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utils.py
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utils.py
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#utils.py
import random
import math
from pygame.locals import *
import pygame
from vec2d import *
from os import listdir
from os.path import isfile, join
import os
import re
BLACK = (0,0,0)
MIN_BLACK = (10,10,10)
SHIPDAMAGE = (0,0,50,200)
SHIPDAMAGE2 = (0,0,70,200)
HUD3 = (0,150,50)
HUD2 = (0,50,250)
HUD1 = (0,0,150)
RED = (250,0,0)
GREEN = (0,250,0)
BLUE = (0,0,250)
SHIP_PANEL_BLUE = (100,200,0)
CONSOLE_BLUE = (100,100,250,250)
BGSELECTED = (100,50,100)
DRAGGABLE = (50,150,50)
BGACTIVE = (110,100,50)
DS_SELECTED = (250,50,50)
SELECTED_COLOR = (250,200,200)
ST = (200,200,250)
BUTTON_ACTIVE = (200,250,200)
SBUTTON_ACTIVE = (250,150,0)
BS1 = (100,200,100)
BS3 = (200,100,100)
SBUTTON_INACTIVE = (200,100,0)
FLOATER = (200,200,0)
HUD6 = (200,0,250)
MINI2 = (0,250,250)
PART1 = (150,150,150)
PARTICLE1 = (150,150,150,50)
WHITE = (250,250,250)
PARTICLE3 = (250,250,0,250)
PARTICLE5 = (75,100,250,250)
PARTICLE6 = (250,100,100,0)
SUPER_WHITE = (255,255,255)
def col12row9(game, xcol,yrow, withcol, heightrow):
rows = 12
cols = 12
x = int(game.width / cols) * xcol
y = int(game.height / rows) * yrow
width = int(game.width / cols) * withcol
height = int(game.width / rows) * heightrow
return Rect(x,y,width,height)
hardwareFlag = pygame.HWSURFACE
# setup fonts
try:
pygame.font.init()
font_name = "hardfont.ttf"
font_dir = "res/fonts/"
font_path = font_dir+font_name
SMALL_FONT = pygame.font.Font((font_path), 14)
FONT = pygame.font.Font((font_path), 18)
BIG_FONT = pygame.font.Font((font_path), 24)
fontModule = True
except:
FONT = None
BIG_FONT = None
SMALL_FONT = None
fontModule = False
print("Font module not found. Text will not be printed.")
# if pygame.image.get_extended():
# ext = ".gif"
# else:
# ext = ".bmp"
sqrt = math.sqrt
# random generators:
r = random.Random()
rand = r.random
randint = r.randint
randnorm = r.normalvariate
#TODO: write fast sloppy trig functions.
def sin(theta):
return math.sin(math.radians(theta))
def cos(theta):
return math.cos(math.radians(theta))
def atan2(rise, run):
return math.degrees(math.atan2(rise, run))
def angleNorm(angle):
"""returns an equivilant angle between -180 and 180."""
return (angle + 180) % 360 - 180
def angleNormPlus(angle):
"""returns an equivilant angle between -180 and 180."""
return ((angle + 180) % 360 - 180) + 180
def rotate(x, y, angle):
"""rotation transformation for a point."""
cost = cos(angle) #cost is short for cos(theta)
sint = sin(angle)
newx = x * cost - y * sint
newy = x * sint + y * cost
return (newx, newy)
def dist(x1, y1, x2, y2):
return math.sqrt( (x1 - x2) ** 2 + (y1 - y2) ** 2)
def dist2(floater1, floater2):
"""returns the squared distance between two floaters (center to center)."""
return floater1.pos.get_dist_sqrd(floater2.pos)
def sign(num):
"""returns the sign of the number, -1, 0, or 1."""
if num < 0 : return -1
if num > 0 : return 1
return 0
def limit(min, num, max):
"""Returns num if min < num <max.
Returns min if num < min or max if num > max."""
if num > max: return max
if num < min: return min
return num
def not0(num):
"""if num is 0, returns .001. To prevent div by 0 errors."""
if num:
return num
return .000001
def randColor(min, max):
return (randint(min[0], max[0]), randint(min[1], max[1]),
randint(min[2], max[2]))
def randImageInDir(directory):
f = []
for (dirpath, dirnames, filenames) in os.walk(directory):
f.extend(filenames)
break
return directory + "/" + random.choice(f)
def loadImage(filename):
try:
image = pygame.image.load(filename).convert_alpha()
except pygame.error:
image = pygame.image.load("res/parts/default.png").convert_alpha()
return image
def colorShift(surface, color, first = 0, second = 2):
"""Converts every pixel with equal red and blue values to a shade of
color. Attempts to maintain value and saturation of surface.
Returns a new Surface."""
