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fx.py
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from stgs import *
#from animations import animation
import colors
import random
#### All screen effects/fx will be done in the fx specific layer or in the overlay.
# Duration should be handled by the fx object.
# Fx initiation into the fx layer will record its instance
#
class FadeOut(pygame.sprite.Sprite):
alpha = 0
speed = 4
fadeBack = False
def __init__(self, game, **kwargs):
self.game = game
self.onEnd = False
self.noKill = False
self.ended = False
self.color = (0, 0, 0)
self.startDelay = 0
for k, v in kwargs.items():
self.__dict__[k] = v
if self.onEnd:
self.groups = game.pSprites, game.fxLayer
else:
self.groups = game.sprites, game.fxLayer
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(0, 0, winWidth, winHeight)
self.image = pygame.surface.Surface((self.rect.width, self.rect.height), pygame.SRCALPHA)
self.image.fill(self.color)
self.image.set_alpha(self.alpha)
self.intTime = pygame.time.get_ticks()
def update(self):
if pygame.time.get_ticks() - self.intTime >= self.startDelay:
if self.alpha > 220:
if self.fadeBack:
FadeIn(self.game)
self.end()
self.ended = True
else:
self.alpha += self.speed * self.game.dt2()
self.image.set_alpha(self.alpha)
def end(self):
if self.onEnd and not self.ended:
self.onEnd()
if not self.noKill:
self.kill()
class FadeIn(pygame.sprite.Sprite):
alpha = 255
speed = 5
def __init__(self, game, **kwargs):
self.game = game
self.onEnd = False
for k, v in kwargs.items():
self.__dict__[k] = v
if self.onEnd:
self.groups = game.pSprites, game.fxLayer
else:
self.groups = game.sprites, game.fxLayer
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(0, 0, winWidth, winHeight)
self.image = pygame.surface.Surface((self.rect.width, self.rect.height)).convert_alpha()
def update(self):
if self.alpha < 2*self.speed:
self.end()
else:
self.alpha -= self.speed* self.game.dt2()
self.image.set_alpha(self.alpha)
def end(self):
if self.onEnd:
self.onEnd()
self.kill()
#class timer(pygame.sprite):
# def __init__(self, game, duration=600):
class Particles(pygame.sprite.Sprite):
def __init__(self, game, entity, **kwargs):
self.game = game
self.groups = game.sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.size = 12
self.tickSpeed = 40
self.lifeSpan = False
self.hide = False
self.particleKwargs = {}
self.particleType = Particle
self.dirRange = (0, 360)
for k, v in kwargs.items():
self.__dict__[k] = v
self.lastParticle = 0
try:
self.entityRect = entity.rect
except:
self.entityRect = entity
self.init = pygame.time.get_ticks()
self.particles = pygame.sprite.Group()
def update(self):
if not self.hide:
self.addParticles()
self.particles.update()
if self.lifeSpan:
if pygame.time.get_ticks() - self.init >= self.lifeSpan:
self.end()
def setLife(self, time):
self.lifeSpan = time
self.init = pygame.time.get_ticks()
def addParticles(self):
if len(self.particles) < self.size and pygame.time.get_ticks() - self.lastParticle >= self.tickSpeed:
self.particles.add(self.particleType(self.game, pygame.Vector2(1, 0).rotate(random.randint(self.dirRange[0], self.dirRange[1])), pygame.Vector2(self.entityRect.center), self.particleKwargs))
self.lastParticle = pygame.time.get_ticks()
def setParticleKwargs(self, **kwargs):
self.particleKwargs = {}
for k, v in kwargs.items():
self.particleKwargs[k] = v
def end(self):
self.kill()
def kill(self):
for p in self.particles:
p.kill()
super().kill()
class PlayerParticles(Particles):
def __init__(self, game, entity):
self.entity = entity
super().__init__(game, entity, size = 6, dirRange=(140, 220), tickSpeed=80)
self.setParticleKwargs(color=colors.rgba(colors.grey, 120), speed=entity.vel.length()/-1.1, size=(15,15), shrink=0.5, life=200)
self.step = 90
def update(self):
self.entityRect = self.entity.rect
super().update()
def addParticles(self):
