type alias for dynamiccolor
This commit is contained in:
parent
9422ccce07
commit
4720eb816c
11 changed files with 147 additions and 42 deletions
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@ -1,7 +1,6 @@
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from effects.effect import MovingEffect
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from typing import Any, Optional
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from typing import Union, Generator
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from util.color import Colors
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from util.color import Colors, DynamicColor
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import math
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import pygame as pg
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import random
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@ -13,7 +12,7 @@ class BouncingSpot(MovingEffect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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sizes=(10, 100),
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velocity=(1, 10),
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mover: Optional[PositionGenerator] = None,
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@ -1,7 +1,6 @@
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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
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from util.color import Colors
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from util.color import Colors, DynamicColor
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from util.transform import transform_bounce
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import math
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import pygame as pg
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@ -12,7 +11,7 @@ class CrazyPolys(Effect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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sizes=(100, 500),
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velocity=(0.1, 1),
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x_factor=(0.1, 1),
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@ -1,9 +1,9 @@
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from typing import Any, List, Tuple
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import pygame as pg
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from effects.effect import Effect
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from util.color import Colors
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from util.color import Colors, DynamicColor
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import random
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from typing import Union, Generator
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from typing import Generator
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def fade_statemachine(
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@ -57,7 +57,7 @@ class DoubleSpot(Effect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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radius: int = 200,
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hold: int = 60 * 1,
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fade_out: bool = False,
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@ -1,17 +1,17 @@
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from typing import Any, List, Tuple
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import pygame as pg
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from effects.effect import Effect
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from util.color import Colors, color_fade
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from util.color import Colors, color_fade, DynamicColor
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from util.transform import transform_falling
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import random
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from typing import Union, Generator
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from typing import Generator
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class Drop(pg.sprite.Sprite):
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def __init__(
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self,
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bounds: pg.rect.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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acceleration=1.0,
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) -> None:
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@ -65,8 +65,8 @@ class Drops(Effect):
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self,
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bounds: pg.Rect,
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colors: Tuple[
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Union[pg.Color, Generator[pg.Color, None, None]],
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Union[pg.Color, Generator[pg.Color, None, None]],
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DynamicColor,
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DynamicColor,
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],
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sizes=(10, 100),
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drop_rate=0.2,
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@ -1,9 +1,9 @@
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from typing import Any, Optional, Tuple
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import pygame as pg
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from effects.effect import MovingEffect
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from util.color import Colors
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from util.color import Colors, DynamicColor
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import math
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from typing import Union, Generator
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from typing import Generator
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from util.transform import PositionGenerator
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@ -19,8 +19,8 @@ class Moonflower(MovingEffect):
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self,
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bounds: pg.Rect,
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colors: Tuple[
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Union[pg.Color, Generator[pg.Color, None, None]],
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Union[pg.Color, Generator[pg.Color, None, None]],
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DynamicColor,
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DynamicColor,
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],
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mover: Optional[PositionGenerator] = None,
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beat_color: bool = False,
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108
effects/movingwave.py
Normal file
108
effects/movingwave.py
Normal file
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@ -0,0 +1,108 @@
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from typing import Any, Generator, Optional, Union
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import pygame as pg
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from effects.effect import MovingEffect
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from util.color import Colors, rainbow_surface
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from util.transform import PositionGenerator
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import math
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class MovingWave(MovingEffect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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wave_count: float = 2,
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wave_height: int = 0,
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thickness: int = 10,
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hue: int = 0,
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color_inc: int = 1,
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start_phase: int = 0,
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scroll_speed: float = 5,
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mover: Optional[PositionGenerator] = None,
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*groups: pg.sprite.Group
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) -> None:
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image = pg.Surface(bounds.size)
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image.fill(Colors.Black)
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image.set_colorkey(Colors.Black)
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super().__init__(image, bounds, mover, *groups)
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self.subrect = pg.rect.Rect(0, 0, bounds.width, bounds.height)
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self.wave_height = wave_height or bounds.height
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self.bounds = bounds
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self.scroll_speed = scroll_speed
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next(self.mover)
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self.rainbow = pg.Surface((bounds.width, self.wave_height))
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rainbow_surface(self.rainbow, "h", hue, color_inc)
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self.wave_image = pg.Surface(
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(bounds.width * (wave_count + 1) / wave_count, self.wave_height)
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)
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self.wave_image.fill(Colors.Black)
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self.wave_image.set_colorkey(Colors.Black)
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y_halfheight = self.wave_image.get_height() // 2
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points = [
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(
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x,
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y_halfheight
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+ (y_halfheight - thickness)
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* math.sin(
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math.pi
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* (
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start_phase / 180
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+ x / self.wave_image.get_width() * 2 * (wave_count + 1)
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)
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),
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)
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for x in range(self.wave_image.get_width())
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]
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pg.draw.lines(self.wave_image, Colors.White, False, points, width=thickness)
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pg.draw.lines(
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self.wave_image,
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Colors.White,
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False,
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[(x + 2, y) for x, y in points],
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width=thickness,
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)
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self.update(is_beat=False)
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def update(self, *args: Any, **kwargs: Any) -> None:
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self.image.fill(Colors.Black)
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# rainbow_surface(self.image)
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pos = self.mover.send(
