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19 Commits
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31f6593ae0 |
@ -1,3 +1,3 @@
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# pygame-dvd
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# Steam Logo Screensaver
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It's the DVD logo bouncing around in pygame.
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It's the Steam logo bouncing around in Pygame.
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@ -1 +0,0 @@
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from . import dvd_screen
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@ -1,149 +0,0 @@
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import pygame
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import os
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import random
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SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
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LOGO_SCALING = 0.1
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class DVDLogo(pygame.sprite.Sprite):
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"""
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A Pygame sprite representing a DVD logo that moves around the screen.
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Attributes:
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base_image (pygame.Surface): The original image of the DVD logo.
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x_speed (int): Current speed in the X axis.
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y_speed (int): Current speed in the Y axis.
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max_x (int): Maximum X position on the screen.
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max_y (int): Maximum Y position on the screen.
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"""
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def __init__(self, window_size: tuple):
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"""
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Initialize DVDLogo sprite with given window size.
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Args:
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window_size (tuple): Size of the game window (width, height).
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"""
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super().__init__()
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# Load and scale original logo image
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self.base_image = pygame.image.load(SCRIPT_DIR + '/resources/dvd.png')
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self.base_image.convert_alpha()
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self.base_image = pygame.transform.scale(self.base_image, (self.base_image.get_width() * LOGO_SCALING,
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self.base_image.get_height() * LOGO_SCALING))
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# Copy the base image and store it in a separate instance variable; this is the image that will be drawn.
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self.image = self.base_image.copy()
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# Generate random color and apply it to the sprite.
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self.random_color()
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# Initialize rectangle (position, size) and speed attributes.
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self.rect = self.image.get_rect()
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self.x_speed = 4
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self.y_speed = 4
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# Calculate maximum X and Y positions on the screen for boundary checking.
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self.max_x = window_size[0] - self.rect.width
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self.max_y = window_size[1] - self.rect.height
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def random_color(self):
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"""
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Generate a new, random color and apply it to the sprite.
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"""
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# Create a surface with alpha channel for generating transparent colors.
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color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA)
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# Generate random RGB values and fill the color surface accordingly.
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new_color = (random.randint(32, 255),
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random.randint(32, 255),
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random.randint(32, 255))
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color_surface.fill(new_color)
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# Replace the drawn image with a copy of the base image and apply the randomly generated color.
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self.image = self.base_image.copy()
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self.image.blit(color_surface, (0, 0), special_flags=pygame.BLEND_RGBA_MULT)
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def update(self):
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"""
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Update DVDLogo sprite's position and speed based on its current state.
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This method is called each frame during game execution to move the logo around
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the screen and to handle collision/color changes.
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"""
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# Move the logo in the X and Y axis according to its current speed in those directions.
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self.rect.x += self.x_speed
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self.rect.y += self.y_speed
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# Check for collisions with edges of the screen, change direction if necessary,
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# and generate a new random color when hitting an edge.
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if self.rect.x < 0 or self.rect.x > self.max_x:
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self.x_speed *= -1
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self.random_color()
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if self.rect.y < 0 or self.rect.y > self.max_y:
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self.y_speed *= -1
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self.random_color()
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# Ensure the logo stays within screen boundaries by clamping its position.
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self.rect.x = max(0, min(self.rect.x, self.max_x))
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self.rect.y = max(0, min(self.rect.y, self.max_y))
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class Surface(pygame.Surface):
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"""
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A custom Pygame surface class for managing game logic and events.
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Attributes:
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running (bool): Flag indicating whether the surface is still running.
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quit (bool): Flag signaling that the program should end rather than moving to a new surface.
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next_surface (str): Name of the next surface to display after current one stops.
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all_sprites (pygame.sprite.Group): A group containing sprites for easy sprite management.
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"""
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def __init__(self, window_size: tuple):
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"""
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Initialize Surface class with given window size.
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Args:
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window_size (tuple): Size of the game window (width, height).
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"""
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# Create a Pygame surface with alpha channel for generating transparent colors.
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super().__init__(window_size, pygame.SRCALPHA)
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# Initialize flags and attributes for managing game state.
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self.running = True
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self.quit = False
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self.next_surface = ''
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pygame.mouse.set_visible(False)
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# Create a DVDLogo sprite instance and add it to the sprite group.
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dvd_logo = DVDLogo(window_size)
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self.all_sprites = pygame.sprite.Group(dvd_logo)
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def update(self):
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"""
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Update game state by handling events, updating sprites, and redrawing surfaces.
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This method is called every frame during game execution.
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"""
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# Fill the surface with a black background color
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self.fill(pygame.colordict.THECOLORS.get('black'))
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# Handle events such as mouse button clicks or key presses.
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for event in pygame.event.get():
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match event.type:
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case pygame.MOUSEBUTTONDOWN:
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# Stop the game when a user clicks anywhere on the screen.
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self.running = False
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self.quit = True
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# Update positions and speeds of all sprites (in this case, just one logo sprite).
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self.all_sprites.update()
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# Draw all sprites onto this surface.
