ibitfit/electric_sieve/ElectricSieve.py

1102 lines
44 KiB
Python

# -*- coding: utf-8 -*-
import sys, random, subprocess
from random import randint, randrange, choice
from time import time
from operator import itemgetter
import pygame
from pygame import Surface, PixelArray, Rect
from pygame.draw import aalines, polygon
from pygame.font import Font
from pygame.mixer import Sound
from pygame.locals import *
from lib.pgfw.pgfw.Game import Game
from lib.pgfw.pgfw.GameChild import GameChild
from lib.pgfw.pgfw.Sprite import Sprite, BlinkingSprite
from lib.pgfw.pgfw.Vector import Vector
from lib.pgfw.pgfw.extension import render_box
from .land.Land import Land
# Import GPIO library if available
try:
import RPi.GPIO as GPIO
except ImportError:
pass
class ElectricSieve(Game):
# The GPIO pins corresponding to the buttons and LED indicators
PIN_BUTTON_LEFT = 17
PIN_BUTTON_RIGHT = 27
PIN_LED_UP = 22
PIN_LED_DOWN = 23
def __init__(self):
"""
Initialize super class, GPIO input, background, and activate the title screen.
"""
# Initialize super
Game.__init__(self)
# Add type declarations for custom config entries
self.get_configuration().type_declarations.add_chart({
"display":
{
"bool": "rotate"
},
"input":
{
"int": ["title-hold", "initials-hold", "initials-idle"]
},
"audio":
{
"int": "title-fade"
},
"land":
{
"int": ["gradient", "height", "x-step"],
"float": ["altitude-ratio", "spacing-factor", "velocity-ratio", "fade-speed"]
}})
# Member dict for tracking pin state changes. Start at 1 because high means unpressed.
self.pin_states = {
self.PIN_BUTTON_LEFT: 1,
self.PIN_BUTTON_RIGHT: 1
}
# Rotate the display if requested on the command line or in the configuration
if self.check_command_line("-rotate"):
self.configuration.set("display", "rotate", True)
self.rotated = False
if self.get_configuration("display", "rotate"):
self.display.rotate()
self.rotated = True
# Initialize GPIO input and callbacks if GPIO library is loaded
if "RPi.GPIO" in sys.modules:
self.initialize_gpio()
self.velocity = Vector(0, 0)
# Create an intermediate surface to draw the triangles to and create a trail effect
self.trail_effect = Surface(self.get_display_surface().get_size(), pygame.SRCALPHA)
# 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)
self.sieve = Sieve(self)
self.triangles = Triangles(self)
self.acid = Acid(self)
self.static = Static(self)
self.land = Land(self)
# Start the title screen
self.title.activate()
def gpio_enabled(self):
"""
@return True if GPIO mode was requested at launch, False otherwise
"""
return "--gpio" in sys.argv
def initialize_gpio(self):
"""
Set pin numbering mode to GPIO, initialize all buttons to input pullup.
"""
# Use GPIO numbering
GPIO.setmode(GPIO.BCM)
# Set button pins to pullup and attach to each a callback that runs on press or release
for pin in self.PIN_BUTTON_LEFT, self.PIN_BUTTON_RIGHT:
GPIO.setup(pin, GPIO.IN, pull_up_down=GPIO.PUD_UP)
GPIO.add_event_detect(pin, GPIO.BOTH, self.gpio_input)
def gpio_input(self, pin):
"""
Translate GPIO input into PGFW commands, so Raspberry Pi wired controllers be used for input.
Compare the pin state to what is stored in memory. Only fire an event if there has been a change in state. A change
from high to low triggers a press event. A change from low to high triggers a press cancel event.
@param pin Raspberry Pi pin number as read by the RPi.GPIO library
"""
if "--debug" in sys.argv:
pin_name = "left" if pin == ElectricSieve.PIN_BUTTON_LEFT else "right"
left_pin_state = GPIO.input(ElectricSieve.PIN_BUTTON_LEFT)
right_pin_state = GPIO.input(ElectricSieve.PIN_BUTTON_RIGHT)
print(f"Received {pin} ({pin_name}) input. Left state is {left_pin_state}. Right state is {right_pin_state}")
# If the saved state of the pin is the same, there hasn't been a real button press or release, so don't continue
if self.pin_states[pin] != GPIO.input(pin):
self.pin_states[pin] = GPIO.input(pin)
# A high signal means the button is released, and a low signal means it is pressed
cancel = not (GPIO.input(pin) == GPIO.LOW)
if pin == ElectricSieve.PIN_BUTTON_LEFT:
self.input.post_command("left", cancel=cancel)
elif pin == ElectricSieve.PIN_BUTTON_RIGHT:
self.input.post_command("right", cancel=cancel)
self.input.post_any_command(id=pin, cancel=cancel)
def orient(self, geometry):
"""
Orient the passed pgfw.Vector, pygame.Rect, or pygame.Surface so it is rotated if necessary.
