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light.py
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light.py
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import pyglet
class LightOverlay(object):
def __init__(self, size_x, size_y, batch, group):
self.size_x = size_x
self.size_y = size_y
vertices = []
colors = []
for tile_y in xrange(self.size_y):
for tile_x in xrange(self.size_x):
x1 = tile_x * 8
x2 = (tile_x + 1) * 8
y1 = tile_y * 8
y2 = (tile_y + 1) * 8
c = (0, 0, 0, 255)
vertices.extend((x1, y1, x2, y1, x2, y2, x1, y2))
colors.extend((c * 4))
self._vlist = batch.add(self.size_x * self.size_y * 4, pyglet.gl.GL_QUADS, group,
('v2i', vertices),
('c4B', colors)
)
def update_light(self, lightmap, memory):
colors = []
for tile_y in xrange(self.size_y):
for tile_x in xrange(self.size_x):
key = tile_x, tile_y
intensity = lightmap.get(key)
if intensity is None and key not in memory:
# if tile is not lit and not in memory, overlay it with opaque black
v = 255
else:
# else calculate opacity based on light intensity
intensity = intensity or 0
v = int((1 - (0.3 + intensity * 0.7)) * 255)
c = (0, 0, 0, v)
colors.extend((c * 4))
self._vlist.colors = colors
def delete(self):
self._vlist.delete()