from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply
+from .transforms import ColourWedges
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
light.tick()
-def light_fitting_image(size, base_image_name, colours):
- """ Render a light fitting image. """
- size = str(size)
- fitting_colours = [COLOURS[c] for c in colours]
- ncolour = len(fitting_colours)
- if ncolour > 3:
- print "Multicoloured light should not have more than 3 colours"
- ncolour = 3
-
- if ncolour == 1:
- return loader.load_image(
- size, base_image_name,
- transform=Multiply(colour=fitting_colours[0]))
-
- colour_mult_image = pygame.surface.Surface((48, 48))
- for i in range(ncolour):
- sector = loader.load_image(
- size, "light_mask_%d_%d.png" % (ncolour, i + 1),
- transform=Multiply(colour=fitting_colours[i]))
- colour_mult_image.blit(sector, (0, 0), None, 0)
-
- fitting_image = loader.load_image(size, base_image_name)
- fitting_image.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
- return fitting_image
+def light_fitting_by_type(light_type):
+ """ Render a light fitting image for a light type. """
+ return BaseLight.find_cls(light_type).FITTING_IMG
class BaseLight(object):
def load(cls, config):
kw = config.copy()
light_type = kw.pop("type")
+ light_class = cls.find_cls(light_type)
+ return light_class(**kw)
+
+ @classmethod
+ def find_cls(cls, light_type):
[light_class] = [
c for c in cls.__subclasses__()
if c.__name__.lower() == light_type]
- return light_class(**kw)
+ return light_class
def add(self, space):
if self.body.space is not None:
def fitting_image(self):
if self._fitting_image is None:
- self._fitting_image = light_fitting_image(
- 48, self.FITTING_IMG, self.colour_cycle)
+ self._fitting_image = loader.load_image(
+ "48", self.FITTING_IMG,
+ transform=ColourWedges(colours=self.colour_cycle))
return self._fitting_image
def invalidate_fitting_image(self):
import pymunk.pygame_util
from .base import BaseScene
-from ..lights import LightManager
+from ..lights import LightManager, light_fitting_by_type
from ..obstacles import ObstacleManager
from ..events import SceneChangeEvent
from ..utils import debug_timer, shadowed_text
from ..loader import loader
-from ..transforms import Overlay, Multiply, Alpha
+from ..transforms import Overlay, Alpha, ColourWedges
-from ..constants import SCREEN_SIZE, FONTS, COLOURS
+from ..constants import SCREEN_SIZE, FONTS
from ..widgets import ImageButton
from ..turnip import Turnip, TurnipInvalidPosition
self._harvested = gamestate.harvested
self._paused = False
self._tool = None
- self._light_color = None
+ self._light_colors = None
self._dragging = None
# Turnip
self.grow_turnips(gamestate)
surface.blit(surf, pos)
def _draw_light_toolbar(self, light_config, x):
- self._light_toolbar = []
height = SCREEN_SIZE[1] - 80
- for color in sorted(COLOURS.keys()):
- light_tool = ImageButton('32', light_config["type"] + '.png',
- pos=(x, height), name=color,
- transform=Multiply(colour=COLOURS[color]))
+ self._light_toolbar = []
+ colour_combos = light_config["available_colours"]
+ for combo in colour_combos:
+ colours = combo.split("/")
+ light_fitting = light_fitting_by_type(light_config["type"])
+ light_tool = ImageButton(
+ "32", light_fitting, transform=ColourWedges(colours=colours),
+ pos=(x, height), name=combo)
+ light_tool.colours = colours
self._light_toolbar.append(light_tool)
x += 40
def _place_light(self, gamestate, cfg, colours, ev):
cfg = cfg.copy()
cost = cfg.pop("cost")
+ cfg.pop("available_colours")
if self._seeds > cost:
pos = pymunk.pygame_util.from_pygame(
ev.pos, pygame.display.get_surface())
# Check light toolbar
for light_tool in self._light_toolbar:
if light_tool.pressed(ev):
+ fitting_image = light_fitting_by_type(
+ self._tool.light_config["type"])
self._set_cursor(
- self._tool.light_config["type"],
- transform=Multiply(
- colour=COLOURS[light_tool.name] + (172,)))
- self._light_color = light_tool.name
+ fitting_image[:-4], # strip .png
+ transform=ColourWedges(colours=light_tool.colours))
+ # colour=COLOURS[0] + (172,)))
+ self._light_colors = light_tool.colours
return
- if self._tool.name == "seed":
- self._place_seed(gamestate, ev)
- elif self._tool.name == "light" and self._light_color:
- self._place_light(
- gamestate, self._tool.light_config,
- [self._light_color], ev)
+ if self._tool:
+ if self._tool.name == "seed":
+ self._place_seed(gamestate, ev)
+ elif self._tool.name == "light" and self._light_colors:
+ self._place_light(
+ gamestate, self._tool.light_config,
+ self._light_colors, ev)
else:
# Not tool, so check lights
self._lights.toggle_nearest(ev.pos, surfpos=True)
import pygame.locals as pgl
+from .constants import COLOURS
+
class Transform(object):
def apply(self, surface):
surface.fill((255, 255, 255, self.alpha), None, pgl.BLEND_RGBA_MULT)
return surface
+
+
+class ColourWedges(Transform):
+ """ Apply colours as wedges. """
+
+ ARGS = ["colours"]
+
+ def apply(self, surface):
+ size = surface.get_width()
+ assert size in (16, 32, 48, 64)
+ fitting_colours = [COLOURS[c] for c in self.colours]
+ ncolour = len(fitting_colours)
+ if ncolour > 3:
+ print "Multicoloured light should not have more than 3 colours"
+ ncolour = 3
+
+ if ncolour == 1:
+ multiply = Multiply(colour=fitting_colours[0])
+ return multiply.apply(surface)
+
+ colour_mult_image = pygame.surface.Surface((size, size))
+ from .loader import loader
+ for i in range(ncolour):
+ sector = loader.load_image(
+ str(size), "light_mask_%d_%d.png" % (ncolour, i + 1),
+ transform=Multiply(colour=fitting_colours[i]))
+ colour_mult_image.blit(sector, (0, 0), None, 0)
+
+ surface.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
+ return surface
def __init__(self, *imgparts, **kwargs):
transform = kwargs.pop("transform", NullTransform())
- self._img = loader.load_image(*imgparts, transform=transform)
+ self._img = kwargs.pop("image", None)
+ if self._img is None:
+ self._img = loader.load_image(*imgparts, transform=transform)
name = kwargs.get('name')
pos = kwargs.get('pos')
padding = kwargs.get('padding', 0)