@param geometry A pgfw.Vector or pygame.Rect to rotate
@return Either a new pgfw.Vector or pygame.Rect depending on which was passed
"""
if not self.rotated:
return geometry
else:
if isinstance(geometry, Vector):
return self.rotated_point(geometry)
elif isinstance(geometry, pygame.Rect):
return self.rotated_rect(geometry)
elif isinstance(geometry, pygame.Surface):
return pygame.transform.rotate(geometry, 90)
def rotated_point(self, point):
"""
Return a new pgfw.Vector with the X and Y values of a pgfw.Vector rotated 90 degrees.
@param point pgfw.Vector to rotate
@return rotated pgfw.Vector
"""
return Vector(self.get_display_surface().get_height() - point.x, point.y)
def rotated_rect(self, rect):
"""
Return a new pygame.Rect rotated 90 degrees.
@param rect pygame.Rect to rotate
@return rotated pygame.Rect
"""
rotated = pygame.Rect(0, 0, 0, 0)
rotated.x = rect.y
rotated.y = self.get_display_surface().get_height() - rect.x + rect.w
rotated.w = rect.h
rotated.h = rect.w
return rotated
def end(self, event):
"""
Extend the parent end method to try adding a permanent quit feature in case there is a Raspbian Lite systemd autostart service running
"""
if event.type == QUIT or self.delegate.compare(event, "quit"):
if self.confirming_quit or not self.get_configuration("input", "confirm-quit"):
# If SHIFT is pressed, try permanently stopping the systemd service to get a console back in case this is running on
# Raspbian Lite
if pygame.key.get_mods() & pygame.KMOD_SHIFT:
try:
subprocess.run(["sudo", "systemctl", "stop", "ibitfit"])
print("Killing with permanent stop sent to systemd ibitfit.service")
except:
print("No iBitFit system service detected, so permanent quit either failed or was unnecessary")
super().end(event)
def update(self):
# Test if the level is being played
if self.triangles.active:
# Draw grid effect
self.land.update()
# Draw triangles onto the trail effect surface, update position
self.triangles.update()
if not self.title.active:
# Draw bottom layer background
self.get_display_surface().blit(self.background, (0, 0))
# Draw static behind objects on title screen
if self.title.active:
self.static.update()
# Draw the triangles to the screen, using the intermediate trail effect surface
self.get_display_surface().blit(self.trail_effect, (0, 0))
self.title.update()
# Draw the sieve
self.sieve.update()
if not self.title.active:
# Draw the static
self.static.update()
class Title(GameChild):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.delegate = self.parent.delegate
# bg_color = (255, 222, 173)
# bg_color = (220, 220, 148)
bg_color = 200, 168, 122
self.background = surface = Surface(self.display_surface.get_size())
tile = Surface((2, 2))
tile.fill(bg_color)
# tile.set_at(Vector(0, 1), (220, 119, 41))
# tile.set_at(Vector(0, 0), (220, 119, 41))
for y in range(0, surface.get_height(), 2):
for x in range(0, surface.get_width(), 2):
surface.blit(self.get_game().orient(tile), (x, y))
# font = Font(self.get_resource("display", "title-font-path"), 20)
# font.set_italic(True)
# font.set_bold(True)
# self.captions = captions = Sprite(self), Sprite(self)
# colors = (0, 68, 170), (255, 255, 255), (128, 128, 128), \
# (220, 119, 41), (255, 80, 80), (0, 90, 110)
# texts = ["", ""]
# for ii, text in \
# enumerate(self.get_configuration("display",
# "caption").upper().split()):
# texts[ii] += "•" * (5 if ii else 3)
# for ch in text:
# texts[ii] += ch + " "
# texts[ii] = texts[ii].strip() + "•" * (5 if ii else 3)
# for _ in range(25):
# color = choice(colors)
# captions[0].add_frame(font.render(texts[0], True, color, (220, 208, 255)))
# captions[1].add_frame(font.render(texts[1], True, color, (220, 208, 255)))
# cx = self.display_surface.get_rect().centerx
# captions[0].location.center = cx, 301
# captions[1].location.center = cx, 398
self.button_prompt = BlinkingSprite(self, 500)
