from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply
+from .transforms import Multiply, MultiplyImage
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
self._fitting_image = None
+ self._colour_mult_image = None
@property
def position(self):
def fitting_image(self):
if self._fitting_image is None:
- fitting_colour = COLOURS[self.colour]
- self._fitting_image = loader.load_image(
+ 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_colour))
+ 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))
+
return self._fitting_image
def invalidate_fitting_image(self):
FITTING_IMG = "lamp.png"
-class MultiColourLamp(BaseLight):
-
- FITTING_IMG = "lamp.png"
-
- def __init__(self, **kw):
- super(MultiColourLamp, self).__init__(**kw)
-
-
class PulsatingLamp(BaseLight):
FITTING_IMG = "lamp.png"