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weather.py
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import pygame, math, random
import read_files
from entities import Animatedentity
from states import states_weather
class Weather():
def __init__(self, game_objects):
self.game_objects = game_objects
self.currentstate = states_weather.Idle(self)
self.velocity = [0, 0]#wind velocity -> leaves etc reads this velocity. the wind can change the velocity.
def update(self):
self.currentstate.update()#bloew the wind from time to time
def flash(self, **kwarg):#lightning
self.game_objects.cosmetics.add(Flash(self.game_objects, **kwarg))
def blow(self, **kwarg):#called from currentstate
self.game_objects.cosmetics.add(Wind(self.game_objects, **kwarg))
class Screen_shader(pygame.sprite.Sprite):#make a layer on screen, then use shaders to generate stuff. Better performance
def __init__(self, game_objects, parallax):
super().__init__()
self.game_objects = game_objects
self.parallax = parallax
self.time = 0
@classmethod
def set_size(cls):
return 0
def update(self):
self.time += self.game_objects.game.dt
def draw(self, target):
self.game_objects.game.display.render(self.image.texture, target, shader = self.shader)#shader render
@classmethod
def pool(cls, game_objects):
size = cls.set_size()
width = int(game_objects.game.window_size[0] + 2*size)#size of the canvas
height = int(game_objects.game.window_size[1] + 2*size)#size of the canvas
cls.image = game_objects.game.display.make_layer((width, height))
def release_texture(self):
pass
class Wind(Screen_shader):
def __init__(self, game_objects, **kwarg):
super().__init__(game_objects, kwarg.get('parallax', [1,1]))
self.noise_layer = Wind.noise_layer
self.shader = game_objects.shaders['wind']
self.velocity = kwarg.get('velocity', [-2,0.1])#velocity of tw wind lines
self.lifetime = kwarg.get('lifetime', 500)
game_objects.weather.velocity = self.velocity.copy()
self.channel = self.game_objects.sound.play_sfx(self.sounds['idle'][0], loop = -1, fade = 1000, vol = 0.2)
@classmethod
def pool(cls, game_objects):
cls.image = game_objects.game.display.make_layer(game_objects.game.window_size)
cls.noise_layer = game_objects.game.display.make_layer(cls.image.size)
cls.sounds = read_files.load_sounds_dict('audio/SFX/environment/wind/')
def update(self):
super().update()
self.lifetime -= self.game_objects.game.dt
if self.lifetime < 0:
self.kill()
def draw(self, target):
self.game_objects.shaders['noise_perlin']['u_resolution'] = self.game_objects.game.window_size
self.game_objects.shaders['noise_perlin']['u_time'] = self.time * 0.01
self.game_objects.shaders['noise_perlin']['scroll'] = [self.game_objects.camera_manager.camera.scroll[0],-self.game_objects.camera_manager.camera.scroll[1]]
self.game_objects.shaders['noise_perlin']['scale'] = [1,30]#long in x, short in y
self.game_objects.game.display.render(self.image.texture, self.noise_layer, shader=self.game_objects.shaders['noise_perlin'])#make perlin noise texture
self.shader['noiseTexture'] = self.noise_layer.texture
self.shader['time'] = self.time * 0.01
self.shader['velocity'] = self.velocity
self.shader['lifetime'] = self.lifetime
super().draw(target)
def kill(self):
super().kill()
self.game_objects.sound.fade_sound(self.channel)
self.game_objects.weather.velocity = [0,0]
self.game_objects.weather.currentstate.handle_input('finish')
class Flash(Screen_shader):#white colour fades out and then in
def __init__(self, game_objects, **kwarg):
super().__init__(game_objects, kwarg.get('parallax', [1,1]))
self.fade_length = 100
self.image.clear(255,255,255,int(170/self.fade_length))
self.shader = None
self.add_light_source()
def add_light_source(self):
radius = self.game_objects.game.window_size[0] * 0.5
position = [self.game_objects.camera_manager.camera.scroll[0] + self.game_objects.game.window_size[0] * 0.5, self.game_objects.camera_manager.camera.scroll[1] + self.game_objects.game.window_size[1]*0.5]#put a bg light in center
self.hitbox = pygame.Rect(0, 0, self.game_objects.game.window_size[0], self.game_objects.game.window_size[1])#for the light source
self.hitbox.center = position
self.light = self.game_objects.lights.add_light(target = self ,radius = radius, fade = True, lifetime = True)#put a bg light in center
def update_image(self):