font = pygame.font.Font(self.get_resource("terminus/Terminus.ttf"), 32)
self.button_prompt.add_frame(self.get_game().orient(font.render("HOLD LEFT OR RIGHT TO PLAY", True, pygame.Color(0, 0, 0), pygame.Color(255, 255, 255))))
if not self.get_game().rotated:
self.button_prompt.location.midbottom = self.get_display_surface().get_rect().midbottom
else:
self.button_prompt.location.midright = self.get_display_surface().get_rect().midright
self.scoreboard = Scoreboard(self)
self.music = Sound(self.get_resource("audio", "title"))
self.advance = Sound(self.get_resource("audio", "title-advance"))
self.subscribe(self.respond)
def respond(self, event):
if self.active:
self.idle_time = 0
if not self.music.get_num_channels():
self.music.play(-1, 0, 1000)
self.get_game().static.noise.fadeout(1000)
if self.delegate.compare(event, "left", cancel=False) or self.delegate.compare(event, "right", cancel=False):
self.holding_button = True
elif self.delegate.compare(event, "left", cancel=True) or self.delegate.compare(event, "right", cancel=True):
self.holding_button = False
self.holding_button_elapsed = 0
def activate(self):
self.active = True
self.holding_button = False
self.holding_button_elapsed = 0
self.idle_time = 0
self.music.play(-1)
self.get_game().static.activate()
self.get_game().static.full()
self.get_game().static.noise.stop()
self.get_game().sieve.activate()
self.get_game().triangles.activate(music=False)
def deactivate(self):
self.active = False
self.music.fadeout(500)
def update(self):
if self.active:
if self.holding_button_elapsed > self.get_configuration("input", "title-hold"):
self.deactivate()
self.parent.triangles.reset()
while self.parent.triangles:
self.parent.triangles.pop()
self.parent.triangles.activate()
self.parent.sieve.activate()
self.parent.static.reset()
self.parent.static.activate()
self.advance.play()
self.get_game().trail_effect.fill(Color(0, 0, 0, 0))
self.get_display_surface().blit(self.get_game().background, (0, 0))
else:
if self.idle_time > self.get_configuration("audio", "title-fade"):
self.music.fadeout(5000)
if not self.get_game().static.noise.get_num_channels():
self.get_game().static.noise.set_volume(0.25)
self.get_game().static.noise.play(-1, 0, 5000)
else:
self.idle_time += self.get_game().time_filter.get_last_frame_duration()
if self.holding_button:
self.holding_button_elapsed += self.get_game().time_filter.get_last_frame_duration()
logo = Sprite(self)
font = pygame.font.Font(self.get_resource("terminus/TerminusItalic.ttf"),
62 - int(self.holding_button_elapsed / self.get_configuration("input", "title-hold") * 38))
logo.add_frame(self.get_game().orient(font.render("iBITFIT", True, pygame.Color(0, 0, 0), pygame.Color(255, 255, 255))))
if not self.get_game().rotated:
logo.location.midtop = self.get_display_surface().get_rect().midtop
else:
logo.location.midleft = self.get_display_surface().get_rect().midleft
logo.update()
self.button_prompt.update()
self.scoreboard.update()
class Strip(Sprite):
LEFT, RIGHT = range(2)
def __init__(self, parent, interval):
Sprite.__init__(self, parent, interval)
self.deactivate()
self.display_surface = self.get_display_surface()
self.delegate = self.get_game().delegate
if not self.get_game().rotated:
self.hshifts = Shift(self, 1, "shift-2"), Shift(self, -1, "shift-2")
else:
self.hshifts = Shift(self, -1, "shift-2"), Shift(self, 1, "shift-2")
self.add_frames()
self.subscribe(self.respond)
def deactivate(self):
self.active = False
def reset(self):
for shift in self.hshifts:
shift.reset()
def add_frames(self):
pass
def respond(self, event):
"""
Translate input events into movement of the sieve object. This function is usually set as a callback, but it can be called directly.
