Moved wheel config to its own class
This commit is contained in:
64
game.py
64
game.py
@ -45,6 +45,33 @@ def rotateDeg(surface: pygame.Surface, degrees: float) -> pygame.Surface:
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rotSurface = gameUtils.centre(rotSurface, surface.size)
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return rotSurface
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class WCfg:
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"""
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Holds all the Wheel Configurations.
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"""
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# The background colour of the wheel
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bgColour = (25, 25, 25)
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# The colour of the dividing lines
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divColour = (75, 75, 75)
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# The colour of the text
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txtColour = (255, 255, 255)
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# How much space is between the wheel and the screen
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margin = 50
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# The minimum and maximum time it takes (in seconds)
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# for the wheel to get to full speed.
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spinFadeInTimes = [0.25, 0.25]
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# The minimum and maximum time it takes (in seconds)
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# for the wheel to get to go back to being stationary.
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spinFadeOutTimes = [3, 4]
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# The minimum and maximum speeds of the wheel in deg/s
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spinSpeedRange = [360, 1000]
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# How many pixels away from the outer side of the
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# circle the text should be
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textMargin = 10
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# The font to use for drawing the item text
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font = pygame.font.SysFont('', 32)
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class WheelItem:
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def __init__(self, text):
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self.text = text
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@ -63,16 +90,14 @@ class Game(gameUtils.Game):
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# Don't remove this. It does important things. :3
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super().__init__(*args, **kwargs)
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self.wheelSurf = pygame.Surface([min(self.size)-100]*2) # Don't ask.
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self.wheelSurf = pygame.Surface([min(self.size)-WCfg.margin*2]*2) # Don't ask.
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self.wheelRotation = 0
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# How long (in seconds) it takes for the wheel to get to full speed
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self.WHEEL_SPIN_FADE_IN = 0.25
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# How long (in seconds) it takes for the wheel to go back to stationary
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self.WHEEL_SPIN_FADE_OUT = 3
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# The minimum and maximum speeds of the wheel
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self.WHEEL_SPEED_RANGE = [360, 1000]
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# Holds the decided speed of the wheel
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self.wheelSpinSpeed = 0
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# Holds the decided fade in time
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self.animFadeIn = 0
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# Holds the decided fade out time
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self.animFadeOut = 0
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# When the wheel started its spin animation
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self.wheelAnimStart = 0
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# The ticker sound effect
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@ -82,8 +107,6 @@ class Game(gameUtils.Game):
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# The last index the ticker ticked on
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self.lastTickItem = -1
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self.wheelFont = pygame.font.SysFont('', 32)
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self.items = []
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self.items.append(WheelItem('Drink 1 shot'))
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self.items.append(WheelItem('Drink 2 shots'))
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@ -93,11 +116,6 @@ class Game(gameUtils.Game):
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self.items.append(WheelItem('Respin, wheel hidden'))
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random.shuffle(self.items)
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# How many pixels away from the outer side of the
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# circle the text should be
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self.textMargin = 10
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self.font = pygame.font.SysFont('', 50)
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self.drawWheel()
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@ -106,7 +124,7 @@ class Game(gameUtils.Game):
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circleR = self.wheelSurf.size[0] / 2
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# Draw the base circle
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pygame.draw.circle(self.wheelSurf, (25, 25, 25), (circleR, circleR), circleR)
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pygame.draw.circle(self.wheelSurf, WCfg.bgColour, (circleR, circleR), circleR)
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# Calculate the gap, in radians, between each item
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gap = maths.pi * 2 / len(self.items)
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@ -120,14 +138,14 @@ class Game(gameUtils.Game):
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# Calculate the end position of a line based on the vector
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endPos = np.add(np.multiply(vector, circleR), circleR)
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# Draw the dividing line
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pygame.draw.line(self.wheelSurf, (128, 128, 128), (circleR, circleR), endPos)
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pygame.draw.line(self.wheelSurf, WCfg.divColour, (circleR, circleR), endPos)
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# Create a surface that our text will be rendered onto
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textSurf = pygame.Surface(self.wheelSurf.size, pygame.SRCALPHA)
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# Render the item text
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text = self.wheelFont.render(item.text, True, (255, 255, 255))
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text = WCfg.font.render(item.text, True, WCfg.txtColour)
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# Draw the item text onto the text surface, centred to the right
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textSurf.blit(text, (textSurf.size[0]-text.get_width()-self.textMargin, textSurf.size[1]//2 - text.get_height()//2))
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textSurf.blit(text, (textSurf.size[0]-text.get_width()-WCfg.textMargin, textSurf.size[1]//2 - text.get_height()//2))
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# Draw debug lines
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#if idx < 1:
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# pygame.draw.rect(textSurf, (0, 128, 255), (0, 0, textSurf.size[0], textSurf.size[1]), 1)
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@ -155,7 +173,7 @@ class Game(gameUtils.Game):
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"""
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.wheelSpinSpeed = random.randint(*self.WHEEL_SPEED_RANGE)
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self.wheelSpinSpeed = random.randint(*WCfg.spinSpeedRange)
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self.wheelAnimStart = time.perf_counter()
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def update(self):
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@ -171,11 +189,11 @@ class Game(gameUtils.Game):
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pygame.draw.polygon(self.surf, (255, 255, 255), ((arrowX, arrowY), (arrowX+arrowSize, arrowY-arrowSize//2), (arrowX+arrowSize, arrowY+arrowSize//2)))
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animTime = time.perf_counter() - self.wheelAnimStart
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if animTime < self.WHEEL_SPIN_FADE_IN + self.WHEEL_SPIN_FADE_OUT:
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if animTime < self.WHEEL_SPIN_FADE_IN:
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speed = translate(animTime, 0, self.WHEEL_SPIN_FADE_IN, 0, self.wheelSpinSpeed)
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if animTime < WCfg.spinFadeInTimes[0] + WCfg.spinFadeOutTimes[0]:
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if animTime < WCfg.spinFadeInTimes[0]:
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speed = translate(animTime, 0, WCfg.spinFadeInTimes[0], 0, self.wheelSpinSpeed)
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else:
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speed = translate(animTime, self.WHEEL_SPIN_FADE_IN, self.WHEEL_SPIN_FADE_IN+self.WHEEL_SPIN_FADE_OUT, self.wheelSpinSpeed, 0)
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speed = translate(animTime, WCfg.spinFadeInTimes[0], WCfg.spinFadeInTimes[0]+WCfg.spinFadeOutTimes[0], self.wheelSpinSpeed, 0)
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self.wheelRotation += speed * self.timeDelta
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self.wheelRotation %= 360
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