Moved wheel config to its own class

This commit is contained in:
2025-06-26 18:19:45 +01:00
parent 0dc6555499
commit 97bd53e491

66
game.py
View File

@ -45,6 +45,33 @@ def rotateDeg(surface: pygame.Surface, degrees: float) -> pygame.Surface:
rotSurface = gameUtils.centre(rotSurface, surface.size)
return rotSurface
class WCfg:
"""
Holds all the Wheel Configurations.
"""
# The background colour of the wheel
bgColour = (25, 25, 25)
# The colour of the dividing lines
divColour = (75, 75, 75)
# The colour of the text
txtColour = (255, 255, 255)
# How much space is between the wheel and the screen
margin = 50
# The minimum and maximum time it takes (in seconds)
# for the wheel to get to full speed.
spinFadeInTimes = [0.25, 0.25]
# The minimum and maximum time it takes (in seconds)
# for the wheel to get to go back to being stationary.
spinFadeOutTimes = [3, 4]
# The minimum and maximum speeds of the wheel in deg/s
spinSpeedRange = [360, 1000]
# How many pixels away from the outer side of the
# circle the text should be
textMargin = 10
# The font to use for drawing the item text
font = pygame.font.SysFont('', 32)
class WheelItem:
def __init__(self, text):
self.text = text
@ -63,16 +90,14 @@ class Game(gameUtils.Game):
# Don't remove this. It does important things. :3
super().__init__(*args, **kwargs)
self.wheelSurf = pygame.Surface([min(self.size)-100]*2) # Don't ask.
self.wheelSurf = pygame.Surface([min(self.size)-WCfg.margin*2]*2) # Don't ask.
self.wheelRotation = 0
# How long (in seconds) it takes for the wheel to get to full speed
self.WHEEL_SPIN_FADE_IN = 0.25
# How long (in seconds) it takes for the wheel to go back to stationary
self.WHEEL_SPIN_FADE_OUT = 3
# The minimum and maximum speeds of the wheel
self.WHEEL_SPEED_RANGE = [360, 1000]
# Holds the decided speed of the wheel
self.wheelSpinSpeed = 0
# Holds the decided fade in time
self.animFadeIn = 0
# Holds the decided fade out time
self.animFadeOut = 0
# When the wheel started its spin animation
self.wheelAnimStart = 0
# The ticker sound effect
@ -82,8 +107,6 @@ class Game(gameUtils.Game):
# The last index the ticker ticked on
self.lastTickItem = -1
self.wheelFont = pygame.font.SysFont('', 32)
self.items = []
self.items.append(WheelItem('Drink 1 shot'))
self.items.append(WheelItem('Drink 2 shots'))
@ -92,12 +115,7 @@ class Game(gameUtils.Game):
self.items.append(WheelItem('Get slapped by\neveryone in the room'))
self.items.append(WheelItem('Respin, wheel hidden'))
random.shuffle(self.items)
# How many pixels away from the outer side of the
# circle the text should be
self.textMargin = 10
self.font = pygame.font.SysFont('', 50)
self.drawWheel()
@ -106,7 +124,7 @@ class Game(gameUtils.Game):
circleR = self.wheelSurf.size[0] / 2
# Draw the base circle
pygame.draw.circle(self.wheelSurf, (25, 25, 25), (circleR, circleR), circleR)
pygame.draw.circle(self.wheelSurf, WCfg.bgColour, (circleR, circleR), circleR)
# Calculate the gap, in radians, between each item
gap = maths.pi * 2 / len(self.items)
@ -120,14 +138,14 @@ class Game(gameUtils.Game):
# Calculate the end position of a line based on the vector
endPos = np.add(np.multiply(vector, circleR), circleR)
# Draw the dividing line
pygame.draw.line(self.wheelSurf, (128, 128, 128), (circleR, circleR), endPos)
pygame.draw.line(self.wheelSurf, WCfg.divColour, (circleR, circleR), endPos)
# Create a surface that our text will be rendered onto
textSurf = pygame.Surface(self.wheelSurf.size, pygame.SRCALPHA)
# Render the item text
text = self.wheelFont.render(item.text, True, (255, 255, 255))
text = WCfg.font.render(item.text, True, WCfg.txtColour)
# Draw the item text onto the text surface, centred to the right
textSurf.blit(text, (textSurf.size[0]-text.get_width()-self.textMargin, textSurf.size[1]//2 - text.get_height()//2))
textSurf.blit(text, (textSurf.size[0]-text.get_width()-WCfg.textMargin, textSurf.size[1]//2 - text.get_height()//2))
# Draw debug lines
#if idx < 1:
# pygame.draw.rect(textSurf, (0, 128, 255), (0, 0, textSurf.size[0], textSurf.size[1]), 1)
@ -155,7 +173,7 @@ class Game(gameUtils.Game):
"""
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.wheelSpinSpeed = random.randint(*self.WHEEL_SPEED_RANGE)
self.wheelSpinSpeed = random.randint(*WCfg.spinSpeedRange)
self.wheelAnimStart = time.perf_counter()
def update(self):
@ -171,11 +189,11 @@ class Game(gameUtils.Game):
pygame.draw.polygon(self.surf, (255, 255, 255), ((arrowX, arrowY), (arrowX+arrowSize, arrowY-arrowSize//2), (arrowX+arrowSize, arrowY+arrowSize//2)))
animTime = time.perf_counter() - self.wheelAnimStart
if animTime < self.WHEEL_SPIN_FADE_IN + self.WHEEL_SPIN_FADE_OUT:
if animTime < self.WHEEL_SPIN_FADE_IN:
speed = translate(animTime, 0, self.WHEEL_SPIN_FADE_IN, 0, self.wheelSpinSpeed)
if animTime < WCfg.spinFadeInTimes[0] + WCfg.spinFadeOutTimes[0]:
if animTime < WCfg.spinFadeInTimes[0]:
speed = translate(animTime, 0, WCfg.spinFadeInTimes[0], 0, self.wheelSpinSpeed)
else:
speed = translate(animTime, self.WHEEL_SPIN_FADE_IN, self.WHEEL_SPIN_FADE_IN+self.WHEEL_SPIN_FADE_OUT, self.wheelSpinSpeed, 0)
speed = translate(animTime, WCfg.spinFadeInTimes[0], WCfg.spinFadeInTimes[0]+WCfg.spinFadeOutTimes[0], self.wheelSpinSpeed, 0)
self.wheelRotation += speed * self.timeDelta
self.wheelRotation %= 360