@param event `pygame.event.Event` with input
"""
if self.active:
compare = self.delegate.compare
if compare(event, "left") or compare(event, "left", True):
self.hshifts[self.LEFT].active = not event.cancel
elif compare(event, "right") or compare(event, "right", True):
self.hshifts[self.RIGHT].active = not event.cancel
def activate(self):
self.active = True
def update(self):
if self.active:
for shift in self.hshifts:
shift.update()
if shift.time:
if not self.get_game().rotated:
self.move(shift.get_change())
else:
self.move(dy=shift.get_change())
Sprite.update(self)
class Shift(GameChild):
def __init__(self, parent, direction, nodeset):
GameChild.__init__(self, parent)
self.direction = direction
self.reset()
self.timer = self.get_game().time_filter
self.nodeset = self.get_game().interpolator.get_nodeset(nodeset)
def reset(self):
self.active = False
self.time = 0
def update(self):
least, greatest = self.nodeset[0].x, self.nodeset[-1].x
if self.active and self.time < greatest:
self.time = min(self.time + self.timer.get_last_frame_duration(), greatest)
elif not self.active and self.time > least:
self.time = max(self.time - self.timer.get_last_frame_duration(), least)
def get_change(self):
return self.nodeset.get_y(self.time) * self.direction
class Scoreboard(GameChild):
BACKGROUND = 255, 255, 255
FOREGROUND = 27, 27, 27
NEW = 27, 27, 27
SPACING = 45
MARGIN = 0
BLINK_INTERVAL = 400
PADDING = 0
BORDER = 1
SCORE_COUNT = 11
SIZES = [32, 28, 24, 22, 22, 20, 20, 20, 18, 18, 18]
def __init__(self, parent):
GameChild.__init__(self, parent)
ds = self.display_surface = self.get_display_surface()
self.scores_path = self.get_resource("score", "path")
self.most_recent_score = None
self.set_scores()
self.load()
def set_scores(self):
self.scores = []
try:
with open(self.scores_path, "r") as fp:
for line in fp:
fields = line.split()
self.scores.append((float(fields[0]), int(fields[1]), fields[2]))
fp.close()
except:
print("Warning: error while reading scores file. Ignoring for now.")
self.scores = sorted(self.scores, key=itemgetter(0))
self.scores = sorted(self.scores, key=itemgetter(1), reverse=True)
def load(self):
self.sprites = sprites = []
font_path = self.get_resource("display", "scoreboard-font-path")
blink = False
for ii, score in enumerate(self.get_scores()[:len(self.SIZES)]):
font = Font(font_path, self.SIZES[ii])
sprites.append((Sprite(self, self.BLINK_INTERVAL), Sprite(self, self.BLINK_INTERVAL)))
score_text = str(score[1])
color = self.BACKGROUND if (self.most_recent_score and not blink and score[1:] == self.most_recent_score) else self.FOREGROUND
score_plate = font.render(score_text, False, color, self.BACKGROUND)
rect = score_plate.get_rect()
surface = Surface(rect.inflate((2, 2)).size)
surface.fill(self.FOREGROUND)
rect.center = surface.get_rect().center
surface.blit(score_plate, rect)
width = 80
sprites[ii][1].add_frame(self.get_game().orient(
render_box(font, score_text, True, color, self.BACKGROUND, (0, 0, 0), padding=self.PADDING, width=width)))
sprites[ii][0].add_frame(self.get_game().orient(
render_box(font, score[2], True, color, self.BACKGROUND, (0, 0, 0), padding=self.PADDING, width=width)))
if self.most_recent_score and not blink and score[1:] == self.most_recent_score:
sprites[ii][1].add_frame(self.get_game().orient(
render_box(font, score_text, True, self.NEW, self.BACKGROUND, (0, 0, 0), padding=self.PADDING, width=width)))
sprites[ii][0].add_frame(self.get_game().orient(
render_box(font, score[2], True, self.NEW, self.BACKGROUND, (0, 0, 0), padding=self.PADDING, width=width)))
blink = True
if not self.get_game().rotated:
sprites[ii][0].location.left = self.MARGIN
sprites[ii][1].location.right = self.get_display_surface().get_rect().right - self.MARGIN
y = self.get_display_surface().get_rect().centery + self.SPACING * (ii - len(self.SIZES) / 2)
for sprite in sprites[ii]:
sprite.location.centery = y
else:
sprites[ii][0].location.bottom = self.get_display_surface().get_height() - self.MARGIN
sprites[ii][1].location.top = self.MARGIN
