Merge branch 'master' of ctpug.org.za:tabakrolletjie
authorSimon Cross <hodgestar@gmail.com>
Sun, 4 Sep 2016 20:42:31 +0000 (22:42 +0200)
committerSimon Cross <hodgestar@gmail.com>
Sun, 4 Sep 2016 20:42:31 +0000 (22:42 +0200)
data/stations/station-alpha.json
tabakrolletjie/constants.py
tabakrolletjie/lights.py
tabakrolletjie/obstacles.py
tabakrolletjie/scenes/night.py

index cf0936a1be9f48a90895c8cbe4be206566be8eeb..259f665ffff3fd19af2a270d9aedc725ae9469ea 100644 (file)
       "vertices": [
         [800, 400], [850, 400], [850, 450], [800, 450]
       ]
+    },
+    {
+      "type": "wall",
+      "vertices": [
+        [200, 350], [250, 350], [250, 400], [200, 400]
+      ]
     }
   ],
   "lights": [
index 6f2af9c9b6bbff3516ce32b2d534adc224faa4e6..d5aebb68043ae3d73a18ac2e35371b540c3c0cae 100644 (file)
@@ -8,3 +8,7 @@ SCREEN_SIZE = (1024, 704)
 
 # Frame per second
 FPS = 60
+
+# Pymunk categories
+OBSTACLE_CATEGORY = 1 << 0
+LIGHT_CATEGORY = 1 << 1
index 81740d88fd2003603c3332323900d120f3f5d283..a22ea14472708041db5dc98fe061c769120e619d 100644 (file)
@@ -5,6 +5,52 @@ import pymunk
 import pymunk.pygame_util
 import pygame.draw
 
+from .constants import SCREEN_SIZE, LIGHT_CATEGORY
+
+LIGHT_FILTER = pymunk.ShapeFilter(
+    mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
+    categories=LIGHT_CATEGORY)
+
+
+def screen_rays(pos):
+    """ An iterable that returns ordered rays from pos to the edge of the
+        screen, starting with the edge point (0, 0) and continuing clockwise
+        in pymunk coordinates.
+    """
+    w, h = SCREEN_SIZE
+    left, right, bottom, top = 0, w, 0, h
+    for y in range(h):
+        yield pymunk.Vec2d(left, y)
+    for x in range(w):
+        yield pymunk.Vec2d(x, top)
+    for y in range(top, -1, -1):
+        yield pymunk.Vec2d(right, y)
+    for x in range(right, -1, -1):
+        yield pymunk.Vec2d(x, bottom)
+
+
+def calculate_ray_polys(space, body, position):
+    position = pymunk.Vec2d(position)
+    vertices = [position]
+    ray_polys = []
+    for ray in screen_rays(position):
+        info = space.segment_query_first(position, ray, 1, LIGHT_FILTER)
+        point = ray if info is None else info.point
+        vertices.append(point)
+        if len(vertices) > 3:
+            trial_poly = pymunk.Poly(None, vertices)
+            trial_poly.update(pymunk.Transform.identity())
+            query_prev = trial_poly.point_query(vertices[-2])
+            query_pos = trial_poly.point_query(position)
+            if query_prev.distance < -0.01 or query_pos.distance < -0.01:
+                new_poly = pymunk.Poly(body, vertices[:-1])
+                vertices = [position, vertices[-1]]
+                ray_polys.append(new_poly)
+    if len(vertices) > 2:
+        ray_polys.append(pymunk.Poly(body, vertices))
+    print "NUM POLYS: ", len(ray_polys)
+    return ray_polys
+
 
 class BaseLight(object):
     """ Common light functionality. """
@@ -17,10 +63,13 @@ class BaseLight(object):
     def add(self, space):
         if self.body.space is not None:
             space.remove(self.body, *self.body.shapes)
-        shapes = self.determine_ray_polys(space)
+        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 determine_ray_polys(self, space):
+    def shapes_for_ray_polys(self, space):
         raise NotImplementedError(
             "Lights should implement .determine_ray_polys.")
 
@@ -40,18 +89,26 @@ class SpotLight(BaseLight):
         super(SpotLight, self).__init__(colour, position)
         self.direction = direction
         self.spread = spread
+        self.i = 0
 
-    def determine_ray_polys(self, space):
-        x, y = self.position
-        return [pymunk.Poly(self.body, [
-            self.position, [x + 50, y], [x, y + 50]])]
+    def shapes_for_ray_polys(self, ray_polys):
+        return ray_polys
 
     def render(self, surface):
+        subsurface = surface.copy()
+        pygame.draw.circle(
+            surface, (255, 255, 0),
+            pymunk.pygame_util.to_pygame(self.position, surface), 5)
         for shape in self.body.shapes:
             pygame_poly = [
                 pymunk.pygame_util.to_pygame(v, surface) for v in
                 shape.get_vertices()]
-            pygame.draw.polygon(surface, (255, 255, 255), pygame_poly)
+            pygame.draw.polygon(
+                subsurface, (200, 200, 200), pygame_poly, 0)
+            pygame.draw.aalines(
+                subsurface, (200, 200, 200), True, pygame_poly, 1)
+        subsurface.set_alpha(200)
+        surface.blit(subsurface, (0, 0), None)
 
 
 class Lamp(BaseLight):
index d187a599294de659c54a70a3e08a27ba5692230f..32df5b4561d6672c3931d5a436eb7e914c3f6dfc 100644 (file)
@@ -4,6 +4,10 @@ import pymunk
 import pymunk.pygame_util
 import pygame.draw
 
+from .constants import OBSTACLE_CATEGORY
+
+OBSTACLE_FILTER = pymunk.ShapeFilter(categories=OBSTACLE_CATEGORY)
+
 
 class BaseObstacle(object):
     def __init__(self):
@@ -13,6 +17,8 @@ class BaseObstacle(object):
     def add(self, space):
         if self.body.space is not None:
             space.remove(self.body, *self.body.shapes)
+        for shape in self.shapes:
+            shape.filter = OBSTACLE_FILTER
         space.add(self.body, *self.shapes)
 
     def render(self, surface):
index 330530b029f947edc26729e0cf99c3dae4913d78..bb362b53a42b33281449819eb4255e737d80e214 100644 (file)
@@ -23,7 +23,7 @@ class NightScene(BaseScene):
             light.add(self._space)
 
     def render(self, surface, gamestate):
-        surface.fill((0, 0, 255))
+        surface.fill((0, 0, 155))
         for obs in self._obstacles:
             obs.render(surface)
         for light in self._lights: