add starfield v1 (bad)

This commit is contained in:
Patrick Moessler 2023-02-20 02:01:03 +01:00
parent ed85cabbd9
commit 6c466feff4

161
effects/starfield.py Normal file
View file

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