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BIN
assets/spinner-tick.mp3
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BIN
assets/spinner-tick.mp3
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Binary file not shown.
169
game.py
169
game.py
@ -1,21 +1,82 @@
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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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# TODO: Prevent another animation from starting when the wheel's spinning
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# TODO: Convert fade in / out time to be random
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# TODO: Make random finer (to prevent a range of 4-5 only having two possible speeds)
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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 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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# TODO: Add integration with NoPE-Lib
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# TODO: Allow this to modify game attributes so it can hide the wheel and respin
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def __init__(self, text):
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self.text = text
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class Game(gameUtils.Game):
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def __init__(self, *args, **kwargs):
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@ -31,44 +92,79 @@ 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)]*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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# 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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self.tickSfx = pygame.mixer.Sound("./assets/spinner-tick.mp3")
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# The last time (in time.perf_counter()) the ticker was played
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self.lastTickTime = 0
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# The last index the ticker ticked on
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self.lastTickItem = -1
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font = 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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self.items.append(WheelItem('Get shocked at 50%'))
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self.items.append(WheelItem('Get shocked at 100%'))
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self.items.append(WheelItem('Get slapped by\neveryone in the room'))
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self.items.append(WheelItem('Respin, wheel hidden'))
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random.shuffle(self.items)
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items = [f'Example item {i+1}' for i in range(17)]
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self.font = pygame.font.SysFont('', 50)
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self.drawWheel()
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def drawWheel(self):
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# Calculate circle radius
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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(items)
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gap = maths.pi * 2 / len(self.items)
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for idx, item in enumerate(items):
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for idx, item in enumerate(self.items):
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# Calculate the radians of this item
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rad = (idx / len(items)) * maths.pi * 2
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# Calculate the vector from that
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vector = maths.cos(rad), maths.sin(rad)
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rad = (idx / len(self.items)) * maths.pi * 2
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# Calculate the vector offset by half the item gap
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# This is because the text should be in the middle,
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# and the lines (which is what this is used by) on the edges
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vector = maths.cos(rad+gap/2), maths.sin(rad+gap/2)
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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 = font.render(item, 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.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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# pygame.draw.line(textSurf, (255, 0, 0), (circleR, circleR), (textSurf.size[0], circleR))
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# pygame.draw.line(textSurf, (0, 255, 0), (circleR, circleR), (circleR, textSurf.size[1]))
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# Rotate the text surface
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textSurf = rotateRad(textSurf, rad+gap/2)
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textSurf = rotateRad(textSurf, -rad)
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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 spinnerTick(self):
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# If there's a tick already playing
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if time.perf_counter() - self.lastTickTime < self.tickSfx.get_length():
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return
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self.tickSfx.play()
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self.lastTickTime = time.perf_counter()
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def onEvent(self, event):
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"""
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@ -77,14 +173,45 @@ 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:
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if event.key == pygame.K_SPACE:
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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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"""
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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.fill((0, 0, 0))
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self.surf.blit(rotateDeg(gameUtils.centre(self.wheelSurf, self.size), self.wheelRotation), (0, 0))
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arrowX = (self.size[0] - self.wheelSurf.size[0]) // 2 + self.wheelSurf.size[0]
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arrowY = self.size[1] // 2
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arrowSize = 20
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arrowPollys = ((arrowX, arrowY), (arrowX+arrowSize, arrowY-arrowSize//2), (arrowX+arrowSize, arrowY+arrowSize//2))
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pygame.draw.polygon(self.surf, (255, 255, 255), arrowPollys)
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animTime = time.perf_counter() - self.wheelAnimStart
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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, 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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# Calculates the current item index with... I don't know, magic?
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currentItemIdx = round((self.wheelRotation / 360) * len(self.items)) % len(self.items)
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# If the last tick was on a different index,
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if currentItemIdx != self.lastTickItem:
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# Click again
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self.spinnerTick()
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# And set the last tick index to the current one
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self.lastTickItem = currentItemIdx
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self.surf.blit(self.font.render(self.items[currentItemIdx].text, True, (255, 255, 255)), (0, 0))
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def close(self):
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"""
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