s = pygame.Surface(surface.get_size(), pygame.SRCALPHA, 32).convert_alpha()
s.blit(surface, (0,0))
pa = pygame.PixelArray(s)
for i in range(len(pa)):
for j in range(len(pa[i])):
newColor = oldColor = s.get_at((i, j))
if oldColor[first] == oldColor[second]: #a shade of magic pink
newColor = [0, 0, 0, 0]
for k in [0,1,2]:
newColor[k] = int(oldColor[0] * color[k] / 255 + oldColor[1] * (255 - color[k]) / 255)
newColor[3] = oldColor[3]
s.set_at((i, j),newColor)
del pa
del surface
del oldColor
del newColor
return s
def totalColorVal(surface):
pa = pygame.PixelArray(surface)
colscore = 0
for i in range(len(pa)):
for j in range(len(pa[i])):
col = surface.get_at((i, j))
colscore += col[0] + col[1] + col[2]
return colscore
def collisionTest(a, b):
"""test spatial collision of Floaters a and b"""
return a != b and a.pos.get_distance(b.pos) < (a.radius + b.radius)
def linePointDist(linePoint1, linePoint2, point, infinite = False):
line = linePoint2[0] - linePoint1[0], linePoint2[1] - linePoint1[1]
lineDist = sqrt(line[0] ** 2 + line[1] ** 2)
toPoint = point[0] - linePoint1[0], point[1] - linePoint1[1]
projectionDist = (line[0] * toPoint[0] + line[1] * toPoint[1]) / lineDist
if projectionDist < 0 and not infinite:
closest = linePoint1
elif projectionDist > lineDist and not infinite:
closest = linePoint2
else:
ratio = projectionDist / lineDist
closest = (line[0] * ratio + linePoint1[0],
line[1] * ratio + linePoint1[1])
return dist(closest[0], closest[1], point[0], point[1])
def energyColor(damage):
"""generates a color based on how much energy it needs to express"""
if damage >= 0 and damage <= 2:
return (255, int(125*damage), int(125*damage), 125)
if damage <= 10 and damage >= 2:
return (255-(20*damage+50), 255-(20*damage+50), 255, 125)
else:
return (0,255,0, 125)
def targetRect(surface, color, mincolor, pos, radius, spacing):
"""A radar targeting rectangle drawing function"""
pygame.draw.rect(surface, color, (pos[0]-radius-spacing,pos[1]-radius-spacing,radius*2+(spacing*2),radius*2+(spacing*2)), 1)
pygame.draw.rect(surface, mincolor, (pos[0]-radius-spacing,pos[1]-int(radius/2)-int(spacing/2),(radius*2)+(spacing*2),radius+spacing), 1)
pygame.draw.rect(surface, mincolor, (pos[0]-int(radius/2)-int(spacing/2),pos[1]-radius-spacing,radius+spacing,(radius*2)+(spacing*2)), 1)
def diamond(surface, color, pos, size):
"""A function that will draw a diamond for gui radar ussage"""
pygame.draw.polygon(surface, color,[(0+pos[0],0+pos[1]-(size*2)-2),(4*size+pos[0],4*size+pos[1]-(size*2)-2),(0+pos[0],8*size+pos[1]-(size*2)-2), (-4+pos[0],4*size+pos[1]-(size*2)-2)],1)
def ddiamond(surface, color, pos, size):
""" A double diamon drawing function"""
pygame.draw.polygon(surface, color,[(0+pos[0],0+pos[1]-(size*2)-2),(4*size+pos[0],4*size+pos[1]-(size*2)-2),(0+pos[0],8*size+pos[1]-(size*2)-2), (-4+pos[0],4*size+pos[1]-(size*2)-2)],1)
pygame.draw.polygon(surface, color,[(0+pos[0],0+pos[1]-(size*2)),(2*size+pos[0],2*size+pos[1]-(size*2)),(0+pos[0],4*size+pos[1]-(size*2)), (-2+pos[0],2*size+pos[1]-(size*2))])
def diamondRect(surface, color, rect, corners=[]):
"""A rectangle with shaved off corners drawing function"""
relrect = (0,0,rect[2],rect[3])
image = pygame.Surface((rect[2],rect[3])).convert()
image.fill((0, 0, 0))
pygame.draw.rect(image, color, relrect, 1)
if len(corners) == 4:
for idx, corner in enumerate(corners):
if corner > 0:
if idx == 0:
points = [(relrect[0],relrect[1]),(relrect[0]+corner,relrect[1]),(relrect[0],relrect[1]+corner)]
pygame.draw.polygon(image, BLACK, points)
pygame.draw.lines(image, color, False, points[1:])
elif idx == 1:
points = [(relrect[2]+relrect[0]-1,relrect[1]),(relrect[2]+relrect[0]-corner-1,relrect[1]),(relrect[2]+relrect[0]-1,relrect[1]+corner)]
pygame.draw.polygon(image, BLACK, points)
pygame.draw.lines(image, color, False, points[1:])
elif idx == 2:
points = [(relrect[2]+relrect[0]-1,relrect[3]+relrect[1]-1),(relrect[2]+relrect[0]-corner-1,relrect[3]+relrect[1]-1),(relrect[2]+relrect[0]-1,relrect[3]+relrect[1]-corner-1)]
pygame.draw.polygon(image, BLACK, points)
pygame.draw.lines(image, color, False, points[1:])
else:
points = [(relrect[0],relrect[1]+relrect[3]-1),(relrect[0],relrect[1]+relrect[3]-corner-1),(relrect[0]+corner,relrect[1]+relrect[3]-1)]
pygame.draw.polygon(image, BLACK, points)
pygame.draw.lines(image, color, False, points[1:])
image.set_colorkey(BLACK)
surface.blit(image, (rect[0], rect[1]))
def makeKMdistance(floaterx, floatery):
"""Convert game pix distance edge to edge into KM's, ships several KM's big, meh"""
return str(max(round((floaterx.pos.get_distance(floatery.pos)-floaterx.radius-floatery.radius)/10,1),0))
def makeKMs(floater):
"""The soon to be famous pix to km calculator"""
return str(round(floater.delta.get_length()/10,1))
def saveScreenShot(mypath, screen):
"""It will save a screenshot in a path of choice, also incremental numbers"""
number = 0
onlyfiles = [ f for f in listdir(mypath) if isfile(join(mypath,f)) ]
for filename in onlyfiles:
temp = re.findall(r'\d+', filename)
if len(temp) > 0 and int(temp[-1]) > number:
number = int(temp[-1])
number+=1
pygame.image.save(screen, "Screen-shots/screenshot" + str(number) + ".jpeg")