1 """ May it be a light for you in dark places, when all other lights go out.
7 import pymunk.pygame_util
10 import pygame.locals as pgl
13 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
14 from .rays import RayPolyManager
15 from .utils import DetailedTimer
16 from .loader import loader
17 from .transforms import Multiply, MultiplyImage
19 LIGHT_FILTER = pymunk.ShapeFilter(
20 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
21 LIGHT_CATEGORY | FITTINGS_CATEGORY),
22 categories=LIGHT_CATEGORY)
24 FITTINGS_FILTER = pymunk.ShapeFilter(
25 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
26 LIGHT_CATEGORY | FITTINGS_CATEGORY),
27 categories=FITTINGS_CATEGORY)
29 # Just match lights, nothing else
30 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
33 class LightManager(object):
34 """ Manages a set of lights. """
36 def __init__(self, space, gamestate):
39 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
40 for light in self._lights:
41 light.add(self._space)
43 def add_light(self, cfg):
44 light = BaseLight.load(cfg)
45 self._lights.append(light)
46 light.add(self._space)
48 def toggle_nearest(self, *args, **kw):
49 light = self.nearest(*args, **kw)
53 def nearest(self, pos, surfpos=False, max_distance=1.0):
55 surface = pygame.display.get_surface()
56 pos = pymunk.pygame_util.from_pygame(pos, surface)
57 point_info = self._space.point_query_nearest(
58 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
59 if point_info is not None:
60 return point_info.shape.body.light
63 def lit_by(self, pos, surfpos=False, max_distance=0.0):
65 surface = pygame.display.get_surface()
66 pos = pymunk.pygame_util.from_pygame(pos, surface)
67 point_info_list = self._space.point_query(
68 pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
69 lights = [p.shape.body.light for p in point_info_list]
71 light for light in lights
72 if light.on and light.ray_manager.reaches(pos)
75 def light_query(self, shape):
76 """Query the lights by shape"""
77 old_filter = shape.filter
78 # We need to restrict matches to only the lights
79 shape.filter = LIT_BY_FILTER
80 shape_info_list = self._space.shape_query(shape)
81 shape.filter = old_filter
82 lights = [p.shape.body.light for p in shape_info_list]
84 light for light in lights
85 if light.on and light.ray_manager.reaches(shape.body.position)
88 def total_power_usage(self):
89 return sum(light.power_usage() for light in self._lights)
91 def render_light(self, surface):
92 for light in self._lights:
93 light.render_light(surface)
95 def render_fittings(self, surface):
96 for light in self._lights:
97 light.render_fitting(surface)
100 for light in self._lights:
104 class BaseLight(object):
105 """ Common light functionality. """
108 RAY_MANAGER = RayPolyManager
110 FITTING_RADIUS = 24.0
116 self, colours, position, intensity=1.0, radius_limits=None,
117 direction=None, spread=None):
118 self.colour_cycle = colours
120 self.colour = colours[0]
122 self.intensity = intensity
123 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
124 self.body.light = self
125 self.ray_manager = self.RAY_MANAGER(
126 self.body, position, ray_filter=LIGHT_FILTER,
127 radius_limits=radius_limits, direction=direction, spread=spread)
128 self.fitting = pymunk.Circle(
129 self.body, self.FITTING_RADIUS, self.ray_manager.position)
130 self.fitting.filter = FITTINGS_FILTER
131 self._fitting_image = None
132 self._colour_mult_image = None
136 return self.ray_manager.position
139 def load(cls, config):
141 light_type = kw.pop("type")
143 c for c in cls.__subclasses__()
144 if c.__name__.lower() == light_type]
145 return light_class(**kw)
147 def add(self, space):
148 if self.body.space is not None:
149 space.remove(self.body, *self.body.shapes)
150 space.add(self.body, self.fitting)
151 self.ray_manager.set_space(space)
152 self.ray_manager.update_shapes()
154 def _cached_surface(self, name, surface):
155 surf = self._surface_cache.get(name)
157 surf = self._surface_cache[name] = pygame.surface.Surface(
158 surface.get_size(), pgl.SWSURFACE
162 def light_colour(self):
163 light_colour = COLOURS[self.colour]
164 intensity = int(255 * self.intensity)
