add starfield v1 (bad)
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161
effects/starfield.py
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161
effects/starfield.py
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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, Colors
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import random
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from typing import Union, Generator
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def fade_statemachine(
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fade_in: int, hold: int, fade_out: int
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) -> Generator[Tuple[int, bool, bool], None, None]:
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for t in range(fade_in):
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yield 255 * t // fade_in, False, False
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for t in range(hold):
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yield 255, False, False
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for t in range(fade_out):
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yield 255 * (fade_out - t) // fade_out, True, False
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yield 0, True, True
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class Spot(pg.sprite.Sprite):
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def __init__(
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self,
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color: pg.Color,
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position: Tuple[int, int],
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radius: int,
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fade_in: int,
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hold: int,
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fade_out: int,
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) -> None:
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super().__init__()
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self.rect = pg.Rect(
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position[0] - radius, position[1] - radius, radius * 2, radius * 2
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)
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self.image = pg.Surface(self.rect.size)
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self.image.set_colorkey(Colors.Black)
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self.image.fill(Colors.Black)
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pg.draw.ellipse(
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self.image,
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color,
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((0, 0), self.rect.size),
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)
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self.start_next = False
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self.finished = False
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self.state = fade_statemachine(fade_in, hold, fade_out)
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def update(self) -> None:
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if not self.finished:
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alpha, self.start_next, self.finished = next(self.state)
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self.image.set_alpha(alpha)
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def draw(self, dest: pg.Surface) -> None:
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dest.blit(self.image, self.rect)
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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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radius: int = 20,
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star_factor: float = 0.2,
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hold: int = 60 * 3,
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fade_out: bool = False,
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fade_in: bool = False,
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beat_adapt: bool = False,
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*groups: pg.sprite.Group
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) -> None:
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self.color = color
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self.radius: int = radius * 2
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self.fade_in_time: int = hold // 10 if fade_in else 0
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self.fade_out_time: int = int(hold * 0.8 if fade_out else 0)
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self.hold_time: int = hold - (self.fade_in_time + self.fade_out_time)
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self.beat_adapt: bool = beat_adapt
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self.stars: List[Spot] = []
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self.randrange = (
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(bounds.width - 2 * self.radius) // (self.radius * 3),
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(bounds.height - 2 * self.radius) // (self.radius * 2),
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)
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self.num_stars = int(self.randrange[0] * self.randrange[1] * star_factor)
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# self.time_to_next = (self.hold_time + self.fade_in_time) // 3
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self.time_to_next = hold // 5
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image = pg.Surface(size=bounds.size)
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image.set_colorkey(Colors.Black)
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super().__init__(image, bounds, *groups)
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self.update(is_beat=False, frames_per_beat=0.0)
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def add_star(self, spot_color):
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loc_y = random.randint(0, self.randrange[1])
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pos_y = loc_y * self.radius * 2 + self.radius
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pos_x = (
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random.randint(0, self.randrange[0]) * self.radius * 2
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+ self.radius
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+ (self.radius if (loc_y & 1 != 0) else 0)
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)
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while any(
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((s.rect.centerx == pos_x and s.rect.centery == pos_y) for s in self.stars)
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):
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loc_y = random.randint(0, self.randrange[1])
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pos_y = loc_y * self.radius * 2 + self.radius
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pos_x = (
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random.randint(0, self.randrange[0]) * self.radius * 2
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+ self.radius
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+ (self.radius if (loc_y & 1 != 0) else 0)
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)
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self.stars.append(
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Spot(
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color=spot_color,
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position=(pos_x, pos_y),
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radius=self.radius // 2,
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fade_in=random.randint(0, self.fade_in_time * 2),
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hold=random.randint(0, self.hold_time * 2),
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fade_out=random.randint(0, self.fade_out_time * 2),
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)
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)
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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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if self.beat_adapt and kwargs["frames_per_beat"]:
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hold = 3*kwargs["frames_per_beat"] - 2
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self.fade_in_time = int(hold // 10 if self.fade_in_time else 0)
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self.fade_out_time = int(hold * 0.8 if self.fade_out_time else 0)
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self.hold_time = int(hold - self.fade_in_time)
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else:
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hold = self.fade_in_time + self.hold_time + self.fade_out_time
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if (
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self.time_to_next == 0 and (not self.beat_adapt or kwargs["is_beat"])
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) and len(self.stars) < int(self.num_stars * 0.8):
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missing_stars = self.num_stars - len(self.stars)
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for _ in range(random.randint(missing_stars // 3, missing_stars//2)):
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star_color = (
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self.color if isinstance(self.color, pg.Color) else next(self.color)
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)
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self.add_star(star_color)
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self.time_to_next = hold // 5
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else:
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self.time_to_next -= 1
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if self.time_to_next < 0:
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self.time_to_next = 0
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for spot in self.stars:
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if not spot.finished:
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spot.update()
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spot.draw(self.image)
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if self.stars:
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first_spot = self.stars[0]
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while self.stars and first_spot.finished:
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first_spot = self.stars.pop(0)
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del first_spot
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if self.stars:
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first_spot = self.stars[0]
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