use mover for moonflower
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parent
fb2b888193
commit
5324cfb186
4 changed files with 38 additions and 33 deletions
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@ -1,6 +1,7 @@
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from typing import Optional
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import pygame as pg
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from util.transform import Mover
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from util.transform import PositionGenerator, transform_static
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class Effect(pg.sprite.Sprite):
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@ -17,7 +18,11 @@ class Effect(pg.sprite.Sprite):
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class MovingEffect(Effect):
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def __init__(
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self, image: pg.Surface, rect: pg.Rect, mover: Mover, *groups: pg.sprite.Group
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self,
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image: pg.Surface,
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rect: pg.Rect,
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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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super().__init__(image, rect, *groups)
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self.mover = mover
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self.mover = mover or transform_static(rect.center)
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@ -1,12 +1,12 @@
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from typing import Any, Tuple
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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 Effect
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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 transform_bounce
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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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from util.transform import PositionGenerator
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def calc_radii(size, f):
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r_c = size / (5 * f + 2)
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@ -14,7 +14,7 @@ def calc_radii(size, f):
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return r_c, r_a
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class Moonflower(Effect):
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class Moonflower(MovingEffect):
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def __init__(
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self,
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bounds: pg.Rect,
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@ -22,28 +22,20 @@ class Moonflower(Effect):
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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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],
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mover: Optional[PositionGenerator] = None,
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beat_color: bool = False,
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size: int = 100,
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velocity: Tuple[int, int] = (1, 10),
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rot_speed: float = 5,
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outer: int = 5,
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x_factor: Tuple[float, float] = (0.1, 1),
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y_factor: Tuple[float, float] = (0.1, 1),
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*groups: pg.sprite.Group
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) -> None:
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self.min_velocity = velocity[0]
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self.max_velocity = velocity[1]
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self.rot_speed = rot_speed
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self.rotation = 0.0
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self.velocity = random.randint(self.min_velocity, self.max_velocity)
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# self.ticks = random.randint(0, 360)
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self.colors = colors
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self.beat_color = beat_color
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self.o_count = outer
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self.o_f = 1 / math.sin(math.pi / self.o_count)
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self.spot_radius, self.o_radius = calc_radii(size, self.o_f)
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self.i_radius = (self.o_radius - self.spot_radius) * 0.5
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@ -58,13 +50,14 @@ class Moonflower(Effect):
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size,
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size,
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),
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*groups
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mover,
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*groups,
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)
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self.bounds = bounds
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self.bouncer = transform_bounce(
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bounds=bounds, velocity=velocity, x_factor=x_factor, y_factor=y_factor, on_beat_random_phase=True
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)
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next(self.bouncer)
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# self.bouncer = transform_bounce(
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# bounds=bounds, velocity=velocity, x_factor=x_factor, y_factor=y_factor, on_beat_random_phase=True
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# )
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next(self.mover)
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self.o_color = (
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self.colors[0]
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if isinstance(self.colors[0], pg.Color)
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@ -78,7 +71,7 @@ class Moonflower(Effect):
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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.rect.center = self.bouncer.send((self.rect.size, kwargs["is_beat"]))
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self.rect.center = self.mover.send((self.rect.size, kwargs["is_beat"]))
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self.image.fill(Colors.Black)
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@ -106,5 +99,3 @@ class Moonflower(Effect):
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)
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self.rotation += self.rot_speed
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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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@ -17,6 +17,7 @@ from effects.rotatingpoly import RotatingPoly
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from effects.scanreticle import ScanReticle
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from effects.spiro import Spiro
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from effects.starfield import Starfield
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from util.transform import transform_bounce
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class Presets:
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@ -124,10 +125,13 @@ class Presets:
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beat_color=self.beat_reactive,
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size=self.bounds.height // 4,
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outer=5,
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velocity=(1, 1),
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rot_speed=1.5,
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x_factor=(1, 1),
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y_factor=(2.2, 2.2),
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mover=transform_bounce(
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bounds=self.bounds,
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velocity=(0.5, 1.5),
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x_factor=(0.5, 1.5),
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y_factor=(0.5, 1.5),
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),
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)
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]
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@ -1,12 +1,16 @@
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import math
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import random
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from typing import Callable, Generator, Optional, Tuple
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from typing import Generator, Optional, Tuple
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import pygame as pg
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PositionGenerator = Generator[
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Tuple[int, int], Tuple[Tuple[int, int], Optional[bool]], None
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]
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Mover = Callable[(...), PositionGenerator]
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def transform_static(position: Tuple[int, int]) -> PositionGenerator:
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while True:
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_ = yield (position)
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def transform_bounce(
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velocity: Tuple[float, float],
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x_factor: Tuple[float, float],
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y_factor: Tuple[float, float],
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on_beat_random_phase: bool = False,
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on_beat_random_phase: int = 0,
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) -> PositionGenerator:
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min_velocity = velocity[0]
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max_velocity = velocity[1]
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@ -36,9 +40,10 @@ def transform_bounce(
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+ bounds.centery
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)
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phase += current_velocity / 180 * math.pi
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inc = current_velocity
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if on_beat_random_phase and is_beat:
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phase += random.randrange(0, 360)
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inc += random.randrange(0, on_beat_random_phase)
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phase += inc / 180 * math.pi
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def transform_oscillate(
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