# externaliser la conf.
BORDER = 5 # 5px
FIRST_HUE = 0.6
# externaliser la conf.
BORDER = 5 # 5px
FIRST_HUE = 0.6
OFF_SATURATION = 1
ON_TOP_LUMINANCE = 0.6
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
OFF_SATURATION = 1
ON_TOP_LUMINANCE = 0.6
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
+ON_COLUMN_OVERSIZING = 1.5
class _PlayingScreenBase(pygame.sprite.OrderedUpdates) :
def __init__(self, distinctNotes=[]) :
class _PlayingScreenBase(pygame.sprite.OrderedUpdates) :
def __init__(self, distinctNotes=[]) :
self.keyboardRects = []
self._initRects()
self._initColumns()
self.keyboardRects = []
self._initRects()
self._initColumns()
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
c = Column(hue, rect)
self.add(c)
c = Column(hue, rect)
self.add(c)
for i, sprite in enumerate(self.sprites()) :
sprite.update(i==index)
self.draw(pygame.display.get_surface())
for i, sprite in enumerate(self.sprites()) :
sprite.update(i==index)
self.draw(pygame.display.get_surface())
+
+ def run(self):
+ self._running = True
+ while self._running :
+ pygame.display.flip()
+ events = pygame.event.get()
+ for event in events:
+ self.input(event)
+
class SongPlayingScreen(_PlayingScreenBase) :
class SongPlayingScreen(_PlayingScreenBase) :
o = C()
o.midi=1
super(SongPlayingScreenTest, self).__init__([o])
o = C()
o.midi=1
super(SongPlayingScreenTest, self).__init__([o])
- self.__running = True
- #pygame.display.flip()
- #raw_input('allez ?')
-
- def run(self):
- while self.__running :
- pygame.display.flip()
- events = pygame.event.get()
- for event in events:
- self.input(event)
-
def input(self, event) :
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
def input(self, event) :
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
if uni.isdigit() and int(uni) <=8 :
self.highlightColumn(int(uni))
if uni.isdigit() and int(uni) <=8 :
self.highlightColumn(int(uni))
-
-
- # if event.key == pygame.K_i:
- # self.backToInstrumentChoice = True
- # self.done = True
- #
- # if event.key == pygame.K_w:
- # self.nextLevel = 0
- # self.done = True
- #
- # if event.key == pygame.K_e:
- # self.nextLevel = 1
- # self.done = True
- #
- # if event.key == pygame.K_r:
- # self.nextLevel = 2
- # self.done = True
- #
- # if event.key == pygame.K_t:
- # self.nextLevel = 3
- # self.done = True
class Column(pygame.sprite.Sprite) :
class Column(pygame.sprite.Sprite) :
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
self.stateOff = sur
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
self.stateOff = sur
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
- size = rect.inflate(2*rect.width,0).size
- print rect.size, size
- self.stateOn = gradients.vertical(size, topRgba, bottomRgba)
+ rectOn = rect.inflate(ON_COLUMN_OVERSIZING * rect.width, 0)
+ self.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
+ self.rectOn = rectOn
self.image = self.stateOff
self.rect = rect
self.image = self.stateOff
self.rect = rect
def update(self, state) :
if state :
self.image = self.stateOn
def update(self, state) :
if state :
self.image = self.stateOn
+ self.rect = self.rectOn
else :
self.image = self.stateOff
else :
self.image = self.stateOff
+ self.rect = self.rectOff
def hls_to_rgba_8bits(h, l, s) :
#convert to rgb ranging from 0 to 255
def hls_to_rgba_8bits(h, l, s) :
#convert to rgb ranging from 0 to 255