added a fade_in effect to the knobs
This commit is contained in:
8
knob.py
8
knob.py
@ -12,7 +12,7 @@ class Knob:
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self.position = position
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self.value = value
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self.focused = False
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self.fade_count_down = 300
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self.fade_count_down = 150
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self.vanish_label_path = False
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self.label_path = []
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@ -45,7 +45,7 @@ class Knob:
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y = (self.radius - 5) * math.sin(angle) + self.position[1]
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return(x, y)
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def display(self, screen):
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def display(self, surface):
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m1, m2, m3 = pygame.mouse.get_pressed(3)
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if m1:
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pos = pygame.mouse.get_pos()
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@ -56,6 +56,6 @@ class Knob:
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if self.fade_count_down == 0:
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self.vanish_label_path = True
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self.set_focused(False)
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pygame.draw.circle(screen, self.color, self.position, self.radius)
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pygame.draw.line(screen, "black", self.position, self.get_pointer_position(), 4)
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pygame.draw.circle(surface, self.color + (self.group.opacity,), self.position, self.radius)
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pygame.draw.line(surface, "black", self.position, self.get_pointer_position(), 4)
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21
knobs.py
21
knobs.py
@ -9,6 +9,12 @@ class Knobs:
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def __init__(self, gui):
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self.gui = gui
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self.knobs_surface = pygame.Surface((gui.screenW, gui.screenH), pygame.SRCALPHA)
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self.opacity = 0
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self.fade_speed = 5
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self.fade_in = False
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self.fade_out = False
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knob_names = [
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'Delay Time',
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@ -56,8 +62,8 @@ class Knobs:
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label_y = (self.gui.screenH - label_fx_name.get_height() - label_fx_value.get_height()) / 2
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if self.label_vanish_parameter == 0:
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self.gui.screen.blit(label_fx_name, (label_x, label_y))
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self.gui.screen.blit(label_fx_value, (label_x, self.gui.screenH / 2))
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self.gui.label_surface.blit(label_fx_name, (label_x, label_y))
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self.gui.label_surface.blit(label_fx_value, (label_x, self.gui.screenH / 2))
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if knob.vanish_label_path:
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if self.label_border_height < self.gui.screenH / 2:
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@ -67,7 +73,7 @@ class Knobs:
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self.label_border_height = label_y
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pygame.draw.line(
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self.gui.screen,
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self.gui.label_surface,
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color_primary_dark,
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(label_x - 10, self.label_border_height),
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(label_x - 10, self.gui.screenH - self.label_border_height),
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@ -78,7 +84,7 @@ class Knobs:
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for i in range(len(knob.label_path)-1):
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pygame.draw.line(
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self.gui.screen,
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self.gui.label_surface,
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color_primary_dark,
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knob.label_path[i],
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knob.label_path[i+1],
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@ -136,6 +142,11 @@ class Knobs:
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k.vanish_label_path = False
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def display(self):
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if self.fade_in and self.opacity < 255: self.opacity += self.fade_speed
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if self.fade_out and self.opacity > 0: self.opacity -= self.fade_speed
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self.knobs_surface = pygame.Surface((self.gui.screenW, self.gui.screenH), pygame.SRCALPHA)
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for knob in self.knobs:
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if knob.focused or knob.vanish_label_path: self.display_label(knob)
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knob.display(self.gui.screen)
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knob.display(self.knobs_surface)
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self.gui.screen.blit(self.knobs_surface, (0,0))
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7
main.py
7
main.py
@ -18,6 +18,8 @@ class GuiMain:
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self.screenH = self.screen.get_height()
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self.screenW = self.screen.get_width()
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self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA)
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self.fx_mode_labels = [
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'Strings',
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'Beat',
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@ -74,8 +76,10 @@ class GuiMain:
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else: component.color = color_primary
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def set_fx_mode(self, mode):
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self.knobs[self.fx_mode].opacity = 0
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self.fx_mode = self.fx_mode_labels.index(mode)
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self.knobs[self.fx_mode].set_focused(None)
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self.knobs[self.fx_mode].fade_in = True
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for b in self.fx_mode_buttons:
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b.focused = (b.name == mode)
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@ -92,6 +96,9 @@ class GuiMain:
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# RENDER YOUR GAME HERE
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self.screen.blit(self.label_surface, (0,0))
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self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA)
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self.knobs[self.fx_mode].display()
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for button in self.fx_mode_buttons:
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