for light in self._lights:
light.add(self._space)
+ def add_light(self, cfg):
+ light = BaseLight.load(cfg)
+ self._lights.append(light)
+ light.add(self._space)
+
def toggle_nearest(self, *args, **kw):
light = self.nearest(*args, **kw)
if light:
# defaults
RAY_MANAGER = RayPolyManager
FITTING_IMG = None
- FITTING_RADIUS = 10.0
+ FITTING_RADIUS = 24.0
# cached surfaces
_surface_cache = {}
if self._image is None:
fitting_colour = self.COLOURS[self.colour]
self._image = loader.load_image(
- "64", self.FITTING_IMG,
+ "48", self.FITTING_IMG,
transform=Multiply(colour=fitting_colour))
return self._image
def render_fitting(self, surface):
rx, ry = self.ray_manager.pygame_position(surface)
- surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
+ surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
def tick(self):
pass