- 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)