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self.all_sprites.draw(self)
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Binary file not shown.
Before Width: | Height: | Size: 63 KiB |
@ -1,4 +1,4 @@
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import dvd_bounce
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import steam_saver
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import sys
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import os
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@ -11,4 +11,4 @@ if __name__ == '__main__':
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if arg == '--window':
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windowed_mode = True
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dvd_bounce.main.main(windowed_mode)
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steam_saver.main.main(windowed_mode)
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@ -1,14 +1,26 @@
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import pygame
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import dvd_bounce.surfaces as surfaces
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import subprocess
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import steam_saver.surfaces as surfaces
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# Global variables
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SCREEN_SIZE = (1920, 1080)
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FPS = 60
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FPS = 90
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VALID_SURFACES = [
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'dvd_screen'
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'steam_screen'
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]
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def get_screen_resolution():
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"""
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Gets the current resolution using xrandr
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Returns:
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tuple: The current resolution as a tuple.
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"""
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command_output = subprocess.check_output(['xrandr']).decode('utf-8')
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for line in command_output.split('\n'):
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if '*' in line:
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return tuple(map(int, line.split()[0].split('x')))
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def main(windowed_mode=False):
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"""
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Main scene manager to display the scenes of the application
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@ -16,13 +28,16 @@ def main(windowed_mode=False):
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"""
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pygame.init()
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clock = pygame.time.Clock()
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if windowed_mode:
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window = pygame.display.set_mode(SCREEN_SIZE)
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else:
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window = pygame.display.set_mode(SCREEN_SIZE, pygame.FULLSCREEN)
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# Starts the program with the surface 'dial' as the default
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surface = getattr(globals()['surfaces'], 'dvd_screen').Surface(SCREEN_SIZE)
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screen_size = get_screen_resolution()
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if windowed_mode:
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window = pygame.display.set_mode(screen_size)
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else:
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window = pygame.display.set_mode(screen_size, pygame.FULLSCREEN)
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# Starts the program with the surface 'steam_screen' as the default
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surface = getattr(globals()['surfaces'], 'steam_screen').Surface(screen_size)
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running = True
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while running:
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clock.tick(FPS)
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@ -37,7 +52,7 @@ def main(windowed_mode=False):
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next_surface = surface.next_surface
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if next_surface not in VALID_SURFACES:
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raise Exception('Given surface is not a valid surface!')
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surface = getattr(globals()['surfaces'], next_surface).Surface(SCREEN_SIZE)
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surface = getattr(globals()['surfaces'], next_surface).Surface(screen_size)
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pygame.display.flip()
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pygame.quit()
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1
steam_saver/surfaces/__init__.py
Normal file
1
steam_saver/surfaces/__init__.py
Normal file
@ -0,0 +1 @@
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from . import steam_screen
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BIN
steam_saver/surfaces/resources/steam_logo.png
Normal file
BIN
steam_saver/surfaces/resources/steam_logo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 38 KiB |
212
steam_saver/surfaces/steam_screen.py
Normal file
212
steam_saver/surfaces/steam_screen.py
Normal file
@ -0,0 +1,212 @@
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import pygame
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import os
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import random
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SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
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SCALE_RATIO = (0.325 / 800.0)
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SPEED_RATIO = (2.5 / 800.0)
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class SteamLogo(pygame.sprite.Sprite):
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"""
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A Pygame sprite representing a Steam logo that moves around the screen.
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Attributes:
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base_image (pygame.Surface): The original image of the Steam logo.
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x_speed (int): Current speed in the X axis.
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y_speed (int): Current speed in the Y axis.
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max_x (int): Maximum X position on the screen.
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max_y (int): Maximum Y position on the screen.
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is_mini (bool): Bool to determine whether the logo is a mini (background) logo or not.
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"""
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def __init__(self, window_size: tuple, is_mini: bool = False, *groups):
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"""
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Initialize SteamLogo sprite with given window size.
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Args:
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window_size (tuple): Size of the game window (width, height).
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is_mini (bool): Determines if the logo is going to be a background logo (mini) or the foreground one.
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"""
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super().__init__(*groups)
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self.is_mini = is_mini
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# Load and scale original logo image
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self.base_image = pygame.image.load(SCRIPT_DIR + '/resources/steam_logo.png')
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self.base_image.convert_alpha()
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logo_scaling = min(window_size) * SCALE_RATIO
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# If the logo is mini, make it 2 to 3 times smaller
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if is_mini:
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logo_scaling /= random.uniform(2, 3)
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self.base_image = pygame.transform.smoothscale(self.base_image,
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(self.base_image.get_width() * logo_scaling,
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self.base_image.get_height() * logo_scaling))
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# Copy the base image and store it in a separate instance variable; this is the image that will be drawn.
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self.image = self.base_image.copy()
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# Generate random color and apply it to the sprite.
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self.random_color()
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# Initialize rectangle (position, size) and speed attributes.