x = self.get_display_surface().get_rect().centerx + self.SPACING * (ii - len(self.SIZES) / 2)
for sprite in sprites[ii]:
sprite.location.centerx = x
def get_scores(self):
return self.scores
def write(self, initials):
score = int(round(self.get_game().triangles.score))
fields = str(time()), str(score), initials
with open(self.scores_path, "a") as fp:
fp.write(fields[0] + " " + fields[1] + " " + fields[2] + "\n")
fp.close()
self.most_recent_score = score, initials
self.scores.append((float(fields[0]), int(fields[1]), fields[2]))
self.scores = sorted(self.scores, key=itemgetter(0))
self.scores = sorted(self.scores, key=itemgetter(1), reverse=True)
self.load()
def update(self):
for pair in self.sprites:
for sprite in pair:
sprite.update()
class Sieve(Strip):
UP, DOWN = range(2)
def __init__(self, parent):
Strip.__init__(self, parent, 400)
self.delegate = self.get_game().delegate
self.electric = Electric(self)
if not self.get_game().rotated:
self.location.left = 0
self.add_location(offset=(self.location.w, 0))
else:
self.location.bottom = self.get_display_surface().get_height()
self.add_location(offset=(0, -self.location.h))
def add_frames(self):
bar_locations = []
self.bar_rects = bar_rects = []
x = 0
sh = 30
nodeset = self.get_game().interpolator.get_nodeset("scale")
self.bar_w = bar_w = 3
self.gaps = gaps = []
while x < nodeset[-1].x:
bar_locations.append(x)
bar_rects.append(Rect(x, 0, bar_w, sh))
gaps.append(nodeset.get_y(x, natural=True))
x += gaps[-1]
surface = Surface((x, sh))
transparent_color = (255, 0, 255)
surface.fill(transparent_color)
surface.set_colorkey(transparent_color)
frames = surface, surface.copy()
# 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):
frame.fill(colors[ii], (x, 0, bar_w, sh))
frame.fill(colors[ii - 1], (x + 1, 1, 1, sh - 2))
if self.get_game().rotated:
for ii, rect in enumerate(bar_rects):
bar_rects[ii] = self.get_game().orient(rect)
bar_rects[ii].move_ip(0, -6)
for frame in frames:
self.add_frame(self.get_game().orient(frame))
def reset(self):
Strip.reset(self)
if not self.get_game().rotated:
self.location.centerx = self.display_surface.get_rect().centerx
self.locations[1].centerx = self.location.centerx + self.location.w
else:
self.location.centery = self.display_surface.get_rect().centery
self.locations[1].centery = self.location.centery - self.location.h
def update(self):
if self.active:
if not self.get_game().rotated:
if self.location.right < 0:
self.move(self.location.w)
if self.locations[1].left > self.display_surface.get_width():
self.move(-self.location.w)
for location in self.locations:
location.bottom = self.parent.acid.get_top()
self.electric.location.centery = self.location.centery + 13
else:
if self.location.top > self.display_surface.get_height():
self.move(dy=-self.location.h)
if self.locations[1].bottom < 0:
self.move(dy=self.location.h)
for location in self.locations:
location.right = self.parent.acid.get_top()
self.electric.location.centerx = self.location.centerx + 13
self.electric.update()
for rect in self.bar_rects:
if not self.get_game().rotated:
rect.centery = self.location.centery
else:
rect.centerx = self.location.centerx
Strip.update(self)
class Electric(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.add_frames()
def add_frames(self):
if not self.get_game().rotated:
surface = Surface((self.display_surface.get_width(), self.parent.location.h - 10))
else:
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 = (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])):
pixel_arrays[0][x][y] = colors[(y + x) // 5 % 2]
pixel_arrays[1][x][y] = colors[(y + x + 1) // 5 % 2]
for pixels in pixel_arrays:
del pixels
for frame in frames:
self.add_frame(self.get_game().orient(frame))
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
self.delegate = self.get_game().delegate
self.booster = Shift(self, 1, "boost")
self.hit = Sound(self.get_resource("audio", "hit"))
self.miss = Sound(self.get_resource("audio", "miss"))
self.reset()
self.subscribe(self.respond)
def deactivate(self):
self.active = False
self.music.fadeout(500)
def reset(self):
list.__init__(self, [])
