from pygame.locals import * import math import pygame as pg import random import sys import time from effects.bouncingspot import BouncingSpot from effects.effect import color_fader # pg.init() win = pg.display.set_mode(size=(800, 600), flags=pg.RESIZABLE) # background = pg.Surface(win.get_size()) # background.fill(pg.Color(0, 0, 0)) background = pg.Surface(win.get_size(), flags=pg.SRCALPHA) background.fill(pg.Color(0, 0, 0, 10)) effects = [ # BouncingSpot( # bounds=win.get_rect(), # # color=pg.Color(255,255,255), # color=color_fader(), # sizes=(300, 300), # velocity=(1, 1), # x_factor=(1, 1), # y_factor=(2.2, 2.2), # ), BouncingSpot(bounds=win.get_rect(), color=color_fader()), BouncingSpot(bounds=win.get_rect(), color=color_fader(hue=180)) ] FPS = pg.time.Clock() while True: for event in pg.event.get(): if event.type == QUIT: pg.quit() sys.exit() win.blit(background, (0, 0)) for e in effects: e.update() e.draw(win) pg.display.flip() FPS.tick(60) # print(FPS.get_fps())