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3 changed files with 108 additions and 31 deletions

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@@ -1,3 +1,3 @@
# pygame-dvd
# Steam Logo Screensaver
It's the DVD logo bouncing around in pygame.
It's the Steam logo bouncing around in Pygame.

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@@ -1,14 +1,26 @@
import pygame
import subprocess
import steam_saver.surfaces as surfaces
# Global variables
SCREEN_SIZE = (1920, 1080)
FPS = 60
FPS = 90
VALID_SURFACES = [
'steam_screen'
]
def get_screen_resolution():
"""
Gets the current resolution using xrandr
Returns:
tuple: The current resolution as a tuple.
"""
command_output = subprocess.check_output(['xrandr']).decode('utf-8')
for line in command_output.split('\n'):
if '*' in line:
return tuple(map(int, line.split()[0].split('x')))
def main(windowed_mode=False):
"""
Main scene manager to display the scenes of the application
@@ -16,13 +28,16 @@ def main(windowed_mode=False):
"""
pygame.init()
clock = pygame.time.Clock()
screen_size = get_screen_resolution()
if windowed_mode:
window = pygame.display.set_mode(SCREEN_SIZE)
window = pygame.display.set_mode(screen_size)
else:
window = pygame.display.set_mode(SCREEN_SIZE, pygame.FULLSCREEN)
window = pygame.display.set_mode(screen_size, pygame.FULLSCREEN)
# Starts the program with the surface 'steam_screen' as the default
surface = getattr(globals()['surfaces'], 'steam_screen').Surface(SCREEN_SIZE)
surface = getattr(globals()['surfaces'], 'steam_screen').Surface(screen_size)
running = True
while running:
clock.tick(FPS)
@@ -37,7 +52,7 @@ def main(windowed_mode=False):
next_surface = surface.next_surface
if next_surface not in VALID_SURFACES:
raise Exception('Given surface is not a valid surface!')
surface = getattr(globals()['surfaces'], next_surface).Surface(SCREEN_SIZE)
surface = getattr(globals()['surfaces'], next_surface).Surface(screen_size)
pygame.display.flip()
pygame.quit()

View File

@@ -3,7 +3,8 @@ import os
import random
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):
@@ -16,23 +17,32 @@ class SteamLogo(pygame.sprite.Sprite):
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.
is_mini (bool): Bool to determine whether the logo is a mini (background) logo or not.
"""
def __init__(self, window_size: tuple):
def __init__(self, window_size: tuple, is_mini: bool = False, *groups):
"""
Initialize SteamLogo sprite with given window size.
Args:
window_size (tuple): Size of the game window (width, height).
is_mini (bool): Determines if the logo is going to be a background logo (mini) or the foreground one.
"""
super().__init__()
super().__init__(*groups)
self.is_mini = is_mini
# Load and scale original logo image
self.base_image = pygame.image.load(SCRIPT_DIR + '/resources/steam_logo.png')
self.base_image.convert_alpha()
logo_scaling = min(window_size) * SCALE_RATIO
# If the logo is mini, make it 2 to 3 times smaller
if is_mini:
logo_scaling /= random.uniform(2, 3)
self.base_image = pygame.transform.smoothscale(self.base_image,
(self.base_image.get_width() * LOGO_SCALING,
self.base_image.get_height() * LOGO_SCALING))
(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()
@@ -42,13 +52,25 @@ class SteamLogo(pygame.sprite.Sprite):
# Initialize rectangle (position, size) and speed attributes.
self.rect = self.image.get_rect()
self.x_speed = 4
self.y_speed = 4
self.max_speed = min(window_size) * SPEED_RATIO
# 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.
self.max_x = window_size[0] - self.rect.width
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_x
self.float_y = random.random() * self.max_y
self.rect.x = self.float_x
self.rect.y = self.float_y
def random_color(self):
"""
Generate a new, random color and apply it to the sprite.
@@ -58,10 +80,15 @@ class SteamLogo(pygame.sprite.Sprite):
color_surface = pygame.Surface(self.image.get_size(), pygame.SRCALPHA)
# Generate random RGB values and fill the color surface accordingly.
new_color = (random.randint(32, 255),
random.randint(32, 255),
random.randint(32, 255))
color_surface.fill(new_color)
new_color = (random.randint(64, 255),
random.randint(64, 255),
random.randint(64, 255))
# If this is a mini logo, make it 80% darker
if self.is_mini:
color_surface.fill(tuple(int(x / 5) 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.
self.image = self.base_image.copy()
@@ -76,21 +103,47 @@ class SteamLogo(pygame.sprite.Sprite):
"""
# 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
self.float_x += self.x_speed
self.float_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
if self.float_x < 0 or self.float_x > self.max_x:
# 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)
# The speed gets clamped if it goes above the max speed or below the starting speed (max - 1)
if self.x_speed > 0:
self.x_speed = max(-1 * self.max_speed, min((self.x_speed * -1), (-1 * self.max_speed) + 1))
else:
self.x_speed = max(self.max_speed - 1, 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()
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:
if self.y_speed > 0:
self.y_speed = max(-1 * self.max_speed, min((self.y_speed * -1), (-1 * self.max_speed) + 1))
else:
self.y_speed = max(self.max_speed - 1, 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()
# 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))
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
class Surface(pygame.Surface):
@@ -122,9 +175,13 @@ class Surface(pygame.Surface):
pygame.mouse.set_visible(False)
# Create a SteamLogo sprite instance and add it to the sprite group.
steam_logo = SteamLogo(window_size)
self.all_sprites = pygame.sprite.Group(steam_logo)
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):
"""
@@ -142,8 +199,13 @@ class Surface(pygame.Surface):
# 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 (in this case, just one logo sprite).
# Update positions and speeds of all sprites
self.all_sprites.update()
# Draw all sprites onto this surface.