self.streak = 0
self.score = 0
self.booster.reset()
def populate(self):
if not self:
self.append(Triangle(self))
if not self.get_game().rotated:
self[-1].location.bottom = 0
else:
self[-1].location.right = 0
self.set_next_gap()
if not self.get_game().rotated:
while self[-1].location.top > -self.display_surface.get_height():
self.append(Triangle(self))
self[-1].location.bottom = self[-2].location.top - self.next_gap
self.set_next_gap()
else:
while self[-1].location.left > -self.display_surface.get_width():
self.append(Triangle(self))
self[-1].location.right = self[-2].location.left - self.next_gap
self.set_next_gap()
def set_next_gap(self):
self.next_gap = randint(500, 800)
def respond(self, event):
if self.active:
compare = self.delegate.compare
if compare(event, "down") or compare(event, "down", True):
self.booster.active = not event.cancel
def get_boost(self):
return self.booster.get_change()
def activate(self, music=True):
self.active = True
if music:
self.music.play(-1, 0, 500)
def update(self):
if self.active:
self.populate()
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):
if not self.get_game().title.active:
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:
tr_offset = (self[0].location.left, 0) if not self.get_game().rotated else \
(0, self[0].location.bottom - self.get_display_surface().get_height())
br_offset = (sieve.location.left, 0) if not self.get_game().rotated else \
(0, sieve.location.bottom - self.get_display_surface().get_height())
if tr.move(tr_offset).colliderect(br.move(br_offset)):
if not self.get_game().title.active:
self.parent.static.increase()
self.streak = 0
self.remove(self[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()
class Triangle(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 100)
mark = randint(112, 328)
sieve = self.parent.parent.sieve
gaps = sieve.gaps
start = randrange(0, len(gaps))
widths = [gaps[start]]
while sum(widths) < mark:
widths.append(gaps[(start + len(widths)) % len(gaps)])
surface = Surface((sum(widths), 20))
surface.set_colorkey((0, 0, 0))
height = surface.get_height()
margin = 26
self.collision_rects = collision_rects = []
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:
x += sieve.bar_w
points = ((x + margin // 2, height - 2),
(x + width - margin // 2 - 1, height - 2),
(x + width / 2.0, 1))
polygon(surface, color, points)
if ii == 0:
if not self.get_game().rotated:
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, 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:
self.location.centery = self.get_display_surface().get_rect().centery
self.count = len(widths)
def update(self):
step = 9.5 * self.get_game().acid.get_volume() + 3.8 + self.parent.get_boost()
if not self.get_game().rotated:
self.move(dy=step)
else:
self.move(dx=step)
for rect in self.collision_rects:
if not self.get_game().rotated:
rect.bottom = self.location.bottom
else:
rect.right = self.location.right
Sprite.update(self)
class Acid(GameChild):
def __init__(self, parent):
GameChild.__init__(self, parent)
self.display_surface = self.get_display_surface()
self.level_r = 80, 320
self.nodeset = self.get_game().interpolator.get_nodeset("volume")
self.reset()
def reset(self):
self.substance = 0
def get_top(self):
if not self.get_game().rotated:
return self.display_surface.get_height() - self.get_level()
else:
return self.display_surface.get_width() - self.get_level()
def get_level(self):
return self.get_volume() * (self.level_r[1] - self.level_r[0]) + self.level_r[0]
def get_volume(self):
return self.nodeset.get_y(self.substance)
def increase(self):
self.substance += 1
class Static(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 120)
self.advance_automatically = 0
self.noise = Sound(self.get_resource("audio", "noise"))
self.end = Sound(self.get_resource("audio", "end"))
self.deactivate()
self.delegate = self.get_game().delegate
self.increaser = Shift(self, 1, "intensity")
self.total = Total(self)
self.initials = Initials(self)
self.reset()
self.add_frames()
def deactivate(self):
self.active = False
self.end.fadeout(500)
def reset(self):
