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forked from ndyer/pygame-dvd

created mini logos, applied scaled speeds and sizes rather than fixed, added random movement

This commit is contained in:
Nicholas Dyer 2025-01-06 22:32:14 -05:00
parent 691005a67e
commit ae84831c1c
Signed by: ndyer
GPG Key ID: B4FEDEE7298D2503

View File

@ -3,8 +3,8 @@ import os
import random import random
SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__)) SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
LOGO_SCALING = .5 SCALE_RATIO = (0.325 / 800.0)
SPEED_RATIO = (2.5 / 800.0)
class SteamLogo(pygame.sprite.Sprite): class SteamLogo(pygame.sprite.Sprite):
""" """
@ -18,21 +18,29 @@ class SteamLogo(pygame.sprite.Sprite):
max_y (int): Maximum Y position on the screen. max_y (int): Maximum Y position on the screen.
""" """
def __init__(self, window_size: tuple): def __init__(self, window_size: tuple, is_mini: bool = False):
""" """
Initialize SteamLogo sprite with given window size. Initialize SteamLogo sprite with given window size.
Args: Args:
window_size (tuple): Size of the game window (width, height). window_size (tuple): Size of the game window (width, height).
is_mini (tuple): Determines if the logo is going to be a background logo (mini) or the foreground one.
""" """
super().__init__() super().__init__()
self.is_mini = is_mini
# Load and scale original logo image # Load and scale original logo image
self.base_image = pygame.image.load(SCRIPT_DIR + '/resources/steam_logo.png') self.base_image = pygame.image.load(SCRIPT_DIR + '/resources/steam_logo.png')
self.base_image.convert_alpha() self.base_image.convert_alpha()
logo_scaling = min(window_size) * SCALE_RATIO
# If the logo is mini, make it 2 to 4 times smaller
if is_mini:
logo_scaling /= random.uniform(2, 4)
self.base_image = pygame.transform.smoothscale(self.base_image, self.base_image = pygame.transform.smoothscale(self.base_image,
(self.base_image.get_width() * LOGO_SCALING, (self.base_image.get_width() * logo_scaling,
self.base_image.get_height() * 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. # 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() self.image = self.base_image.copy()
@ -42,13 +50,25 @@ class SteamLogo(pygame.sprite.Sprite):
# Initialize rectangle (position, size) and speed attributes. # Initialize rectangle (position, size) and speed attributes.
self.rect = self.image.get_rect() self.rect = self.image.get_rect()
self.x_speed = 4 self.max_speed = min(window_size) * SPEED_RATIO
self.y_speed = 4 # Make it so that the logo travels in a random direction when created
self.x_speed = (self.max_speed - 1) * random.choice([-1, 1])
self.y_speed = (self.max_speed - 1) * random.choice([-1, 1])
# Calculate maximum X and Y positions on the screen for boundary checking. # Calculate maximum X and Y positions on the screen for boundary checking.
self.max_x = window_size[0] - self.rect.width self.max_x = window_size[0] - self.rect.width
self.max_y = window_size[1] - self.rect.height self.max_y = window_size[1] - self.rect.height
# The position of the logo is determined by float values that are separate from the Pygame rect position.
# By storing the position as a float and drawing it to the screen after, we are able to apply more precise
# speed values (e.g. 2.124) and it will appear as though it is moving smoothly.
# The starting location of the logo is randomized.
self.float_x = random.random() * self.max_y
self.float_y = random.random() * self.max_y
self.rect.x = self.float_x
self.rect.y = self.float_y
def random_color(self): def random_color(self):
""" """
Generate a new, random color and apply it to the sprite. Generate a new, random color and apply it to the sprite.
@ -58,10 +78,15 @@ class SteamLogo(pygame.sprite.Sprite):
color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA) color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA)
# Generate random RGB values and fill the color surface accordingly. # Generate random RGB values and fill the color surface accordingly.
new_color = (random.randint(32, 255), new_color = (random.randint(64, 255),
random.randint(32, 255), random.randint(64, 255),
random.randint(32, 255)) random.randint(64, 255))
color_surface.fill(new_color)
# If this is a mini logo, make it 90% darker
if self.is_mini:
color_surface.fill(tuple(int(x / 10) for x in new_color))
else: # If not, make it the generated color.
color_surface.fill(new_color)
# Replace the drawn image with a copy of the base image and apply the randomly generated 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 = self.base_image.copy()
@ -76,21 +101,40 @@ class SteamLogo(pygame.sprite.Sprite):
""" """
# Move the logo in the X and Y axis according to its current speed in those directions. # Move the logo in the X and Y axis according to its current speed in those directions.
self.rect.x += self.x_speed self.float_x += self.x_speed
self.rect.y += self.y_speed self.float_y += self.y_speed
# Check for collisions with edges of the screen, change direction if necessary, # Check for collisions with edges of the screen, change direction if necessary,
# and generate a new random color when hitting an edge. # and generate a new random color when hitting an edge.
if self.rect.x < 0 or self.rect.x > self.max_x: if self.float_x < 0 or self.float_x > self.max_x:
self.x_speed *= -1 # Mini logos have some randomness built into their bounce function to make the background look more organic.
if self.is_mini:
# Reflect off the left or right wall, clamping the speed (in case it was raised too high)
self.x_speed = max(-1 * self.max_speed, min((self.x_speed * -1), self.max_speed))
# Add or subtract anywhere from 0 to 10% of the max speed to the vertical speed component
self.y_speed += random.uniform(self.max_speed * 0.1, self.max_speed * -0.1)
# If the logo isn't mini, do a simple reflection with no fancy stuff.
else:
self.x_speed *= -1
self.random_color() self.random_color()
if self.rect.y < 0 or self.rect.y > self.max_y:
self.y_speed *= -1 # Do the same stuff for the top and bottom walls
if self.float_y < 0 or self.float_y > self.max_y:
if self.is_mini:
self.y_speed = max(-1 * self.max_speed, min((self.y_speed * -1), self.max_speed))
self.x_speed += random.uniform(self.max_speed * 0.1, self.max_speed * -0.1)
else:
self.y_speed *= -1
self.random_color() self.random_color()
# Ensure the logo stays within screen boundaries by clamping its position. # Ensure the logo stays within screen boundaries by clamping its position.
self.rect.x = max(0, min(self.rect.x, self.max_x)) self.float_x = max(0, min(self.float_x, self.max_x))
self.rect.y = max(0, min(self.rect.y, self.max_y)) 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
class Surface(pygame.Surface): class Surface(pygame.Surface):
@ -122,9 +166,13 @@ class Surface(pygame.Surface):
pygame.mouse.set_visible(False) pygame.mouse.set_visible(False)
# Create a SteamLogo sprite instance and add it to the sprite group. self.all_sprites = pygame.sprite.Group()
steam_logo = SteamLogo(window_size) # Create all the mini Steam logos
self.all_sprites = pygame.sprite.Group(steam_logo) for i in range(20):
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): def update(self):
""" """