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46e3b6b)
import pygame
playingScreen = SongPlayingScreenTest()
import pygame
playingScreen = SongPlayingScreenTest()
- playingScreen.draw(pygame.display.get_surface())
+ #playingScreen.draw(pygame.display.get_surface())
playingScreen.run()
#pygame.display.flip()
playingScreen.run()
#pygame.display.flip()
'''
The class for animating the warping cursor
'''
The class for animating the warping cursor
The duration of each image in the animation
centerPosition:
The Position of the center of the cursor
The duration of each image in the animation
centerPosition:
The Position of the center of the cursor
#centerPosition = None
#_imagePointer = None
#_animationOffset = None
#centerPosition = None
#_imagePointer = None
#_animationOffset = None
- def _get_theme_images(name) :
+ def _get_theme_images(name) :
basePath = os.path.abspath(__file__).split(os.path.sep)[:-1]
basePath.append('data')
basePath.append(name)
basePath = os.path.sep.join(basePath)
images = [f for f in os.listdir(basePath) if os.path.splitext(f)[1] == '.png']
return basePath, images
basePath = os.path.abspath(__file__).split(os.path.sep)[:-1]
basePath.append('data')
basePath.append(name)
basePath = os.path.sep.join(basePath)
images = [f for f in os.listdir(basePath) if os.path.splitext(f)[1] == '.png']
return basePath, images
def __init__(self, theme='black', duration=75):
pygame.sprite.Sprite.__init__(self)
imagesPath, images = WarpingCursor._get_theme_images(theme)
def __init__(self, theme='black', duration=75):
pygame.sprite.Sprite.__init__(self)
imagesPath, images = WarpingCursor._get_theme_images(theme)
- flashImage = images.pop(images.index('flash.png'))
+ self.flashImage = images.pop(images.index('flash.png'))
images.sort(lambda a, b : cmp(*[int(os.path.splitext(f)[0]) for f in [a, b]]))
images.sort(lambda a, b : cmp(*[int(os.path.splitext(f)[0]) for f in [a, b]]))
self.images = []
for img in images :
imagePath = os.path.sep.join([imagesPath, img])
self.images = []
for img in images :
imagePath = os.path.sep.join([imagesPath, img])
- self.images = pygame.image.load(imagePath).convert_alpha()
+ img = pygame.image.load(imagePath).convert_alpha()
+ self.images.append(img)
+ self._imageLength = len(self.images)
+ # assumes that all images have same dimensions
+ self.width = self.images[0].get_width()
+ self.height = self.images[0].get_height()
+
+ self.image = self.images[0]
+ self.rect = pygame.Rect((0,0), (self.width, self.height))
+
+ surface = pygame.display.get_surface()
+ surface.blit(self.image, self.rect)
+
#self.flashImagePath = flashImage
#self.durations = durations
#self.centerPosition = initCenterPosition
#self.flashImagePath = flashImage
#self.durations = durations
#self.centerPosition = initCenterPosition
#self.image = pygame.image.load(self.images[0]).convert_alpha()
#self._imagePointer = 0
#self._animationOffset = 0
#self.image = pygame.image.load(self.images[0]).convert_alpha()
#self._imagePointer = 0
#self._animationOffset = 0
+ #self._flashTimer = 0
+
+ def update(self) :
+ print 'cursor update'
- def update(self, elapsedTime, centerPosition):
- '''
- Update the cursor's look and position
-
- elapsedTime:
- The time passed since the previous update
- centerPosition:
- the new position of the creep
- '''
- self._updateImage(elapsedTime)
- self.centerPosition = centerPosition
- if self.flashing :
- self._flashTimer += elapsedTime
- if self._flashTimer > self.flashLength:
- self.flashing = False
+# def update(self, elapsedTime, centerPosition):
+# '''
+# Update the cursor's look and position
+#
+# elapsedTime:
+# The time passed since the previous update
+# centerPosition:
+# the new position of the creep
+# '''
+# self._updateImage(elapsedTime)
+# self.centerPosition = centerPosition
+# if self.flashing :
+# self._flashTimer += elapsedTime
+# if self._flashTimer > self.flashLength:
+# self.flashing = False
def _updateImage(self, elapsedTime):
'''
Update the cursor's image
def _updateImage(self, elapsedTime):
'''
Update the cursor's image
elapsedTime:
The time passed since the previous update
'''
self._animationOffset += elapsedTime
elapsedTime:
The time passed since the previous update
'''
self._animationOffset += elapsedTime
- if self._animationOffset > self.durations[self._imagePointer]:
+ if self._animationOffset > self.duration :
#New animation offset is computed first, before updating the pointer
#New animation offset is computed first, before updating the pointer
- self._animationOffset -= self.durations[self._imagePointer]
+ self._animationOffset -= self.duration
#point to the next image (restarts from the beginning when it reaches the end)
self._imagePointer = (self._imagePointer + 1) % len(self.images)
#point to the next image (restarts from the beginning when it reaches the end)
self._imagePointer = (self._imagePointer + 1) % len(self.images)
- self.image = pygame.image.load(self.flashImagePath).convert_alpha()
- else :
+ self.image = pygame.image.load(self.flashImagePath).convert_alpha()
+ else :
self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha()
self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha()
def flash(self,flashLength = None):
self._flashTimer = 0
self.flashing = True
def flash(self,flashLength = None):
self._flashTimer = 0
self.flashing = True
import pygame
from colorsys import hls_to_rgb
from gradients import gradients
import pygame
from colorsys import hls_to_rgb
from gradients import gradients
+from cursors import WarpingCursor
from math import floor
import types
# TODO : positionner cette constance en fonction de la résolution d'affichage
from math import floor
import types
# TODO : positionner cette constance en fonction de la résolution d'affichage
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
self._initRects()
self._initColumns()
self._running = False
self._initRects()
self._initColumns()
self._running = False
+ self.draw(pygame.display.get_surface())
+ self._initCursor()
print hue
c = Column(hue, rect)
self.add(c)
print hue
c = Column(hue, rect)
self.add(c)
+
+ def _initCursor(self) :
+ self.cursor = WarpingCursor()
+ #self.add(self.cursor)
+
def highlightColumn(self, index) :
for i, sprite in enumerate(self.sprites()) :
def highlightColumn(self, index) :
for i, sprite in enumerate(self.sprites()) :
@event_handler(pygame.MOUSEMOTION)
def handleMouseMotion(self, event) :
@event_handler(pygame.MOUSEMOTION)
def handleMouseMotion(self, event) :