self.advance_automatically = 0
self.complete = False
self.intensity = 0
self.noise.set_volume(0)
self.increaser.reset()
def add_frames(self):
surface = Surface(self.get_display_surface().get_size())
frames = surface, surface.copy(), surface.copy(), surface.copy()
tiles = []
for _ in range(32):
tiles.append(Surface((16, 16)))
pixel_arrays = []
for tile in tiles:
pixel_arrays.append(PixelArray(tile))
colors = (0, 0, 0), (64, 64, 64), (128, 128, 128), (196, 196, 196), (255, 255, 255)
for x in range(len(pixel_arrays[0])):
for y in range(len(pixel_arrays[0][0])):
for pixels in pixel_arrays:
pixels[x][y] = choice(colors)
for pixels in pixel_arrays:
del pixels
del pixel_arrays
for frame in frames:
for y in range(0, frame.get_height(), tiles[0].get_height()):
for x in range(0, frame.get_width(), tiles[0].get_width()):
frame.blit(choice(tiles), (x, y))
self.add_frame(frame)
def finish(self, text="---", wipe=False):
if wipe:
self.parent.title.scoreboard.most_recent_score = None
self.parent.title.scoreboard.write(text)
self.total.deactivate()
self.deactivate()
self.reset()
self.parent.acid.reset()
self.parent.triangles.reset()
self.parent.sieve.reset()
self.parent.title.activate()
def increase(self):
self.intensity += self.increaser.get_change()
if self.intensity > 1:
self.intensity = 1
self.increaser.time += 12000
if self.increaser.time >= self.increaser.nodeset[-1].x + 5000:
self.increaser.time = self.increaser.nodeset[-1].x + 5000
def full(self):
self.intensity = 1
def activate(self):
self.active = True
self.noise.play(-1)
def update(self):
if self.active:
if not self.get_game().title.active:
if not self.complete and self.intensity >= .65:
self.complete = True
self.parent.sieve.deactivate()
self.parent.triangles.deactivate()
self.set_alpha(255)
self.noise.fadeout(6000)
self.end.play(-1, 0, 4000)
self.total.load()
elif not self.complete:
self.set_alpha(min(150, int(self.intensity * 1.15 * 255)))
if self.intensity > 0:
self.intensity *= .998
self.increaser.update()
self.noise.set_volume(self.intensity)
if self.total.active:
if self.advance_automatically > 3000:
self.advance_automatically = 0
if self.get_game().triangles.score > self.get_game().title.scoreboard.get_scores()[Scoreboard.SCORE_COUNT - 1][1]:
self.total.deactivate()
self.initials.activate()
self.get_game().suppress_input_temporarily()
else:
self.finish(wipe=True)
else:
self.advance_automatically += self.get_game().time_filter.get_last_frame_duration()
if self.intensity > .1:
Sprite.update(self)
self.total.update()
self.initials.update()
class Initials(GameChild):
LETTER_SIZE = 24
FOREGROUND = 27, 27, 27
BACKGROUND = 255, 255, 255
PADDING = 10
ARROW_MARGIN = 20
ARROW_HEIGHT = 10
def __init__(self, parent):
GameChild.__init__(self, parent)
self.left_last_pressed = 0
self.button_prompt = BlinkingSprite(self, 500)
font = pygame.font.Font(self.get_resource("terminus/Terminus.ttf"), 32)
self.button_prompt.add_frame(self.get_game().orient(font.render("HOLD RIGHT TO ENTER", True, pygame.Color(0, 0, 0), pygame.Color(255, 255, 255))))
if not self.get_game().rotated:
self.button_prompt.location.midbottom = self.get_display_surface().get_rect().midbottom
else:
self.button_prompt.location.midright = self.get_display_surface().get_rect().midright
self.reset()
self.deactivate()
self.font = Font(self.get_resource("display", "initials-font"), self.LETTER_SIZE)
self.subscribe(self.respond)
def reset(self):
self.idle_time = 0
self.text = "---"
self.index = 0
self.holding_button = False
self.holding_button_elapsed = 0
def deactivate(self):
self.active = False
def respond(self, event):
if self.active:
self.idle_time = 0
compare = self.get_game().delegate.compare
if compare(event, "left", cancel=False):
self.left_last_pressed = pygame.time.get_ticks()
if compare(event, "right", cancel=False):
self.holding_button = True
elif compare(event, "right", cancel=True):
self.holding_button = False
self.holding_button_elapsed = 0
if (compare(event, "right", cancel=True) and pygame.time.get_ticks() - self.left_last_pressed > 200) or compare(event, "left", cancel=True):