alpha = int((self.fade_length - self.time)*(255/self.fade_length))
self.image.clear(255,255,255,alpha)
self.hitbox.center = [self.game_objects.camera_manager.camera.scroll[0] + self.game_objects.game.window_size[0] * 0.5, self.game_objects.camera_manager.camera.scroll[1] + self.game_objects.game.window_size[1]*0.5]#put a bg light in center
def update(self):
super().update()
self.update_image()
if self.time > self.fade_length:
self.kill()
self.game_objects.lights.remove_light(self.light)
class Fog(Screen_shader):
def __init__(self, game_objects, parallax, num):
super().__init__(game_objects, parallax)
self.shader = game_objects.shaders['fog']
@classmethod
def pool(cls, game_objects):
super().pool(game_objects)
cls.noise_layer = game_objects.game.display.make_layer(game_objects.game.window_size)
def draw(self, target):#called before draw in group
self.game_objects.shaders['noise_perlin']['u_time'] = self.time*0.005
self.game_objects.shaders['noise_perlin']['u_resolution'] = self.game_objects.game.window_size
self.game_objects.shaders['noise_perlin']['scale'] = (10,10)
self.game_objects.shaders['noise_perlin']['scroll'] = [self.game_objects.camera_manager.camera.scroll[0]*self.parallax[0],self.game_objects.camera_manager.camera.scroll[1]*self.parallax[1]]
self.game_objects.game.display.render(self.image.texture, self.noise_layer, shader = self.game_objects.shaders['noise_perlin'])
self.shader['noise'] = self.noise_layer.texture
self.shader['TIME'] = self.time*0.001
self.shader['fog_color'] = (0, 0, 0, 1)
self.shader['scroll'] = [self.game_objects.camera_manager.camera.scroll[0]*self.parallax[0],self.game_objects.camera_manager.camera.scroll[1]*self.parallax[1]]
super().draw(target)
class Particles_shader(Screen_shader):#particles. Better performance
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax)
self.number_particles = number_particles#max 20, hard coded in shader
self.set_parameters()
@classmethod
def set_size(cls):#size of particle
return 5
def set_parameters(self):#set stuff specific for the particles
pass
def update(self):
super().update()
self.update_partciles()
def update_partciles(self):
for i in range(0,self.number_particles):
self.update_vel(i)
self.update_centers(i)
self.update_size(i)
def update_vel(self, i):#should they move?
pass
def update_centers(self, i):
self.centers[i] = [self.centers[i][0] + self.game_objects.game.dt*self.velocity[i][0]*self.parallax[0], self.centers[i][1] - self.game_objects.game.dt*self.velocity[i][1]*self.parallax[1]]
def update_size(self, i):#should they change size?
pass
class Vertical_circles(Particles_shader):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
self.shader = self.game_objects.shaders['screen_circles']
self.shader['size'] = self.image.texture.size
self.shader['gradient'] = 1
self.shader['number_particles'] = self.number_particles
self.shader['colour'] = (255,255,255,255)
def set_parameters(self):#parameters needed for the shader
self.centers, self.radius, self.phase, self.velocity = [], [], [], []#make a list of stuff keep info as "attributes"
self.canvas_size = 5 * self.parallax[0]
for i in range(0, self.number_particles):
x = random.uniform(-self.canvas_size, self.game_objects.game.window_size[0] + self.canvas_size)
y = random.uniform(-self.canvas_size, self.game_objects.game.window_size[1] + self.canvas_size)
self.centers.append([x,y])
self.radius.append(self.canvas_size)
self.phase.append(random.uniform(-math.pi,math.pi))
self.velocity.append([0,0])
def draw(self, target):
self.shader['parallax'] = self.parallax
self.shader['centers'] = self.centers
self.shader['radius'] = self.radius
self.shader['scroll'] = self.game_objects.camera_manager.camera.scroll
super().draw(target)
def update_vel(self, i):#how it should move
self.velocity[i] = [0.5*math.sin(self.time*0.01 + self.phase[i]),-0.5]
def update_size(self, i):
self.radius[i] = self.canvas_size * math.sin(self.time*0.01 + self.phase[i]) + self.canvas_size*0.5
class Circles(Vertical_circles):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
def update_vel(self, i):#how it should move
self.velocity[i] = [0.5*math.sin(self.time*0.01 + self.phase[i]),0.5*math.cos(self.time*0.001 + self.phase[i])]
def update_size(self,i):
super().update_size(i)
if self.radius[i] < 0.1:#if circle is small
x = random.uniform(0, self.game_objects.game.window_size[0])
