pybeamshow/effects/bouncingspot.py

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from effects.effect import Effect
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from typing import Any
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from typing import Union, Generator
from util.color import Colors
from util.transform import transform_bounce
import math
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import pygame as pg
import random
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class BouncingSpot(Effect):
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def __init__(
self,
bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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sizes=(10, 100),
velocity=(1, 10),
x_factor=(0.1, 1),
y_factor=(0.1, 1),
*groups: pg.sprite.Group
) -> None:
self.min_size = sizes[0]
self.max_size = sizes[1]
self.min_velocity = velocity[0]
self.max_velocity = velocity[1]
self.velocity = random.randint(self.min_velocity, self.max_velocity)
self.ticks = random.randint(0, 360)
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self.color = color
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size = (math.sin(self.ticks) / 2 + 0.5) * (
self.max_size - self.min_size
) + self.min_size
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image = pg.Surface((self.max_size, self.max_size))
image.fill(Colors.Black)
image.set_colorkey(Colors.Black)
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super().__init__(
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image,
pg.Rect(
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bounds.centerx - size / 2,
bounds.centery - size / 2,
size,
size,
),
*groups
)
self.bounds = bounds
self.bouncer = transform_bounce(
bounds=bounds, velocity=velocity, x_factor=x_factor, y_factor=y_factor
)
next(self.bouncer)
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self.update(is_beat=False)
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def update(self, *args: Any, **kwargs: Any) -> None:
new_size = (math.sin(self.ticks) / 2 + 0.5) * (
self.max_size - self.min_size
) + self.min_size
new_scale = new_size - self.rect.width
self.rect.inflate_ip(new_scale, new_scale)
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self.rect.center = self.bouncer.send((self.rect.size, kwargs["is_beat"]))
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self.image.fill(Colors.Black)
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pg.draw.ellipse(
self.image,
self.color if isinstance(self.color, pg.Color) else next(self.color),
((0, 0), self.rect.size),
)
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self.ticks += int(self.velocity / 180 * math.pi)
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self.velocity = random.randint(self.min_velocity, self.max_velocity)