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SpinTheSin/game.py

178 lines
7.1 KiB
Python

import math as maths
import logging
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)
# TODO: Utilise spinner.mp3 (ideally without using 2k audio channels)
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 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?
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):
"""
Ran when the game starts.
You have access to the following variables:
self.surf (pygame.Surface): This is the surface you draw onto.
self.pm (NoPELib.PlayerManager): This is where your players are stored.
self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title']
"""
# Don't remove this. It does important things. :3
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 = 3
# The minimum and maximum speeds of the wheel
self.WHEEL_SPEED_RANGE = [360, 1000]
# Holds the decided speed of the wheel
self.wheelSpinSpeed = 0
# When the wheel started its spin animation
self.wheelAnimStart = 0
# The ticker sound effect
self.tickSfx = pygame.mixer.Sound("./assets/spinner-tick.mp3")
# The last time (in time.perf_counter()) the ticker was played
self.lastTickTime = 0
# The last index the ticker ticked on
self.lastTickItem = -1
font = pygame.font.SysFont('', 32)
self.items = [f'Example item {i+1}' for i in range(13)]
# 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
# Draw the base circle
pygame.draw.circle(self.wheelSurf, (25, 25, 25), (circleR, circleR), circleR)
# Calculate the gap, in radians, between each item
gap = maths.pi * 2 / len(self.items)
for idx, item in enumerate(self.items):
# Calculate the radians of this item
rad = (idx / len(self.items)) * maths.pi * 2
# Rotate it CCW be 90deg so the first item is on the top
rad -= maths.pi / 2
# Calculate the vector offset by half the item gap
# This is because the text should be in the middle,
# and the lines (which is what this is used by) on the edges
vector = maths.cos(rad+gap/2), maths.sin(rad+gap/2)
# Calculate the end position of a line based on the vector
endPos = np.add(np.multiply(vector, circleR), circleR)
# Draw the dividing line
pygame.draw.line(self.wheelSurf, (128, 128, 128), (circleR, circleR), endPos)
# Create a surface that our text will be rendered onto
textSurf = pygame.Surface(self.wheelSurf.size, pygame.SRCALPHA)
# 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()-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))
#pygame.draw.line(textSurf, (0, 255, 0), (circleR, circleR), (circleR, textSurf.size[1]))
# Rotate the text surface
textSurf = rotateRad(textSurf, rad)
# Blit the text surface to the wheel surface
self.wheelSurf.blit(textSurf, (0, 0))
def spinnerTick(self):
# If there's a tick already playing
if time.perf_counter() - self.lastTickTime < self.tickSfx.get_length():
return
self.tickSfx.play()
self.lastTickTime = time.perf_counter()
def onEvent(self, event):
"""
Ran when an event is fired.
Args:
event (pygame.Event): The event that was fired.
"""
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.fill((0, 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
# Calculates the current item index with... I don't know, magic?
currentItemIdx = round((self.wheelRotation / 360) * len(self.items)) % len(self.items)
# If the last tick was on a different index,
if currentItemIdx != self.lastTickItem:
# Click again
self.spinnerTick()
# And set the last tick index to the current one
self.lastTickItem = currentItemIdx
def close(self):
"""
Ran when the game closes.
"""
pass