Add toggle method to lights.
authorSimon Cross <hodgestar@gmail.com>
Tue, 6 Sep 2016 18:24:27 +0000 (20:24 +0200)
committerSimon Cross <hodgestar@gmail.com>
Tue, 6 Sep 2016 18:24:27 +0000 (20:24 +0200)
tabakrolletjie/lights.py
tabakrolletjie/scenes/night.py

index 52031419611eff93d23f0c68e6daf221520d05c0..6f2c6e7a1082a5eba81d57e636fd9f1c42f34ff9 100644 (file)
@@ -74,23 +74,11 @@ class BaseLight(object):
     }
 
     def __init__(self, colour, position):
+        self.on = True
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
         self.colour = colour
         self.position = position
 
-    def add(self, space):
-        if self.body.space is not None:
-            space.remove(self.body, *self.body.shapes)
-        shapes = self.shapes_for_ray_polys(
-            calculate_ray_polys(space, self.body, self.position))
-        for shape in shapes:
-            shape.filter = LIGHT_FILTER
-        space.add(self.body, *shapes)
-
-    def shapes_for_ray_polys(self, space):
-        raise NotImplementedError(
-            "Lights should implement .determine_ray_polys.")
-
     @classmethod
     def load(cls, config):
         kw = config.copy()
@@ -100,24 +88,24 @@ class BaseLight(object):
             if c.__name__.lower() == light_type]
         return light_class(**kw)
 
-
-class SpotLight(BaseLight):
-    def __init__(
-            self, colour="white", position=None, direction=90.0, spread=45.0):
-        super(SpotLight, self).__init__(colour, position)
-        self.direction = direction
-        self.spread = spread
-        self.i = 0
+    def add(self, space):
+        if self.body.space is not None:
+            space.remove(self.body, *self.body.shapes)
+        shapes = self.shapes_for_ray_polys(
+            calculate_ray_polys(space, self.body, self.position))
+        for shape in shapes:
+            shape.filter = LIGHT_FILTER
+        space.add(self.body, *shapes)
 
     def shapes_for_ray_polys(self, ray_polys):
         return ray_polys
 
-    def render(self, surface):
-        pygame.draw.circle(
-            surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+    def toggle(self):
+        self.on = not self.on
 
     def render_light(self, surface):
+        if not self.on:
+            return
         subsurface = surface.copy()
         light_colour = self.COLOURS[self.colour]
         for shape in self.body.shapes:
@@ -131,6 +119,20 @@ class SpotLight(BaseLight):
         subsurface.set_alpha(50)
         surface.blit(subsurface, (0, 0), None)
 
+    def render_fittings(self, surface):
+        pygame.draw.circle(
+            surface, (255, 255, 0),
+            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+
+
+class SpotLight(BaseLight):
+    def __init__(
+            self, colour="white", position=None, direction=90.0, spread=45.0):
+        super(SpotLight, self).__init__(colour, position)
+        self.direction = direction
+        self.spread = spread
+        self.i = 0
+
 
 class Lamp(BaseLight):
     def __init__(self, colour="white", position=None, radius=100.0):
index 7f6b5bbbfb191310ecf7e6aafc04c1a9bdbbd7cc..ae86c565be6340e2f7444019c8d2684d61ce1246 100644 (file)
@@ -36,7 +36,7 @@ class NightScene(BaseScene):
         for obs in self._obstacles:
             obs.render(surface)
         for light in self._lights:
-            light.render(surface)
+            light.render_fittings(surface)
         self._mould.render(surface)
 
         end_time = time.time()
@@ -48,6 +48,9 @@ class NightScene(BaseScene):
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
+            elif ev.key == pgl.K_t:
+                for light in self._lights:
+                    light.toggle()
 
     def tick(self, gamestate):
         start_time = time.time()