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Avoid surface.copy for the cases where we blow away the contents
author
Neil
<neil@dip.sun.ac.za>
Wed, 7 Sep 2016 14:29:55 +0000
(16:29 +0200)
committer
Neil
<neil@dip.sun.ac.za>
Wed, 7 Sep 2016 14:29:55 +0000
(16:29 +0200)
tabakrolletjie/lights.py
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diff --git
a/tabakrolletjie/lights.py
b/tabakrolletjie/lights.py
index 2c691fefa9b508b53a07872eadff5702fff1e8f9..e47fa149fe311793a8452107fec1ed40964c7cdc 100644
(file)
--- a/
tabakrolletjie/lights.py
+++ b/
tabakrolletjie/lights.py
@@
-5,6
+5,7
@@
import pymunk
import pymunk.pygame_util
import pygame.display
import pygame.draw
import pymunk.pygame_util
import pygame.display
import pygame.draw
+import pygame.locals as pgl
from .constants import (
SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
from .constants import (
SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
@@
-173,7
+174,7
@@
class BaseLight(object):
if not self.on:
return
if not self.on:
return
- raypoly_mask =
surface.copy(
)
+ raypoly_mask =
pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE
)
white, black = (255, 255, 255, 255), (0, 0, 0, 0)
raypoly_mask.fill(black)
for shape in self.body.shapes:
white, black = (255, 255, 255, 255), (0, 0, 0, 0)
raypoly_mask.fill(black)
for shape in self.body.shapes:
@@
-185,7
+186,7
@@
class BaseLight(object):
pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0)
pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1)
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 =
pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE
)
limits_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
max_radius = self.radius_limits[1] or 50.0
limits_mask.fill(black)
centre = pymunk.pygame_util.to_pygame(self.position, surface)
max_radius = self.radius_limits[1] or 50.0
@@
-204,12
+205,11
@@
class BaseLight(object):
pygame.draw.arc(
limits_mask, white, box3, 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]
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 =
pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE
)
overlay.fill(light_colour)
raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)
overlay.fill(light_colour)
raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)