Hacky light rendering limited by distance and angle.
authorSimon Cross <hodgestar@gmail.com>
Tue, 6 Sep 2016 22:43:46 +0000 (00:43 +0200)
committerSimon Cross <hodgestar@gmail.com>
Tue, 6 Sep 2016 22:43:46 +0000 (00:43 +0200)
data/stations/station-alpha.json
tabakrolletjie/lights.py

index 259f665ffff3fd19af2a270d9aedc725ae9469ea..b2fad618ffb368056bfa8493c5461fb258d5b6cd 100644 (file)
       "colour": "red",
       "position": [700, 500],
       "direction": 90.0,
-      "spread": 45.0
+      "spread": 45.0,
+      "radius_limits": [20, 200],
+      "angle_limits": [90, -90],
+      "intensity": 0.8
     },
     {
       "type": "spotlight",
       "colour": "yellow",
       "position": [500, 500],
       "direction": -90.0,
-      "spread": 45.0
+      "spread": 45.0,
+      "intensity": 0.5
     }
   ]
 }
index 3c9795212fdcc00b8e4b1b782c7de62991f1f593..b22bc35a61e2644766a19656cd4bce6a13131c1f 100644 (file)
@@ -118,10 +118,15 @@ class BaseLight(object):
         "white": (255, 255, 255),
     }
 
-    def __init__(self, colour, position):
+    def __init__(
+            self, colour, position, intensity=1.0,
+            radius_limits=(None, None), angle_limits=(None, None)):
         self.colour = colour
         self.position = pymunk.Vec2d(position)
         self.on = True
+        self.intensity = intensity
+        self.radius_limits = radius_limits
+        self.angle_limits = angle_limits
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
         self.fitting = pymunk.Circle(self.body, 10.0, self.position)
         self.body.light = self
@@ -154,20 +159,54 @@ class BaseLight(object):
     def render_light(self, surface):
         if not self.on:
             return
-        subsurface = surface.copy()
-        light_colour = self.COLOURS[self.colour]
+
+        raypoly_mask = surface.copy()
+        white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+        raypoly_mask.fill(black)
         for shape in self.body.shapes:
             if shape is self.fitting:
                 continue
             pygame_poly = [
                 pymunk.pygame_util.to_pygame(v, surface) for v in
                 shape.get_vertices()]
-            pygame.draw.polygon(
-                subsurface, light_colour, pygame_poly, 0)
-            pygame.draw.aalines(
-                subsurface, light_colour, True, pygame_poly, 1)
-        subsurface.set_alpha(50)
-        surface.blit(subsurface, (0, 0), None)
+            pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0)
+            pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1)
+
+        limits_mask = surface.copy()
+        limits_mask.fill(black)
+        centre = pymunk.pygame_util.to_pygame(self.position, surface)
+        max_radius = self.radius_limits[1] or 50.0
+        box = (centre[0] - max_radius, centre[1] - max_radius,
+               max_radius * 2, max_radius * 2)
+        width = max_radius - (self.radius_limits[0] or 0)
+        box2 = (box[0] + 1,) + tuple(box[1:])
+        box3 = (box[0] + 2,) + tuple(box[1:])
+        import math
+        start_angle = (self.angle_limits[0] or 0.0) * (math.pi / 180.0)
+        end_angle = (self.angle_limits[1] or 360.0) * (math.pi / 180.0)
+        pygame.draw.arc(
+            limits_mask, white, box, start_angle, end_angle, int(width))
+        pygame.draw.arc(
+            limits_mask, white, box2, start_angle, end_angle, int(width))
+        pygame.draw.arc(
+            limits_mask, white, box3, start_angle, end_angle, int(width))
+
+        import pygame.locals as pgl
+        raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN)
+        raypoly_mask.set_colorkey(black)
+
+        light_colour = self.COLOURS[self.colour]
+        overlay = surface.copy()
+        overlay.fill(light_colour)
+        raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)
+
+        mask2 = surface.copy()
+        mask2.set_alpha(255)
+        mask2.blit(raypoly_mask, (0, 0), None)
+
+        mask2.set_alpha(int(255 * self.intensity))
+
+        surface.blit(mask2, (0, 0), None)
 
     def render_fitting(self, surface):
         pygame.draw.circle(
@@ -177,15 +216,7 @@ class BaseLight(object):
 
 
 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):
-        super(Lamp, self).__init__(colour, position)
-        self.radius = radius
+    def __init__(self, **kw):
+        kw.pop("direction", None)
+        kw.pop("spread", None)
+        super(SpotLight, self).__init__(**kw)