Ejemplo n.º 1
0
    def get_window_pos(self):
        normalized_pos = (GameMath.inverse_lerp(0, Settings.SCREEN_WIDTH,
                                                self.x),
                          GameMath.inverse_lerp(0, Settings.SCREEN_HEIGHT,
                                                self.y))

        return (GameMath.no_clamp_lerp(0, Settings.WINDOW_WIDTH,
                                       normalized_pos[0]),
                GameMath.no_clamp_lerp(0, Settings.WINDOW_HEIGHT,
                                       normalized_pos[1]))
Ejemplo n.º 2
0
    def get_window_vertices(self):
        window_verts = []

        for v in self.get_camera_vertices():
            normalized_vert = (GameMath.inverse_lerp(0, Settings.SCREEN_WIDTH,
                                                     v[0]),
                               GameMath.inverse_lerp(0, Settings.SCREEN_HEIGHT,
                                                     v[1]))
            window_verts.append(
                (GameMath.no_clamp_lerp(0, Settings.WINDOW_WIDTH,
                                        normalized_vert[0]),
                 GameMath.no_clamp_lerp(0, Settings.WINDOW_HEIGHT,
                                        normalized_vert[1])))

        return window_verts
Ejemplo n.º 3
0
    def update_colors(self):
        current_lerp_time = GameMath.inverse_lerp(self.last_changed_beat, self.last_changed_beat + MusicManager.crotchet * self.beats_to_change, MusicManager.get_song_position())

        p1 = Levels.levels[GameManager.currentLevelIndex].current_palettes[0]
        p2 = Levels.levels[GameManager.currentLevelIndex].current_palettes[1]

        if self.fading_in:
            Colors.currentPalette = GameMath.palette_lerp(p2, p1, current_lerp_time)
        else:
            Colors.currentPalette = GameMath.palette_lerp(p1, p2, current_lerp_time)