if compare(event, "left", cancel=True):
increment = -1
elif compare(event, "right", cancel=True):
increment = 1
letter = self.text[self.index]
if letter == '-':
letter = 'A' if increment == 1 else 'Z'
else:
letter = chr(ord(letter) + increment)
if ord(letter) == 91 or ord(letter) == 64:
letter = '-'
replacement = ""
for ii in range(len(self.text)):
if ii == self.index:
replacement += letter
else:
replacement += self.text[ii]
self.text = replacement
def activate(self):
self.active = True
self.idle_time = 0
def submit(self):
self.deactivate()
self.parent.finish(self.text)
self.reset()
def update(self):
if self.active:
if self.idle_time > self.get_configuration("input", "initials-idle"):
self.submit()
else:
self.idle_time += self.get_game().time_filter.get_last_frame_duration()
ds = self.get_display_surface()
self.button_prompt.update()
if self.holding_button:
self.holding_button_elapsed += self.get_game().time_filter.get_last_frame_duration()
if self.holding_button_elapsed > self.get_configuration("input", "initials-hold"):
self.index += 1
if self.index == len(self.text):
self.submit()
else:
self.holding_button = False
self.holding_button_elapsed = 0
self.get_game().suppress_input_temporarily()
for ii, letter in enumerate(self.text):
box = self.get_game().orient(render_box(
self.font, letter, False, self.FOREGROUND, self.BACKGROUND, self.FOREGROUND, padding=self.PADDING))
rect = box.get_rect()
if not self.get_game().rotated:
rect.centery = ds.get_rect().centery
rect.centerx = ii * ds.get_width() / 3 + ds.get_width() / 6
else:
rect.centerx = ds.get_rect().centerx
rect.centery = (len(self.text) - 1 - ii) * ds.get_height() / 3 + ds.get_height() / 6
ds.blit(box, rect)
if ii == self.index:
hold_offset = self.holding_button_elapsed / self.get_configuration("input", "initials-hold") * 10
if not self.get_game().rotated:
x = rect.left - self.ARROW_MARGIN
left_points = ((x, rect.top), (x, rect.bottom), (x - self.ARROW_HEIGHT, rect.centery))
x = rect.right + self.ARROW_MARGIN + hold_offset
right_points = ((x, rect.top), (x, rect.bottom), (x + self.ARROW_HEIGHT, rect.centery))
else:
y = rect.top - self.ARROW_MARGIN - hold_offset
left_points = ((rect.left, y), (rect.right, y), (rect.centerx, y - self.ARROW_HEIGHT))
y = rect.bottom + self.ARROW_MARGIN
right_points = ((rect.left, y), (rect.right, y), (rect.centerx, y + self.ARROW_HEIGHT))
pygame.draw.polygon(ds, pygame.Color(0, 0, 0), left_points)
pygame.draw.polygon(ds, pygame.Color(0, 0, 0), right_points)
class Total(Sprite):
def __init__(self, parent):
Sprite.__init__(self, parent, 68)
self.deactivate()
self.font = Font(self.get_resource("display", "score-font-path"), 72)
# self.font.set_italic(True)
def deactivate(self):
self.active = False
def load(self):
self.clear_frames()
score = ""
for ch in str(int(round(self.get_game().triangles.score))):
score += ch + " "
colors = (255, 255, 180), (180, 255, 255), (255, 180, 255), \
(255, 220, 160), (160, 255, 220), (220, 160, 255)
template = Surface((self.display_surface.get_width(), 100))
transparent_color = (255, 0, 255)
template.fill(transparent_color)
template.set_colorkey(transparent_color)
tr = template.get_rect()
template.fill((255, 0, 0), (0, 20, tr.w, 1))
template.fill((255, 128, 128), (0, 21, tr.w, 1))
for y in range(22, 78, 2):
template.fill((255, 255, 255), (0, y, tr.w, 1))
template.fill((255, 128, 128), (0, 78, tr.w, 1))
template.fill((255, 0, 0), (0, 79, tr.w, 1))
for _ in range(20):
# surface = template.copy()
surface = Surface(template.get_size(), SRCALPHA)
# polygon(surface, choice(colors), ((tr.centerx - 7, 19),
# (tr.centerx, 0),
# (tr.centerx + 7, 19)))
text = self.font.render(score, True, choice(colors))
rect = text.get_rect()
rect.center = tr.centerx, tr.centery + 2
surface.blit(text, rect)
# polygon(surface, choice(colors), ((tr.centerx - 7, 80),
# (tr.centerx, tr.h - 1),
# (tr.centerx + 7, 80)))
self.add_frame(self.get_game().orient(surface))
self.location.center = self.display_surface.get_rect().center
self.active = True
def update(self):
if self.active:
Sprite.update(self)