if len(self.particles) < self.size and pygame.time.get_ticks() - self.lastParticle >= self.tickSpeed:
try:
dir = self.entity.vel.normalize()
pos = pygame.Vector2(self.entityRect.center)
pos += dir.rotate(self.step) * 10
self.step*=-1
dir.rotate_ip(random.randint(self.dirRange[0], self.dirRange[1]))
self.particles.add(self.particleType(self.game, dir, pos, self.particleKwargs))
self.lastParticle = pygame.time.get_ticks()
except:
pass
class CombatParticles(Particles):
def __init__(self, game, entity):
self.entity = entity
super().__init__(game, entity, dirRange=(140, 220), tickSpeed=80, particleType=NumParticle)
self.partColor = colors.rgba(colors.white, 120)
self.critColor = colors.yellow
self.setParticleKwargs(color=self.partColor, speed=2, size=(40,40), shrink=0.5, life=600, groups = game.layer2)
self.particleType = NumParticle
self.step = 90
def update(self):
self.entityRect = self.entity.rect
self.particles.update()
def particle(self, pos, num=0, crit=False):
partKwargs = self.particleKwargs.copy()
partKwargs['num'] = num
partKwargs['color'] = self.critColor if crit else self.partColor
self.particles.add(self.particleType(self.game, pygame.Vector2(1, 0).rotate(random.randint(self.dirRange[0], self.dirRange[1])), pos, partKwargs))
class Particle(pygame.sprite.Sprite):
def __init__(self, game, dir, pos, kwargs):
self.game = game
self.groups = game.layer1
#self.alpha = 255
self.speed = 2.5
self.drag = 1
self.shrink = 0.2
self.life = 600
self.colorVariation = 100
self.color = colors.red
self.size = (10, 10)
self.dir = dir
self.pos = pos
for k, v in kwargs.items():
self.__dict__[k] = v
pygame.sprite.Sprite.__init__(self, self.groups)
self.init = pygame.time.get_ticks()
self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
self.w = self.size[0]
self.rect.center = self.pos.x, self.pos.y
self.render()
def render(self):
self.image = pygame.surface.Surface((self.rect.width, self.rect.height), pygame.SRCALPHA)
pygame.draw.circle(self.image, colors.dark(self.color, random.randint(0, self.colorVariation)), (self.rect.width/2, self.rect.height/2), self.w/2)
def update(self):
self.pos += self.dir*self.speed* self.game.dt2()
self.speed *= self.drag
self.rect.center = self.pos.x, self.pos.y
self.w -= self.shrink
self.render()
if pygame.time.get_ticks() - self.init >= self.life:
self.kill()
class NumParticle(Particle):
def __init__(self, game, dir, pos, kwargs):
self.num = 0
self.font = fonts['effect1']
super().__init__(game, dir, pos, kwargs)
self.drag = 0.90
self.shrink = 0
def render(self):
self.image = pygame.surface.Surface((self.rect.width, self.rect.height), pygame.SRCALPHA)
self.image.blit(self.font.render(str(self.num), self.game.antialiasing, self.color), (0, 0))
def update(self):
self.pos += self.dir*self.speed
self.speed *= self.drag
self.rect.center = self.pos.x, self.pos.y
self.render()
if pygame.time.get_ticks() - self.init >= self.life:
self.kill()
### This is pretty pointless but eyy
# class highlight(pygame.sprite.Sprite):
# def __init__(self, game, entity, **kwargs):
# self.game = game
# self.groups = game.sprites, game.layer1
# pygame.sprite.Sprite.__init__(self, self.groups)
# for k, v in kwargs.items():
# self.__dict__[k] = v
# self.entity = entity
# self.entImgRect = pygame.Rect(entity.rect.x, entity.rect.y, self.entity.image.get_width(), self.entity.image.get_height())
# self.rect = pygame.Rect(self.entImgRect)
# self.render()
# def render(self):
# self.rect.w = self.entImgRect.w*1.2
# self.rect.h = self.entImgRect.h*1.2
# self.image = pygame.transform.scale(self.entity.image, (self.rect.w, self.rect.h))
# self.image.fill((255, 255, 255), special_flags = pygame.BLEND_MAX)
# def update(self):
# self.entImgRect = pygame.Rect(self.entity.rect.x, self.entity.rect.y, self.entity.image.get_width(), self.entity.image.get_height())
# self.render()
# self.rect.center = self.entImgRect.center