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((self.bounds.width, self.wave_height), kwargs["is_beat"])
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)
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# pg.draw.rect(self.image, Colors.Black, (0, 0, self.bounds.width, pos[1]))
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# pg.draw.rect(
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# self.image,
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# Colors.Black,
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# (
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# 0,
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# pos[1] + self.wave_height,
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# self.bounds.width,
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# self.bounds.height - pos[1] + self.wave_height,
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# ),
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# )
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self.image.blit(self.rainbow, pos)
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self.image.blit(self.wave_image, pos, self.subrect, pg.BLEND_MULT)
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self.subrect.move_ip(self.scroll_speed, 0)
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if self.subrect.right >= self.wave_image.get_rect().right:
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self.subrect.left = 0
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# pg.draw.ellipse(
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# self.image,
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# self.color if isinstance(self.color, pg.Color) else next(self.color),
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# ((0, 0), self.rect.size),
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# )
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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)
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@ -1,10 +1,10 @@
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from typing import Any, Tuple
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import pygame as pg
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from effects.effect import Effect
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from util.color import Colors
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from util.color import Colors, DynamicColor
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from util.transform import transform_bounce
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import math
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from typing import Union, Generator
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from typing import Generator
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def calc_radii(size, f):
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@ -17,7 +17,7 @@ class RotatingPoly(Effect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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beat_color: bool = False,
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size: int = 100,
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velocity: Tuple[float, float] = (1, 10),
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@ -1,9 +1,7 @@
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from typing import Any, Optional, Tuple
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import pygame as pg
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from effects.effect import MovingEffect
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from util.color import Colors
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from typing import Union, Generator
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from util.color import Colors, DynamicColor
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from util.transform import PositionGenerator
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@ -12,8 +10,8 @@ class ScanReticle(MovingEffect):
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self,
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bounds: pg.Rect,
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colors: Tuple[
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Union[pg.Color, Generator[pg.Color, None, None]],
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Union[pg.Color, Generator[pg.Color, None, None]],
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DynamicColor,
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DynamicColor,
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],
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mover: Optional[PositionGenerator] = None,
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*groups: pg.sprite.Group
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@ -1,18 +1,17 @@
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from typing import Any, Optional
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import pygame as pg
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from effects.effect import MovingEffect
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from util.color import Colors
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from util.transform import PositionGenerator, transform_bounce
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from util.color import Colors, DynamicColor
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from util.transform import PositionGenerator
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import random
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import math
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from typing import Union, Generator
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class Spiro(MovingEffect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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sizes=(100, 500),
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velocity=(0.1, 1),
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segments=100,
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@ -1,9 +1,9 @@
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from typing import Any, List, Tuple
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import pygame as pg
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from effects.effect import Effect
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from util.color import Colors
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from util.color import Colors, DynamicColor
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import random
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from typing import Union, Generator
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from typing import Generator
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def fade_statemachine(
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@ -57,7 +57,7 @@ class Starfield(Effect):
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def __init__(
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self,
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bounds: pg.Rect,
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color: Union[pg.Color, Generator[pg.Color, None, None]],
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color: DynamicColor,
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radius: int = 20,
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star_factor: float = 0.2,
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hold: int = 60 * 3,
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@ -1,9 +1,13 @@
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from dataclasses import dataclass
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import random
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from typing import Generator, Iterable, Literal, Sequence
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from typing import Generator, Literal, Sequence, Union
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import pygame as pg
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ColorGenerator = Generator[pg.Color, None, None]
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DynamicColor = Union[pg.Color, ColorGenerator]
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def copy_color(source: pg.Color) -> pg.Color:
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return pg.Color(source.r, source.g, source.b, source.a)
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@ -20,7 +24,7 @@ class Colors:
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Magenta = pg.Color(255, 0, 255)
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def color_wheel(hue=0, increase=1) -> Generator[pg.Color, None, None]:
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def color_wheel(hue=0, increase=1) -> ColorGenerator:
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color = copy_color(Colors.Red)
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h, s, l, a = color.hsla
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h = hue % 360
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@ -31,7 +35,7 @@ def color_wheel(hue=0, increase=1) -> Generator[pg.Color, None, None]:
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h = (h + increase) % 360
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def color_randomize() -> Generator[pg.Color, None, None]:
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def color_randomize() -> ColorGenerator:
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color = copy_color(Colors.Red)
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h, s, l, a = color.hsla
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color.hsla = random.randrange(0, 360 // 5) * 5, s, l, a
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@ -41,9 +45,7 @@ def color_randomize() -> Generator[pg.Color, None, None]:
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color.hsla = random.randrange(0, 360 // 5) * 5, s, l, a
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def color_fadeout(
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initial_color: pg.Color, fade_speed: float
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) -> Generator[pg.Color, None, None]:
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def color_fadeout(initial_color: pg.Color, fade_speed: float) -> ColorGenerator:
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color = copy_color(initial_color)
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h, s, l, a = color.hsla
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l_float = float(l)
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@ -58,7 +60,7 @@ def color_fadeout(
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def color_fade(
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initial_color: pg.Color, end_color: pg.Color, duration: int
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) -> Generator[pg.Color, None, None]:
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) -> ColorGenerator:
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color = copy_color(initial_color)
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h, s, l, a = color.hsla
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h2, s2, l2, a2 = end_color.hsla
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@ -84,13 +86,13 @@ def color_fade(
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a_f += a_inc
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def color_cycle(seq: Sequence[pg.Color]) -> Generator[pg.Color, None, None]:
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def color_cycle(seq: Sequence[pg.Color]) -> ColorGenerator:
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it = iter(seq)
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while True:
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yield next(it)
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def color_shuffle(seq: Sequence[pg.Color]) -> Generator[pg.Color, None, None]:
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def color_shuffle(seq: Sequence[pg.Color]) -> ColorGenerator:
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while True:
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yield random.choice(seq)
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