165 return light_colour + (intensity,)
167 def render_light(self, surface):
171 dt = DetailedTimer("render_light")
174 max_radius = self.ray_manager.max_radius
175 min_radius = self.ray_manager.min_radius
176 dest_rect = self.ray_manager.pygame_rect(surface)
178 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
179 light_colour = self.light_colour()
181 radius_mask = self._cached_surface('radius_mask', surface)
182 radius_mask.set_clip(dest_rect)
183 ray_mask = self._cached_surface('ray_mask', surface)
184 ray_mask.set_clip(dest_rect)
187 for pygame_poly in self.ray_manager.pygame_polys(surface):
188 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
189 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
190 dt.lap("ray mask rendered")
192 radius_mask.fill(black)
193 centre = self.ray_manager.pygame_position(surface)
195 radius_mask, light_colour, centre, int(max_radius), 0)
197 radius_mask, black, centre, int(min_radius), 0)
198 dt.lap("radius mask rendered")
200 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
201 dt.lap("blitted radius mask to ray mask")
203 surface.blit(ray_mask, dest_rect, dest_rect)
204 dt.lap("blitted surface")
207 def fitting_image(self):
208 if self._fitting_image is None:
209 fitting_colours = [COLOURS[c] for c in self.colour_cycle]
210 ncolour = len(fitting_colours)
212 print "Multicoloured light should not have more than 3 colours"
216 self._fitting_image = loader.load_image(
217 "48", self.FITTING_IMG,
218 transform=Multiply(colour=fitting_colours[0]))
220 if self._colour_mult_image is None:
221 self._colour_mult_image = pygame.surface.Surface((48, 48))
223 for i in range(ncolour):
224 sector = loader.load_image(
225 "48", "light_mask_%d_%d.png" % (ncolour, i + 1),
226 transform=Multiply(colour=fitting_colours[i]))
227 self._colour_mult_image.blit(sector, (0,0), None, 0)
229 self._fitting_image = loader.load_image(
230 "48", self.FITTING_IMG,
231 transform=MultiplyImage(image=self._colour_mult_image))
233 return self._fitting_image
235 def invalidate_fitting_image(self):
236 self._fitting_image = None
238 def render_fitting(self, surface):
239 rx, ry = self.ray_manager.pygame_position(surface)
240 surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
242 def power_usage(self):
245 area = math.pi * (self.ray_manager.max_radius ** 2) # radius
246 area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
247 return 5 * area * self.intensity
249 def base_damage(self):
250 return 5 * self.intensity
254 if self.colour_pos >= len(self.colour_cycle):
255 self.colour = self.colour_cycle[0]
259 self.colour = self.colour_cycle[self.colour_pos]
261 self.invalidate_fitting_image()
267 class Lamp(BaseLight):
269 FITTING_IMG = "lamp.png"
272 class PulsatingLamp(BaseLight):
274 FITTING_IMG = "lamp.png"
275 DEFAULT_PULSE_RANGE = (20, 100)
276 DEFAULT_PULSE_VELOCITY = 2
277 DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
278 DEFAULT_INTENSITY_VELOCITY = 0.1
280 def __init__(self, **kw):
281 self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
282 self.pulse_velocity = kw.pop(
283 "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
284 self.intensity_range = kw.pop(
285 "intensity_range", self.DEFAULT_INTENSITY_RANGE)
286 self.intensity_velocity = kw.pop(
287 "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
288 super(PulsatingLamp, self).__init__(**kw)
290 def _update_range(self, value, velocity, value_range):
292 if value < value_range[0]:
293 value = value_range[0]
295 elif value > value_range[1]:
296 value = value_range[1]
298 return value, velocity
301 self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
302 self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
303 self.intensity, self.intensity_velocity = self._update_range(
304 self.intensity, self.intensity_velocity, self.intensity_range)
307 class SpotLight(BaseLight):
309 FITTING_IMG = "spotlight.png"
311 def __init__(self, **kw):
312 self.angular_velocity = kw.pop("angular_velocity", None)
313 super(SpotLight, self).__init__(**kw)
316 if self.angular_velocity:
317 self.ray_manager.direction -= self.angular_velocity
318 self.ray_manager.update_shapes()