Added basic spin animation
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64
game.py
64
game.py
@ -1,21 +1,45 @@
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import math as maths
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import logging
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import pygame
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import random
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import time
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import gameUtils
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import NoPELib
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import numpy as np
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import pygame
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def translate(value, aMin, aMax, bMin, bMax):
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"""
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Translates `value` to go from `aMin`-`aMax` to `bMin`-`bMax`
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Stolen from StackOverflow because we don't have time to do shit
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properly here.
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"""
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aRange = (aMax - aMin)
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bRange = (bMax - bMin)
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return (((value - aMin) * bRange) / aRange) + bMin
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def rotateRad(surface: pygame.Surface, radians: float) -> pygame.Surface:
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"""
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Rotates a surface clockwise in radians.
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Rotates a surface clockwise in radians and re-centres it.
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"""
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# Calculate the degrees
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deg = radians*(180/maths.pi)
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# Rotate the surface re-centre
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return rotateDeg(surface, deg)
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def rotateDeg(surface: pygame.Surface, degrees: float) -> pygame.Surface:
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"""
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Rotates a surface clockwise in degrees and re-centres it.
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"""
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# Convert to CCW becaus for some reason that's what Pygame uses?
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deg *= -1
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# Rotate the surface
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return pygame.transform.rotate(surface, deg)
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degrees *= -1
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# Rotate surface which will expand it
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rotSurface = pygame.transform.rotate(surface, degrees)
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# re-centre it to the orinal surface bounding box
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rotSurface = gameUtils.centre(rotSurface, surface.size)
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return rotSurface
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class Game(gameUtils.Game):
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def __init__(self, *args, **kwargs):
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@ -32,6 +56,17 @@ class Game(gameUtils.Game):
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super().__init__(*args, **kwargs)
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self.wheelSurf = pygame.Surface([min(self.size)]*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 = 2.5
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# The minimum and maximum speeds of the wheel
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self.WHEEL_SPEED_RANGE = [5, 15]
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# Holds the decided speed of the wheel
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self.wheelSpinSpeed = 0
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# When the wheel started its spin animation
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self.wheelAnimStart = 0
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font = pygame.font.SysFont('', 32)
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@ -67,7 +102,7 @@ class Game(gameUtils.Game):
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# Rotate the text surface
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textSurf = rotateRad(textSurf, rad+gap/2)
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# Blit the text surface to the wheel surface
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self.wheelSurf.blit(gameUtils.centre(textSurf, self.wheelSurf.size), (0, 0))
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self.wheelSurf.blit(textSurf, (0, 0))
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def onEvent(self, event):
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@ -77,14 +112,27 @@ class Game(gameUtils.Game):
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Args:
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event (pygame.Event): The event that was fired.
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"""
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pass
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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self.wheelSpinSpeed = random.randint(*self.WHEEL_SPEED_RANGE)
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self.wheelAnimStart = time.perf_counter()
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def update(self):
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"""
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Ran once per frame, put your drawing code and any
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game logic that should be ran once per frame in here.
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"""
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self.surf.blit(gameUtils.centre(self.wheelSurf, self.size), (0, 0))
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self.surf.blit(rotateDeg(gameUtils.centre(self.wheelSurf, self.size), self.wheelRotation), (0, 0))
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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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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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self.wheelRotation += speed
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self.wheelRotation %= 360
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print(self.wheelRotation)
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def close(self):
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"""
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