update trail effect, change sieve to white
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fe48c24a09
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673cf69d80
5
config
5
config
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@ -12,12 +12,13 @@ init-script = electric-sieve
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[display]
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caption = Electric Sieve
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dimensions = 420, 700
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#dimensions = 420, 700
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dimensions = 480, 720
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score-font-path = font/Titan-One.ttf
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title-font-path = font/Oxygen.ttf
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scoreboard-font-path = font/terminus/Terminus.ttf
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initials-font = font/terminus/Terminus-Bold.ttf
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show-framerate = no
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show-framerate = yes
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rotate = no
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[mouse]
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@ -1,6 +1,6 @@
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# -*- coding: utf-8 -*-
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import sys
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import sys, random
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from random import randint, randrange, choice
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from time import time
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from operator import itemgetter
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@ -73,6 +73,10 @@ class ElectricSieve(Game):
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# Create a black background
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self.background = Surface(self.get_display_surface().get_size())
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self.background.fill((0, 0, 0))
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# Alpha filter
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self.alpha_filter = Surface(self.get_display_surface().get_size(), pygame.SRCALPHA)
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self.alpha_filter.fill(Color(0, 0, 0, 80))
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# Create game objects
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self.title = Title(self)
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@ -168,16 +172,16 @@ class ElectricSieve(Game):
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self.land.update()
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# Set the background alpha low to create a trail effect on the triangles.
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self.background.set_alpha(255 * 0.1)
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#self.background.set_alpha(255 * 0.1)
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# Draw the alpha background only to the trail effect surface. This will partially erase the previous drawings of the triangles.
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self.trail_effect.blit(self.background, (0, 0))
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#self.trail_effect.blit(self.background, (0, 0))
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# Draw triangles onto the trail effect surface, update position
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self.triangles.update()
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# Set alpha back to full for drawing the bottom layer background
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self.background.set_alpha(255)
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#self.background.set_alpha(255)
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self.get_display_surface().blit(self.background, (0, 0))
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# Draw the triangles to the screen, using the intermediate trail effect surface
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@ -451,7 +455,8 @@ class Sieve(Strip):
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surface.fill(transparent_color)
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surface.set_colorkey(transparent_color)
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frames = surface, surface.copy()
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colors = (0, 255, 0), (153, 0, 204)
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# colors = (0, 255, 0), (153, 0, 204)
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colors = (255, 255, 255), (255, 255, 255)
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for x in bar_locations:
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bar_rects.append(Rect(x + surface.get_width(), 0, bar_w, sh))
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for ii, frame in enumerate(frames):
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@ -514,7 +519,8 @@ class Electric(Sprite):
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surface = Surface((self.display_surface.get_height(), self.parent.location.w - 10))
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frames = surface, surface.copy()
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# colors = (255, 255, 0), (100, 89, 213)
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colors = (180, 152, 111), (180, 152, 111)
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# colors = (180, 152, 111), (180, 152, 111)
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colors = (255, 255, 255), (255, 255, 255)
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pixel_arrays = PixelArray(frames[0]), PixelArray(frames[1])
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for x in range(len(pixel_arrays[0])):
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for y in range( len(pixel_arrays[0][0])):
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@ -530,6 +536,7 @@ class Triangles(GameChild, list):
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def __init__(self, parent):
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GameChild.__init__(self, parent)
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self.hue = 0
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self.music = Sound(self.get_resource("audio", "triangles"))
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self.deactivate()
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self.display_surface = self.get_game().trail_effect
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@ -591,12 +598,14 @@ class Triangles(GameChild, list):
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self.booster.update()
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if self[0].location.collidelist(self.parent.sieve.locations) != -1:
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sieve = self.parent.sieve
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removed = False
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if self[0].location.colliderect(sieve.electric.location):
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self.parent.acid.increase()
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self.streak += 1
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self.score += self.streak ** .8 + self.parent.acid.get_volume() * 5 + self[0].count
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self.remove(self[0])
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self.hit.play()
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removed = True
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else:
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for br in sieve.bar_rects:
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for tr in self[0].collision_rects:
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@ -609,7 +618,10 @@ class Triangles(GameChild, list):
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self.parent.static.increase()
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self.streak = 0
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self.miss.play()
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removed = True
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break
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if removed:
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self.get_display_surface().blit(self.get_game().alpha_filter, (0, 0), None, pygame.BLEND_RGBA_SUB)
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for triangle in self:
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triangle.update()
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@ -630,7 +642,11 @@ class Triangle(Sprite):
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height = surface.get_height()
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margin = 26
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self.collision_rects = collision_rects = []
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for ii, color in enumerate(((60, 255, 220), (90, 255, 190), (120, 255, 160), (150, 255, 130))):
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for ii, lightness in enumerate(range(30, 110, 10)):
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color = pygame.Color(0, 0, 0)
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color.hsla = parent.hue, 100, lightness, 100
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# opposite_color = pygame.Color(0, 0, 0)
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# opposite_color.hsla = (parent.hue + 180) % 360, 100, lightness, 100
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x = 0
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surface = surface.copy()
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for width in widths:
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@ -644,12 +660,16 @@ class Triangle(Sprite):
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collision_rects.append(Rect(points[0], (width - margin - 1, 1)))
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else:
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collision_rects.append(Rect(height - 2 - 1, self.get_display_surface().get_height() - x - width + margin // 2 + 1, 1, width - margin - 1))
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points = ((x + margin // 2 + (width * .1), height - 2 - 2),
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(x + width - margin // 2 - 1 - (width * .1), height - 2 - 2),
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(x + width / 2.0, 1 + 5))
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polygon(surface, (0, 0, 0), points)
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# points = ((x + margin // 2 + (width * .1), height - 2 - 2),
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# (x + width - margin // 2 - 1 - (width * .1), height - 2 - 2),
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# (x + width / 2.0, 1 + 5))
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# polygon(surface, opposite_color, points)
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x += width - sieve.bar_w
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self.add_frame(self.get_game().orient(surface))
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next_hue = parent.hue
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while abs(next_hue - parent.hue) < 60:
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next_hue = random.randint(0, 359)
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parent.hue = next_hue
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if not self.get_game().rotated:
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self.location.centerx = self.get_display_surface().get_rect().centerx
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else:
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@ -7,3 +7,4 @@
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1398635792.99 20 FIT
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1398635792.99 15 FIT
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1398635792.99 10 FIT
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1672460647.69491 211 ---
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