diff --git a/dvd_bounce/surfaces/dvd_screen.py b/dvd_bounce/surfaces/dvd_screen.py index 75e8afa..bc2644c 100644 --- a/dvd_bounce/surfaces/dvd_screen.py +++ b/dvd_bounce/surfaces/dvd_screen.py @@ -7,39 +7,79 @@ LOGO_SCALING = 0.1 class DVDLogo(pygame.sprite.Sprite): - def __init__(self, window_size): + """ + A Pygame sprite representing a DVD logo that moves around the screen. + + Attributes: + base_image (pygame.Surface): The original image of the DVD logo. + x_speed (int): Current speed in the X axis. + y_speed (int): Current speed in the Y axis. + max_x (int): Maximum X position on the screen. + max_y (int): Maximum Y position on the screen. + """ + + def __init__(self, window_size: tuple): + """ + Initialize DVDLogo sprite with given window size. + + Args: + window_size (tuple): Size of the game window (width, height). + """ super().__init__() + # Load and scale original logo image self.base_image = pygame.image.load(SCRIPT_DIR + '/resources/dvd.png') self.base_image.convert_alpha() self.base_image = pygame.transform.scale(self.base_image, (self.base_image.get_width() * LOGO_SCALING, self.base_image.get_height() * LOGO_SCALING)) + + # Copy the base image and store it in a separate instance variable; this is the image that will be drawn. self.image = self.base_image.copy() - color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA) - color_surface.fill((64, 64, 255)) - self.image.blit(color_surface, (0, 0), special_flags=pygame.BLEND_RGBA_MULT) + # Generate random color and apply it to the sprite. + self.random_color() + # Initialize rectangle (position, size) and speed attributes. self.rect = self.image.get_rect() self.x_speed = 4 self.y_speed = 4 + # Calculate maximum X and Y positions on the screen for boundary checking. self.max_x = window_size[0] - self.rect.width self.max_y = window_size[1] - self.rect.height def random_color(self): + """ + Generate a new, random color and apply it to the sprite. + """ + + # Create a surface with alpha channel for generating transparent colors. color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA) + + # Generate random RGB values and fill the color surface accordingly. new_color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) color_surface.fill(new_color) + + # Replace the drawn image with a copy of the base image and apply the randomly generated color. self.image = self.base_image.copy() self.image.blit(color_surface, (0, 0), special_flags=pygame.BLEND_RGBA_MULT) def update(self): + """ + Update DVDLogo sprite's position and speed based on its current state. + + This method is called each frame during game execution to move the logo around + the screen and to handle collision/color changes. + """ + + # Move the logo in the X and Y axis according to its current speed in those directions. self.rect.x += self.x_speed self.rect.y += self.y_speed + # Check for collisions with edges of the screen, change direction if necessary, + # and generate a new random color when hitting an edge. if self.rect.x < 0 or self.rect.x > self.max_x: self.x_speed *= -1 self.random_color() @@ -47,30 +87,63 @@ class DVDLogo(pygame.sprite.Sprite): self.y_speed *= -1 self.random_color() + # Ensure the logo stays within screen boundaries by clamping its position. self.rect.x = max(0, min(self.rect.x, self.max_x)) self.rect.y = max(0, min(self.rect.y, self.max_y)) class Surface(pygame.Surface): - def __init__(self, window_size): + """ + A custom Pygame surface class for managing game logic and events. + + Attributes: + running (bool): Flag indicating whether the surface is still running. + quit (bool): Flag signaling that the program should end rather than moving to a new surface. + next_surface (str): Name of the next surface to display after current one stops. + all_sprites (pygame.sprite.Group): A group containing sprites for easy sprite management. + """ + + def __init__(self, window_size: tuple): + """ + Initialize Surface class with given window size. + + Args: + window_size (tuple): Size of the game window (width, height). + """ + + # Create a Pygame surface with alpha channel for generating transparent colors. super().__init__(window_size, pygame.SRCALPHA) + + # Initialize flags and attributes for managing game state. self.running = True self.quit = False self.next_surface = '' pygame.mouse.set_visible(False) + # Create a DVDLogo sprite instance and add it to the sprite group. dvd_logo = DVDLogo(window_size) self.all_sprites = pygame.sprite.Group(dvd_logo) def update(self): + """ + Update game state by handling events, updating sprites, and redrawing surfaces. + This method is called every frame during game execution. + """ + + # Fill the surface with a black background color self.fill(pygame.colordict.THECOLORS.get('black')) + # Handle events such as mouse button clicks or key presses. for event in pygame.event.get(): match event.type: case pygame.MOUSEBUTTONDOWN: + # Stop the game when a user clicks anywhere on the screen. self.running = False self.quit = True + # Update positions and speeds of all sprites (in this case, just one logo sprite). self.all_sprites.update() - self.all_sprites.draw(self) + + # Draw all sprites onto this surface. + self.all_sprites.draw(self) \ No newline at end of file