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effect.py
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effect.py
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import pygame
import logging
import math
import sys
from pacsounds import Pacsounds,getPacsound
import colors
sys.path.append('art')
from DrawSpiral import DrawSpiral
BURST_EFFECT = 1 # solo sprite effect
TRANSFER_EFFECT = 2 # sprite to sprite effect
SPIRAL_EFFECT = 3 # solo sprite effect
TREE_EFFECT = 4 # solo sprite effect
# enumerated constants for effect options parameters
EFFECT_VOLUME = 1
EFFECT_TARGET = 2
EFFECT_SOURCE = 3
EFFECT_ONCOMPLETE = 4
BURST_EFFECT_NUMFRAMES = 6
SPIRAL_EFFECT_NUMFRAMES = 8
TREE_EFFECT_NUMFRAMES = 8
TRANSFER_EFFECT_NUMFRAMES = 14
class Effect():
def __init__(self, type, option_dict = {}):
self.type = type
# initialize subsystems
self.sound = getPacsound()
fps = 10
self.animate_delay = 1000 / fps
self.animate_last_update = 0
self.animate_frame = 0
# init sound volume, if applicable
if self.type in [BURST_EFFECT, SPIRAL_EFFECT, TREE_EFFECT]:
if EFFECT_VOLUME not in option_dict.keys() or option_dict[EFFECT_VOLUME] == None:
sound_volume = 1.0
else:
sound_volume = option_dict[EFFECT_VOLUME]
# initialize animation timer
if self.type == BURST_EFFECT:
self.animate_numframes = BURST_EFFECT_NUMFRAMES
# play burst sound
if self.sound != None and sound_volume > 0: self.sound.play('3roboditzfade', sound_volume)
elif self.type == SPIRAL_EFFECT:
self.animate_numframes = SPIRAL_EFFECT_NUMFRAMES
if self.sound != None and sound_volume > 0: self.sound.play('glitchsaw', sound_volume)
elif self.type == TREE_EFFECT:
self.animate_numframes = TREE_EFFECT_NUMFRAMES
if self.sound != None and sound_volume > 0: self.sound.play('wassaw', sound_volume)
elif self.type == TRANSFER_EFFECT:
if option_dict[EFFECT_TARGET] == None: ## REQUIRED PARAMETER!
logger.critical("can't call a TRANSFER effect with no target!")
return False
self.target = option_dict[EFFECT_TARGET]
if option_dict[EFFECT_SOURCE] == None: ## REQUIRED PARAMETER!
logger.critical("can't call a TRANSFER effect with no source!")
return False
self.source = option_dict[EFFECT_SOURCE]
self.animate_numframes = TRANSFER_EFFECT_NUMFRAMES
#logging.debug("initialized transfer effect")
if EFFECT_ONCOMPLETE in option_dict.keys() and option_dict[EFFECT_ONCOMPLETE] != None:
self.on_complete_callback = option_dict[EFFECT_ONCOMPLETE]
else:
self.on_complete_callback = None
def calcFrame(self):
final_radius = (self.target.rect.width + self.target.rect.height) / 2
midpoint = self.animate_numframes / 2
if self.animate_frame < midpoint:
# first half of animation - getting bigger
self.frame_burst_radius = int(float(self.animate_frame) / float(midpoint) * final_radius)
else:
# second half of animation - getting smaller
self.frame_burst_radius = int(float(self.animate_numframes - self.animate_frame) / float(midpoint) * final_radius)
#if burst_radius < 0: burst_radius = 0
self.frame_gradpercent = float(self.animate_frame) / float(self.animate_numframes)
#old: center on source (?)
#origin_x = image.get_width() / 2
#origin_y = image.get_height() / 2
# move the center of the effect between the source and the target over the course of the animation
srcCenter = self.source.getCenter()
source_x = srcCenter[0]
source_y = srcCenter[1]
trgCenter = self.target.getCenter()
target_x = trgCenter[0]
target_y = trgCenter[1]
#logging.debug("source center is {0}, target center is {1}".format((source_x, source_y), (target_x, target_y)))
self.frame_origin_x = int(source_x + (self.frame_gradpercent * (target_x - source_x)))
self.frame_origin_y = int(source_y + (self.frame_gradpercent * (target_y - source_y)))
def draw(self, image, windowRect = None, shape = None):
lineWidth = 2 # default, may be adjusted later
frame_percent = float(self.animate_frame) / float(self.animate_numframes)
if self.type == BURST_EFFECT:
final_radius = int(image.get_width() / 2)
grad_color = [int(frame_percent*c) for c in colors.WHITE]
#print "DEBUG: Effect.draw(): frame={0}, numframe={1}, radius={2}".format(self.animate_frame, self.animate_numframes, final_radius)
burst_radius = int(float(self.animate_frame) / float(self.animate_numframes) * final_radius)
if burst_radius < lineWidth: lineWidth = burst_radius
#print("DEBUG: Effect.draw() in burstEffect: burst_radius = {0}, frame_percent = {1}, grad_color={2}".format(burst_radius, frame_percent, grad_color))
pygame.draw.circle(image, grad_color, (final_radius,final_radius), burst_radius, lineWidth)
elif self.type == SPIRAL_EFFECT:
final_radius = int(image.get_width() / 2)
grad_color = [int(frame_percent*c) for c in colors.WHITE]
frame_radius = int(float(self.animate_frame+1) / float(self.animate_numframes) * final_radius)
