Пример #1
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)
Пример #2
0
    def update(self):
        if not MenuManager.showingCredits and not MenuManager.selectingLevels:
            if (pygame.key.get_pressed()[pygame.K_RIGHT]
                    or pygame.key.get_pressed()[pygame.K_DOWN]
                ) and not self.previous_right and not self.previous_down:
                self.switch_fx.play()

                if self.currentTarget == 2:
                    Camera.rotation = -2 * math.pi / 6 + math.pi / 6
                self.currentTarget += 1

            if (pygame.key.get_pressed()[pygame.K_LEFT]
                    or pygame.key.get_pressed()[pygame.K_UP]
                ) and not self.previous_left and not self.previous_up:
                self.switch_fx.play()

                if self.currentTarget == 0:
                    Camera.rotation = 8 * math.pi / 6
                self.currentTarget -= 1

        if pygame.key.get_pressed()[pygame.K_RETURN] and not self.last_enter:
            if self.currentTarget == 0 and not MenuManager.selectingLevels:  # Play
                MenuManager.selectingLevels = True
                LevelPointer.current_level = 0
                self.sweep_fx.play()
            elif self.currentTarget == 1 and not MenuManager.showingCredits:  # Credits
                MenuManager.showingCredits = True
                self.sweep_fx.play()
            elif self.currentTarget == 2:  # Exit
                self.sweep_fx.play()
                pygame.quit()
                sys.exit(0)
            elif self.currentTarget == 0 and MenuManager.selectingLevels:  # Confirm level selection
                MenuManager.level_to_load = LevelPointer.current_level
                self.sweep_fx.play()

        if pygame.key.get_pressed()[pygame.K_BACKSPACE]:
            if MenuManager.selectingLevels or MenuManager.showingCredits:
                self.sweep_fx.play()

            MenuManager.selectingLevels = False
            MenuManager.showingCredits = False

        self.currentTarget = self.currentTarget % 3
        self.level_to_play = self.level_to_play % 3

        self.previous_left = pygame.key.get_pressed()[pygame.K_LEFT]
        self.previous_right = pygame.key.get_pressed()[pygame.K_RIGHT]
        self.previous_up = pygame.key.get_pressed()[pygame.K_UP]
        self.previous_down = pygame.key.get_pressed()[pygame.K_DOWN]
        self.last_enter = pygame.key.get_pressed()[pygame.K_RETURN]

        Camera.rotation = GameMath.lerp(
            Camera.rotation, self.currentTarget * math.pi / 3 + math.pi / 6,
            0.15)
        Colors.currentPalette = GameMath.palette_lerp(
            Colors.currentPalette, Colors.menuPalettes[self.currentTarget],
            0.15)