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self.rect = self.image.get_rect()
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self.max_speed = min(window_size) * SPEED_RATIO
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# Make it so that the logo travels in a random direction when created
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self.x_speed = (self.max_speed - 1) * random.choice([-1, 1])
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self.y_speed = (self.max_speed - 1) * random.choice([-1, 1])
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# Calculate maximum X and Y positions on the screen for boundary checking.
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self.max_x = window_size[0] - self.rect.width
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self.max_y = window_size[1] - self.rect.height
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# The position of the logo is determined by float values that are separate from the Pygame rect position.
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# By storing the position as a float and drawing it to the screen after, we are able to apply more precise
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# speed values (e.g. 2.124) and it will appear as though it is moving smoothly.
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# The starting location of the logo is randomized.
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self.float_x = random.random() * self.max_x
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self.float_y = random.random() * self.max_y
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self.rect.x = self.float_x
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self.rect.y = self.float_y
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def random_color(self):
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"""
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Generate a new, random color and apply it to the sprite.
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"""
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# Create a surface with alpha channel for generating transparent colors.
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color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA)
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# Generate random RGB values and fill the color surface accordingly.
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new_color = (random.randint(64, 255),
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random.randint(64, 255),
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random.randint(64, 255))
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# If this is a mini logo, make it 80% darker
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if self.is_mini:
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color_surface.fill(tuple(int(x / 5) for x in new_color))
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else: # If not, make it the generated color.
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color_surface.fill(new_color)
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|
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# Replace the drawn image with a copy of the base image and apply the randomly generated color.
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self.image = self.base_image.copy()
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self.image.blit(color_surface, (0, 0), special_flags=pygame.BLEND_RGBA_MULT)
|
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|
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def update(self):
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"""
|
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Update SteamLogo sprite's position and speed based on its current state.
|
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|
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This method is called each frame during game execution to move the logo around
|
||||
the screen and to handle collision/color changes.
|
||||
"""
|
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# Move the logo in the X and Y axis according to its current speed in those directions.
|
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self.float_x += self.x_speed
|
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self.float_y += self.y_speed
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|
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# Check for collisions with edges of the screen, change direction if necessary,
|
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# and generate a new random color when hitting an edge.
|
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if self.float_x < 0 or self.float_x > self.max_x:
|
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# Mini logos have some randomness built into their bounce function to make the background look more organic.
|
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if self.is_mini:
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# Reflect off the left or right wall, clamping the speed (in case it was raised too high)
|
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# The speed gets clamped if it goes above the max speed or below the starting speed (max - 1)
|
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if self.x_speed > 0:
|
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self.x_speed = max(-1 * self.max_speed, min((self.x_speed * -1), (-1 * self.max_speed) + 1))
|
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else:
|
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self.x_speed = max(self.max_speed - 1, min((self.x_speed * -1), self.max_speed))
|
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# Add or subtract anywhere from 0 to 10% of the max speed to the vertical speed component
|
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self.y_speed += random.uniform(self.max_speed * 0.1, self.max_speed * -0.1)
|
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|
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# If the logo isn't mini, do a simple reflection with no fancy stuff.
|
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else:
|
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self.x_speed *= -1
|
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self.random_color()
|
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|
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# Do the same stuff for the top and bottom walls
|
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if self.float_y < 0 or self.float_y > self.max_y:
|
||||
if self.is_mini:
|
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if self.y_speed > 0:
|
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self.y_speed = max(-1 * self.max_speed, min((self.y_speed * -1), (-1 * self.max_speed) + 1))
|
||||
else:
|
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self.y_speed = max(self.max_speed - 1, min((self.y_speed * -1), self.max_speed))
|
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self.x_speed += random.uniform(self.max_speed * 0.1, self.max_speed * -0.1)
|
||||
else:
|
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self.y_speed *= -1
|
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self.random_color()
|
||||
|
||||
# Ensure the logo stays within screen boundaries by clamping its position.
|
||||
self.float_x = max(0, min(self.float_x, self.max_x))
|
||||
self.float_y = max(0, min(self.float_y, self.max_y))
|
||||
|
||||
# Set the Pygame rectangle's position to the stored floating point position
|
||||
self.rect.x = self.float_x
|
||||
self.rect.y = self.float_y
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||||
|
||||
|
||||
class Surface(pygame.Surface):
|
||||
"""
|
||||
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)
|
||||
|
||||
self.all_sprites = pygame.sprite.Group()
|
||||
# Create all the mini Steam logos
|
||||
for i in range(25):
|
||||
self.all_sprites.add(SteamLogo(window_size, is_mini=True))
|
||||
|
||||
# Create the big Steam logo
|
||||
self.all_sprites.add(SteamLogo(window_size))
|
||||
|
||||
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
|
||||
case pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
# Also stop the game if the Escape key is pressed.
|
||||
self.running = False
|
||||
self.quit = True
|
||||
|
||||
# Update positions and speeds of all sprites
|
||||
self.all_sprites.update()
|
||||
|
||||
# Draw all sprites onto this surface.
|
||||
self.all_sprites.draw(self)
|
Loading…
Reference in New Issue
Block a user