frame_angle = frame_percent * math.pi
DrawSpiral(image, (final_radius,final_radius), frame_radius, math.pi, 3, False, frame_angle, grad_color, 2)
elif self.type == TREE_EFFECT:
if shape is not None:
effect_size = (shape.side_length,shape.side_length)
else:
effect_size = image.get_size()
effect_image = pygame.Surface(effect_size)
effect_image.set_colorkey((9,0,0))
effect_image.fill((9,0,0))
# draw the effect image onto a separate layer
grad_color = [int(frame_percent*c) for c in colors.WHITE]
nonzero_percent = min(1,float(self.animate_frame+1) / float(self.animate_numframes))
rect_height = nonzero_percent*effect_image.get_height()
rect_width = int(rect_height * 0.6)
centerx = int(effect_image.get_width() / 2)
for side in [-1, 1]:
if side == -1:
rect_left = int(centerx - rect_width*0.77)
start_angle = -1
stop_angle = 1.05
else:
rect_left = int(centerx - rect_width*0.23)
start_angle = math.pi-1
stop_angle = math.pi+1
elipse_rect = pygame.Rect(rect_left, effect_image.get_height()-rect_height, rect_width, rect_height)
line_width = min(2, int(rect_width/2))
pygame.draw.arc(effect_image, grad_color, elipse_rect, start_angle, stop_angle, line_width)
# rotate the effect image to match the shape's current rotation
if shape is not None:
effect_image = pygame.transform.rotate(effect_image, shape.angle+90)
# blit the effect onto the target
image.blit(effect_image, (0,0))
elif self.type == TRANSFER_EFFECT:
self.calcFrame()
#logging.debug("drawing transfer effect with burst_radius {0} at {1}".format(self.frame_burst_radius, (self.frame_origin_x, self.frame_origin_y)))
grad_color = [int(frame_percent*c) for c in colors.PINK]
# NOTE: map effects are drawn directly onto the display !!! coordinates must be localized to the screen
# calculate frame screen position from map position
screenpos = (self.frame_origin_x - windowRect[0], self.frame_origin_y - windowRect[1])
pygame.draw.circle(image, grad_color, screenpos, self.frame_burst_radius, 0)
else:
logger.critical("unknown effect type: {0}".format(self.type))
def update(self, ticks):
if ticks - self.animate_last_update > self.animate_delay:
self.animate_frame += 1
if self.animate_frame >= self.animate_numframes:
# complete the effect by calling any callbacks on this event trigger
if self.on_complete_callback != None:
self.on_complete_callback()
return False # end the effect, only go through it once
self.animate_last_update = ticks
return True
def onScreen(self, windowRect):
windowRight = windowRect.left + windowRect.width
windowBottom = windowRect.top + windowRect.height
# if effect is on the screen, we will draw it
if self.type == TRANSFER_EFFECT:
self.calcFrame()
#logging.debug("calculated transfer effect with burst_radius {0} at {1}".format(self.frame_burst_radius, (self.frame_origin_x, self.frame_origin_y)))
effectLeft = self.frame_origin_x - self.frame_burst_radius
effectRight = self.frame_origin_x + self.frame_burst_radius
effectTop = self.frame_origin_y - self.frame_burst_radius
effectBottom = self.frame_origin_y + self.frame_burst_radius
if effectLeft > windowRight: return False
if effectRight < windowRect.left: return False
if effectBottom < windowRect.top: return False
if effectTop > windowBottom: return False
return True # effect IS on the screen
return None #unhandled, should not be called in this case
if __name__ == '__main__': # Begin demo code
demo_width = 640
demo_height = 480
demo_effects = [BURST_EFFECT, SPIRAL_EFFECT, TREE_EFFECT]
num_demos = len(demo_effects)
section_width = int(demo_width / num_demos)
screen = pygame.display.set_mode((demo_width,demo_height))
pygame.display.set_caption("Effect Demo")
pygame.font.init()
font = pygame.font.Font(None, 30)
clock = pygame.time.Clock()
effects = {}
while True:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: sys.exit()
elif event.key >= pygame.K_0 and event.key <= pygame.K_0 + num_demos:
demoIdx = event.key - pygame.K_0
effects[demoIdx] = Effect(demo_effects[demoIdx], {EFFECT_VOLUME: 1})
# reconstruct display image
screen.fill((0, 0, 0))
# place labels
for i in range(num_demos):
x = int(section_width/2 + i*section_width)
y = 50
if demo_effects[i] == BURST_EFFECT: text = "{}. burst".format(i)
elif demo_effects[i] == SPIRAL_EFFECT: text = "{}. spiral".format(i)
elif demo_effects[i] == TREE_EFFECT: text = "{}. tree".format(i)
else: text = '???'
textBitmap = font.render(text, True, colors.WHITE)
textWidth = textBitmap.get_rect().width
screen.blit(textBitmap, [x - textWidth/2, y])
# draw effects
for key in list(effects.keys()):
active_effect = effects[key]
active_effect.draw(screen)
if not active_effect.update(pygame.time.get_ticks()):
del effects[key]
pygame.display.update() # update screen