Refactor mould drawing code. Use shape_query for lighting information
authorNeil <neil@dip.sun.ac.za>
Wed, 7 Sep 2016 13:32:41 +0000 (15:32 +0200)
committerNeil <neil@dip.sun.ac.za>
Wed, 7 Sep 2016 13:32:41 +0000 (15:32 +0200)
tabakrolletjie/enemies.py

index c76e2b2f85c32c400257621f5c32661788810c31..76616ab515db1151f3ffaf86c3d007d957f025f8 100644 (file)
@@ -112,10 +112,14 @@ class Boyd(object):
         self._moulds = [seed]
         self._image = pygame.surface.Surface(SCREEN_SIZE)
         self._image.convert_alpha(pygame.display.get_surface())
+        self._draw_moulds()
+
+    def _draw_moulds(self):
         self._image.fill((0, 0, 0, 0))
-        self._image.blit(seed.get_image(),
-                         seed.pygame_pos(self._image), None,
-                         pgl.BLEND_RGBA_ADD)
+        for m in self._moulds:
+            self._image.blit(m.get_image(),
+                             m.pygame_pos(self._image), None,
+                             pgl.BLEND_RGBA_ADD)
 
     def tick(self, gamestate, space, lights):
         redraw = False
@@ -125,15 +129,14 @@ class Boyd(object):
             if mould.tick(gamestate, space, self._moulds):
                 redraw = True
             # Check for damage
-            if lights.lit_by(mould.position):
+            lit_by = lights.light_query(mould._shape)
+            for light in lit_by:
+                # Todo: extract colour and intensity from light
                 if mould.damage(None, None, space, self._moulds):
                     redraw = True
+                    break  # we only die once
         if redraw:
-            self._image.fill((0, 0, 0, 0))
-            for mould in self._moulds:
-                self._image.blit(mould.get_image(),
-                                 mould.pygame_pos(self._image), None,
-                                 pgl.BLEND_RGBA_ADD)
+            self._draw_moulds()
 
     def render(self, surface):
         """Draw ourselves"""