Add moving wave effect
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111
effects/movingwave.py
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111
effects/movingwave.py
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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, Colors, rainbow_surface, transform_oscillate
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import math
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from typing import Union, Generator
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class MovingWave(Effect):
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def __init__(
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self,
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bounds: pg.Rect,
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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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start_pos: Tuple[int, int] = (-1, -1),
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scroll_speed: float = 5,
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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, *groups)
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self.subrect = pg.rect.Rect(0, 0, bounds.width, bounds.height)
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if not wave_height:
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self.wave_height = bounds.height
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self.oscillator = None
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else:
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self.wave_height = wave_height
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self.oscillator = transform_oscillate(bounds, 60, start_pos)
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next(self.oscillator)
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self.bounds = bounds
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self.scroll_speed = scroll_speed
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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()
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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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if self.oscillator:
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pos = self.oscillator.send((self.bounds.width, self.wave_height))
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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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else:
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pos = (0, 0)
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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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