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Right-click and drag light rotation
author
Neil
<neil@dip.sun.ac.za>
Sat, 10 Sep 2016 10:37:57 +0000
(12:37 +0200)
committer
Neil
<neil@dip.sun.ac.za>
Sat, 10 Sep 2016 10:38:03 +0000
(12:38 +0200)
tabakrolletjie/scenes/day.py
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diff --git
a/tabakrolletjie/scenes/day.py
b/tabakrolletjie/scenes/day.py
index 589f8b25d03d5fad28cf20889fe36b5fea05ae03..933f16bad399df9dd430b3737e0b5f2ee21bd5e9 100644
(file)
--- a/
tabakrolletjie/scenes/day.py
+++ b/
tabakrolletjie/scenes/day.py
@@
-1,5
+1,7
@@
""" Be prepared. """
""" Be prepared. """
+import math
+
import pygame.display
import pygame.locals as pgl
import pygame.display
import pygame.locals as pgl
@@
-34,6
+36,7
@@
class DayScene(BaseScene):
self._paused = False
self._tool = None
self._light_color = None
self._paused = False
self._tool = None
self._light_color = None
+ self._dragging = None
for turnip_data in gamestate.turnips:
turnip = Turnip(space=self._space, **turnip_data)
# Turnips grow at dawn
for turnip_data in gamestate.turnips:
turnip = Turnip(space=self._space, **turnip_data)
# Turnips grow at dawn
@@
-113,6
+116,15
@@
class DayScene(BaseScene):
# TODO: Add error sound or something
pass
# TODO: Add error sound or something
pass
+ def _update_light_angle(self, pos):
+ # Update the angle of the given light
+ pos = pymunk.pygame_util.to_pygame(pos, pygame.display.get_surface())
+ distance = pos - self._dragging.position
+ angle = math.atan2(distance[1], distance[0])
+ # Set light angle to this position
+ self._dragging.ray_manager.direction = math.degrees(angle)
+ # TODO: Update gamestate with new angle
+
def _place_spotlight(self, gamestate, colour, ev):
if self._seeds > 5:
pos = pymunk.pygame_util.from_pygame(ev.pos,
def _place_spotlight(self, gamestate, colour, ev):
if self._seeds > 5:
pos = pymunk.pygame_util.from_pygame(ev.pos,
@@
-126,7
+138,8
@@
class DayScene(BaseScene):
"type": "spotlight",
"colour": colour,
"position": pos,
"type": "spotlight",
"colour": colour,
"position": pos,
- "angle_limits": [0, 90],
+ "direction": 45,
+ "spread": 90,
"intensity": 0.5,
"radius_limits": [0, 100],
}
"intensity": 0.5,
"radius_limits": [0, 100],
}
@@
-138,7
+151,7
@@
class DayScene(BaseScene):
pos = pymunk.pygame_util.from_pygame(ev.pos,
pygame.display.get_surface())
# Bail if we're too close to an existing light
pos = pymunk.pygame_util.from_pygame(ev.pos,
pygame.display.get_surface())
# Bail if we're too close to an existing light
- if self._lights.nearest(
pos
, max_distance=25):
+ if self._lights.nearest(
ev.pos, surfpos=True
, max_distance=25):
return
self._seeds -= 3
self._update_toolbar(gamestate)
return
self._seeds -= 3
self._update_toolbar(gamestate)
@@
-203,9
+216,22
@@
class DayScene(BaseScene):
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
print self._lights.lit_by(ev.pos, surfpos=True)
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
print self._lights.lit_by(ev.pos, surfpos=True)
- elif ev.button == 3 and self._tool:
- self._tool = None
- self._unset_cursor()
+ elif ev.button == 3:
+ light = self._lights.nearest(ev.pos, surfpos=True,
+ max_distance=5.0)
+ if light:
+ # Start drag to rotate light
+ self._dragging = light
+ elif self._tool:
+ # Unset tool
+ self._tool = None
+ self._unset_cursor()
+ elif ev.type == pgl.MOUSEMOTION:
+ if self._dragging:
+ # Calculate angle between current position and mouse pos
+ self._update_light_angle(ev.pos)
+ elif ev.type == pgl.MOUSEBUTTONUP:
+ self._dragging = None
@debug_timer("day.tick")
def tick(self, gamestate):
@debug_timer("day.tick")
def tick(self, gamestate):