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95e4df2810
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| 23d0ca1ee2 | |||
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47
game.py
47
game.py
@ -66,17 +66,23 @@ class Game(gameUtils.Game):
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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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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, 550]
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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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# 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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items = [f'Example item {i+1}' for i in range(17)]
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self.items = [f'Example item {i+1}' for i in range(13)]
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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 = 5
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@ -86,13 +92,17 @@ class Game(gameUtils.Game):
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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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# 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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# Rotate it CCW be 90deg so the first item is on the top
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rad -= 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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@ -109,10 +119,17 @@ class Game(gameUtils.Game):
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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(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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@ -130,6 +147,7 @@ class Game(gameUtils.Game):
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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.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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animTime = time.perf_counter() - self.wheelAnimStart
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@ -141,7 +159,16 @@ class Game(gameUtils.Game):
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self.wheelRotation += speed * self.timeDelta
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self.wheelRotation %= 360
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print(self.wheelRotation)
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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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def close(self):
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"""
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