From 5e5685068049bfe0c06508bd4c71437b3c1675fd Mon Sep 17 00:00:00 2001 From: Simon Cross Date: Tue, 6 Sep 2016 20:24:27 +0200 Subject: [PATCH] Add toggle method to lights. --- tabakrolletjie/lights.py | 52 ++++++++++++++++++---------------- tabakrolletjie/scenes/night.py | 5 +++- 2 files changed, 31 insertions(+), 26 deletions(-) diff --git a/tabakrolletjie/lights.py b/tabakrolletjie/lights.py index 5203141..6f2c6e7 100644 --- a/tabakrolletjie/lights.py +++ b/tabakrolletjie/lights.py @@ -74,23 +74,11 @@ class BaseLight(object): } def __init__(self, colour, position): + self.on = True self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) self.colour = colour self.position = position - def add(self, space): - if self.body.space is not None: - space.remove(self.body, *self.body.shapes) - shapes = self.shapes_for_ray_polys( - calculate_ray_polys(space, self.body, self.position)) - for shape in shapes: - shape.filter = LIGHT_FILTER - space.add(self.body, *shapes) - - def shapes_for_ray_polys(self, space): - raise NotImplementedError( - "Lights should implement .determine_ray_polys.") - @classmethod def load(cls, config): kw = config.copy() @@ -100,24 +88,24 @@ class BaseLight(object): if c.__name__.lower() == light_type] return light_class(**kw) - -class SpotLight(BaseLight): - def __init__( - self, colour="white", position=None, direction=90.0, spread=45.0): - super(SpotLight, self).__init__(colour, position) - self.direction = direction - self.spread = spread - self.i = 0 + def add(self, space): + if self.body.space is not None: + space.remove(self.body, *self.body.shapes) + shapes = self.shapes_for_ray_polys( + calculate_ray_polys(space, self.body, self.position)) + for shape in shapes: + shape.filter = LIGHT_FILTER + space.add(self.body, *shapes) def shapes_for_ray_polys(self, ray_polys): return ray_polys - def render(self, surface): - pygame.draw.circle( - surface, (255, 255, 0), - pymunk.pygame_util.to_pygame(self.position, surface), 5) + def toggle(self): + self.on = not self.on def render_light(self, surface): + if not self.on: + return subsurface = surface.copy() light_colour = self.COLOURS[self.colour] for shape in self.body.shapes: @@ -131,6 +119,20 @@ class SpotLight(BaseLight): subsurface.set_alpha(50) surface.blit(subsurface, (0, 0), None) + def render_fittings(self, surface): + pygame.draw.circle( + surface, (255, 255, 0), + pymunk.pygame_util.to_pygame(self.position, surface), 5) + + +class SpotLight(BaseLight): + def __init__( + self, colour="white", position=None, direction=90.0, spread=45.0): + super(SpotLight, self).__init__(colour, position) + self.direction = direction + self.spread = spread + self.i = 0 + class Lamp(BaseLight): def __init__(self, colour="white", position=None, radius=100.0): diff --git a/tabakrolletjie/scenes/night.py b/tabakrolletjie/scenes/night.py index 7f6b5bb..ae86c56 100644 --- a/tabakrolletjie/scenes/night.py +++ b/tabakrolletjie/scenes/night.py @@ -36,7 +36,7 @@ class NightScene(BaseScene): for obs in self._obstacles: obs.render(surface) for light in self._lights: - light.render(surface) + light.render_fittings(surface) self._mould.render(surface) end_time = time.time() @@ -48,6 +48,9 @@ class NightScene(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() def tick(self, gamestate): start_time = time.time() -- 2.34.1