190 lines
7.5 KiB
Python
190 lines
7.5 KiB
Python
import math as maths
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import logging
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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: Add the ability to re-draw the wheel to hightlight the selected item
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# TODO: Prevent another animation from starting when the wheel's spinning
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# TODO: Convery 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 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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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 WheelItem:
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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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"""
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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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self.wheelRotation = 0
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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 = 3
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# The minimum and maximum speeds of the wheel
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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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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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# 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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# 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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# Calculate the gap, in radians, between each item
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gap = maths.pi * 2 / len(self.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(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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# 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.text, True, (255, 255, 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()-textMargin, 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)
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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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self.font = pygame.font.SysFont('', 50)
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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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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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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.wheelSpinSpeed = random.randint(*self.WHEEL_SPEED_RANGE)
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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.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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if animTime < self.WHEEL_SPIN_FADE_IN + self.WHEEL_SPIN_FADE_OUT:
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if animTime < self.WHEEL_SPIN_FADE_IN:
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speed = translate(animTime, 0, self.WHEEL_SPIN_FADE_IN, 0, self.wheelSpinSpeed)
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else:
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speed = translate(animTime, self.WHEEL_SPIN_FADE_IN, self.WHEEL_SPIN_FADE_IN+self.WHEEL_SPIN_FADE_OUT, 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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Ran when the game closes.
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"""
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pass
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