94 lines
3.4 KiB
Python
94 lines
3.4 KiB
Python
import math as maths
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import logging
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import pygame
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import gameUtils
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import NoPELib
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import numpy as np
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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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"""
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# Calculate the degrees
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deg = radians*(180/maths.pi)
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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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class Game(gameUtils.Game):
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def __init__(self, *args, **kwargs):
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"""
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Ran when the game starts.
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You have access to the following variables:
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self.surf (pygame.Surface): This is the surface you draw onto.
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self.pm (NoPELib.PlayerManager): This is where your players are stored.
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self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title']
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"""
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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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font = pygame.font.SysFont('', 32)
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items = [f'Example item {i+1}' for i in range(17)]
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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, (100, 100, 100), (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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for idx, item in enumerate(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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# 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, (c, 0, 0), (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, (0, 0, 255))
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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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# Draw debug lines
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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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# 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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def onEvent(self, event):
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"""
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Ran when an event is fired.
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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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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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def close(self):
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"""
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Ran when the game closes.
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"""
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pass
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