Factor light fitting rendering out into a function.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index fef2b44d2133e32c2f43d2e1366ad00101e8559e..22a089d5cbc11c3ea163d62a0d8f39de4164bfcf 100644 (file)
@@ -9,12 +9,13 @@ import pygame.display
 import pygame.draw
 import pygame.locals as pgl
 import pygame.rect
+import pygame.transform
 
 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
 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 ^ (
@@ -101,6 +102,32 @@ class LightManager(object):
             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. """
 
@@ -206,30 +233,8 @@ class BaseLight(object):
 
     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):
@@ -258,7 +263,6 @@ class BaseLight(object):
         else:
             self.colour = self.colour_cycle[self.colour_pos]
             self.on = True
-        self.invalidate_fitting_image()
 
     def tick(self):
         pass
@@ -312,6 +316,17 @@ class SpotLight(BaseLight):
         self.angular_velocity = kw.pop("angular_velocity", None)
         super(SpotLight, self).__init__(**kw)
 
+    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_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:
             self.ray_manager.direction -= self.angular_velocity