
- self._colour_mult_image.blit(sector, (0, 0), None, 0)
-
- self._fitting_image = loader.load_image(
- "48", self.FITTING_IMG,
- transform=MultiplyImage(image=self._colour_mult_image))
-
+ self._fitting_image = light_fitting_image(
+ 48, self.FITTING_IMG, self.colour_cycle)
return self._fitting_image
def invalidate_fitting_image(self):
def fitting_image(self):
fitting_image = super(SpotLight, self).fitting_image()
- rot_fitting_image = pygame.transform.rotozoom(fitting_image, self.ray_manager.direction - 90, 1)
+ rot_fitting_image = pygame.transform.rotozoom(
+ fitting_image, self.ray_manager.direction - 90, 1)
rot_rect = fitting_image.get_rect().copy()
rot_rect.center = rot_fitting_image.get_rect().center
rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
-
+
return rot_fitting_image
-
def tick(self):
if self.angular_velocity: