update trail effect, change sieve to white

This commit is contained in:
ohsqueezy 2022-12-30 23:27:52 -05:00
parent fe48c24a09
commit 673cf69d80
3 changed files with 35 additions and 13 deletions

5
config
View File

@ -12,12 +12,13 @@ init-script = electric-sieve
[display]
caption = Electric Sieve
dimensions = 420, 700
#dimensions = 420, 700
dimensions = 480, 720
score-font-path = font/Titan-One.ttf
title-font-path = font/Oxygen.ttf
scoreboard-font-path = font/terminus/Terminus.ttf
initials-font = font/terminus/Terminus-Bold.ttf
show-framerate = no
show-framerate = yes
rotate = no
[mouse]

View File

@ -1,6 +1,6 @@
# -*- coding: utf-8 -*-
import sys
import sys, random
from random import randint, randrange, choice
from time import time
from operator import itemgetter
@ -73,6 +73,10 @@ class ElectricSieve(Game):
# Create a black background
self.background = Surface(self.get_display_surface().get_size())
self.background.fill((0, 0, 0))
# Alpha filter
self.alpha_filter = Surface(self.get_display_surface().get_size(), pygame.SRCALPHA)
self.alpha_filter.fill(Color(0, 0, 0, 80))
# Create game objects
self.title = Title(self)
@ -168,16 +172,16 @@ class ElectricSieve(Game):
self.land.update()
# Set the background alpha low to create a trail effect on the triangles.
self.background.set_alpha(255 * 0.1)
#self.background.set_alpha(255 * 0.1)
# Draw the alpha background only to the trail effect surface. This will partially erase the previous drawings of the triangles.
self.trail_effect.blit(self.background, (0, 0))
#self.trail_effect.blit(self.background, (0, 0))
# Draw triangles onto the trail effect surface, update position
self.triangles.update()
# Set alpha back to full for drawing the bottom layer background
self.background.set_alpha(255)
#self.background.set_alpha(255)
self.get_display_surface().blit(self.background, (0, 0))
# Draw the triangles to the screen, using the intermediate trail effect surface
@ -451,7 +455,8 @@ class Sieve(Strip):
surface.fill(transparent_color)
surface.set_colorkey(transparent_color)
frames = surface, surface.copy()
colors = (0, 255, 0), (153, 0, 204)
# colors = (0, 255, 0), (153, 0, 204)
colors = (255, 255, 255), (255, 255, 255)
for x in bar_locations:
bar_rects.append(Rect(x + surface.get_width(), 0, bar_w, sh))
for ii, frame in enumerate(frames):
@ -514,7 +519,8 @@ class Electric(Sprite):
surface = Surface((self.display_surface.get_height(), self.parent.location.w - 10))
frames = surface, surface.copy()
# colors = (255, 255, 0), (100, 89, 213)
colors = (180, 152, 111), (180, 152, 111)
# colors = (180, 152, 111), (180, 152, 111)
colors = (255, 255, 255), (255, 255, 255)
pixel_arrays = PixelArray(frames[0]), PixelArray(frames[1])
for x in range(len(pixel_arrays[0])):
for y in range( len(pixel_arrays[0][0])):
@ -530,6 +536,7 @@ class Triangles(GameChild, list):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.hue = 0
self.music = Sound(self.get_resource("audio", "triangles"))
self.deactivate()
self.display_surface = self.get_game().trail_effect
@ -591,12 +598,14 @@ class Triangles(GameChild, list):
self.booster.update()
if self[0].location.collidelist(self.parent.sieve.locations) != -1:
sieve = self.parent.sieve
removed = False
if self[0].location.colliderect(sieve.electric.location):
self.parent.acid.increase()
self.streak += 1
self.score += self.streak ** .8 + self.parent.acid.get_volume() * 5 + self[0].count
self.remove(self[0])
self.hit.play()
removed = True
else:
for br in sieve.bar_rects:
for tr in self[0].collision_rects:
@ -609,7 +618,10 @@ class Triangles(GameChild, list):
self.parent.static.increase()
self.streak = 0
self.miss.play()
removed = True
break
if removed:
self.get_display_surface().blit(self.get_game().alpha_filter, (0, 0), None, pygame.BLEND_RGBA_SUB)
for triangle in self:
triangle.update()
@ -630,7 +642,11 @@ class Triangle(Sprite):
height = surface.get_height()
margin = 26
self.collision_rects = collision_rects = []
for ii, color in enumerate(((60, 255, 220), (90, 255, 190), (120, 255, 160), (150, 255, 130))):
for ii, lightness in enumerate(range(30, 110, 10)):
color = pygame.Color(0, 0, 0)
color.hsla = parent.hue, 100, lightness, 100
# opposite_color = pygame.Color(0, 0, 0)
# opposite_color.hsla = (parent.hue + 180) % 360, 100, lightness, 100
x = 0
surface = surface.copy()
for width in widths:
@ -644,12 +660,16 @@ class Triangle(Sprite):
collision_rects.append(Rect(points[0], (width - margin - 1, 1)))
else:
collision_rects.append(Rect(height - 2 - 1, self.get_display_surface().get_height() - x - width + margin // 2 + 1, 1, width - margin - 1))
points = ((x + margin // 2 + (width * .1), height - 2 - 2),
(x + width - margin // 2 - 1 - (width * .1), height - 2 - 2),
(x + width / 2.0, 1 + 5))
polygon(surface, (0, 0, 0), points)
# points = ((x + margin // 2 + (width * .1), height - 2 - 2),
# (x + width - margin // 2 - 1 - (width * .1), height - 2 - 2),
# (x + width / 2.0, 1 + 5))
# polygon(surface, opposite_color, points)
x += width - sieve.bar_w
self.add_frame(self.get_game().orient(surface))
next_hue = parent.hue
while abs(next_hue - parent.hue) < 60:
next_hue = random.randint(0, 359)
parent.hue = next_hue
if not self.get_game().rotated:
self.location.centerx = self.get_display_surface().get_rect().centerx
else:

View File

@ -7,3 +7,4 @@
1398635792.99 20 FIT
1398635792.99 15 FIT
1398635792.99 10 FIT
1672460647.69491 211 ---