y = random.uniform(0, self.game_objects.game.window_size[1])
self.centers[i] = [x,y]
class Ominous_circles(Vertical_circles):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
self.shader['colour'] = (100, 30, 30, 255)
class Moss_circles(Vertical_circles):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
self.shader['colour'] = (30, 100, 30, 255)
class Fireflies(Vertical_circles):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
self.shader['colour'] = [255,255,102,150]#circle colour
def update_vel(self,i):
self.velocity[i] = [math.cos(self.time*0.01+self.phase[i]),math.sin(self.time*0.01+self.phase[i])]
class Rain(Particles_shader):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
self.shader = self.game_objects.shaders['screen_rectangle']
self.shader['size'] = self.image.texture.size
self.shader['number_particles'] = self.number_particles
self.shader['angle'] = 0#rotation angle of the rectangle
colours=[(10,191,255,255),(152,245,255,255),(61,89,171,255),(100,149,237,255)]
self.shader['colour'] = colours[random.randint(0, len(colours)-1)]
self.shader['scale'] = (self.parallax[0],self.parallax[0])
def set_parameters(self):#parameters needed for the shader
self.canvas_size = self.parallax[0]
self.centers, self.velocity = [], []#make a list of stuff keep info as "attributes"
for i in range(0, self.number_particles):
x = random.uniform(-self.canvas_size, self.game_objects.game.window_size[0] + self.canvas_size)
y = random.uniform(-self.canvas_size, self.game_objects.game.window_size[1] + self.canvas_size)
self.centers.append([x,y])
self.velocity.append([0,0])
def draw(self, target):
self.shader['parallax'] = self.parallax
self.shader['centers'] = self.centers
self.shader['scroll'] = self.game_objects.camera_manager.camera.scroll
super().draw(target)
def update_vel(self, i):#how it should move
self.velocity[i] = [-1, 5]
class Snow(Rain):
def __init__(self, game_objects, parallax, number_particles):
super().__init__(game_objects, parallax, number_particles)
self.shader['colour'] = (255,255,255,255)
self.shader['scale'] = (self.parallax[0]*2,self.parallax[0]*0.33)#to make it square
def draw(self, target):
self.shader['centers'] = self.centers
super().draw(target)
def update_vel(self, i):#how it should move
self.velocity[i] = [0.5*math.cos(self.time*0.01), 1]
#particles from files
class Bound_entity(Animatedentity):#entities bound to the scereen, should it be inheriting from animated entities (if we intendo to use animation) or static entity (if we intend to use pygame for particles)
def __init__(self,game_objects, parallax):
super().__init__([0,0],game_objects)
self.parallax = parallax
self.width = self.game_objects.game.window_size[0] + 100
self.height = self.game_objects.game.window_size[1] + 0.6*self.game_objects.game.window_size[1]
self.velocity = [0,0]
def update(self):
super().update()
self.update_pos()
self.boundary()
def update_pos(self):
self.true_pos = [self.true_pos[0] + self.game_objects.game.dt*self.velocity[0]*self.parallax[0], self.true_pos[1] + self.game_objects.game.dt*self.velocity[1]*self.parallax[1]]
self.rect.topleft = self.true_pos.copy()
def boundary(self):#continiouse falling
pos = [self.true_pos[0]-self.parallax[0]*self.game_objects.camera_manager.camera.scroll[0], self.true_pos[1]-self.parallax[0]*self.game_objects.camera_manager.camera.scroll[1]]
if pos[0] < -100:
self.true_pos[0] += self.width
elif pos[0] > self.width:
self.true_pos[0] -= self.width
elif pos[1] > self.height:#if on the lower side of screen.
self.true_pos[1] -= self.height
elif pos[1] < -100:#if on the higher side of screen.
self.true_pos[1] += self.height
class Twinkle(Bound_entity):
def __init__(self,game_objects, parallax):
super().__init__(game_objects, parallax)
self.sprites = read_files.load_sprites_dict('Sprites/GFX/twinkle/',game_objects)
self.image = self.sprites['idle'][0]
self.rect = pygame.Rect(0,0,self.image.width,self.image.height)
self.true_pos = [random.randint(0, int(self.width)),random.randint(0, int(self.height))]#starting position
self.rect.topleft = self.true_pos
self.animation.frame = random.randint(0, len(self.sprites['idle'])-1)
def reset_timer(self):#called when animation finishes
self.true_pos = [random.randint(0, int(self.width)),random.randint(0, int(self.height))]#starting position