Compare commits

..

4 Commits

Author SHA1 Message Date
b2cc7a996f Did the "LEGO Island fix" 2025-06-26 07:29:31 +01:00
b0c752f946 Added TODOs 2025-06-26 07:22:09 +01:00
71693518a8 Added text margins 2025-06-26 07:21:57 +01:00
a8814fdfe1 Added basic spin animation 2025-06-26 07:21:41 +01:00

74
game.py
View File

@ -1,21 +1,50 @@
import math as maths
import logging
import pygame
import random
import time
import gameUtils
import NoPELib
import numpy as np
import pygame
# TODO: Add the ability to re-draw the wheel to hightlight the selected item
# TODO: Prevent another animation from starting when the wheel's spinning
# TODO: Convery fade in / out time to be random
# TODO: Make random finer (to prevent a range of 4-5 only having two possible speeds)
def translate(value, aMin, aMax, bMin, bMax):
"""
Translates `value` to go from `aMin`-`aMax` to `bMin`-`bMax`
Stolen from StackOverflow because we don't have time to do shit
properly here.
"""
aRange = (aMax - aMin)
bRange = (bMax - bMin)
return (((value - aMin) * bRange) / aRange) + bMin
def rotateRad(surface: pygame.Surface, radians: float) -> pygame.Surface:
"""
Rotates a surface clockwise in radians.
Rotates a surface clockwise in radians and re-centres it.
"""
# Calculate the degrees
deg = radians*(180/maths.pi)
# Rotate the surface re-centre
return rotateDeg(surface, deg)
def rotateDeg(surface: pygame.Surface, degrees: float) -> pygame.Surface:
"""
Rotates a surface clockwise in degrees and re-centres it.
"""
# Convert to CCW becaus for some reason that's what Pygame uses?
deg *= -1
# Rotate the surface
return pygame.transform.rotate(surface, deg)
degrees *= -1
# Rotate surface which will expand it
rotSurface = pygame.transform.rotate(surface, degrees)
# re-centre it to the orinal surface bounding box
rotSurface = gameUtils.centre(rotSurface, surface.size)
return rotSurface
class Game(gameUtils.Game):
def __init__(self, *args, **kwargs):
@ -32,10 +61,24 @@ class Game(gameUtils.Game):
super().__init__(*args, **kwargs)
self.wheelSurf = pygame.Surface([min(self.size)]*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 = 2.5
# The minimum and maximum speeds of the wheel
self.WHEEL_SPEED_RANGE = [360, 550]
# Holds the decided speed of the wheel
self.wheelSpinSpeed = 0
# When the wheel started its spin animation
self.wheelAnimStart = 0
font = pygame.font.SysFont('', 32)
items = [f'Example item {i+1}' for i in range(17)]
# How many pixels away from the outer side of the
# circle the text should be
textMargin = 5
# Calculate circle radius
circleR = self.wheelSurf.size[0] / 2
@ -59,7 +102,7 @@ class Game(gameUtils.Game):
# Render the item text
text = font.render(item, True, (255, 255, 255))
# Draw the item text onto the text surface, centred to the right
textSurf.blit(text, (textSurf.size[0]-text.get_width(), self.size[1]//2 - text.get_height()//2))
textSurf.blit(text, (textSurf.size[0]-text.get_width()-textMargin, self.size[1]//2 - text.get_height()//2))
# Draw debug lines
#pygame.draw.rect(textSurf, (0, 128, 255), (0, 0, textSurf.size[0], textSurf.size[1]), 1)
#pygame.draw.line(textSurf, (255, 0, 0), (circleR, circleR), (textSurf.size[0], circleR))
@ -67,7 +110,7 @@ class Game(gameUtils.Game):
# Rotate the text surface
textSurf = rotateRad(textSurf, rad+gap/2)
# Blit the text surface to the wheel surface
self.wheelSurf.blit(gameUtils.centre(textSurf, self.wheelSurf.size), (0, 0))
self.wheelSurf.blit(textSurf, (0, 0))
def onEvent(self, event):
@ -77,14 +120,27 @@ class Game(gameUtils.Game):
Args:
event (pygame.Event): The event that was fired.
"""
pass
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
self.wheelSpinSpeed = random.randint(*self.WHEEL_SPEED_RANGE)
self.wheelAnimStart = time.perf_counter()
def update(self):
"""
Ran once per frame, put your drawing code and any
game logic that should be ran once per frame in here.
"""
self.surf.blit(gameUtils.centre(self.wheelSurf, self.size), (0, 0))
self.surf.blit(rotateDeg(gameUtils.centre(self.wheelSurf, self.size), self.wheelRotation), (0, 0))
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)
else:
speed = translate(animTime, self.WHEEL_SPIN_FADE_IN, self.WHEEL_SPIN_FADE_IN+self.WHEEL_SPIN_FADE_OUT, self.wheelSpinSpeed, 0)
self.wheelRotation += speed * self.timeDelta
self.wheelRotation %= 360
print(self.wheelRotation)
def close(self):
"""