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animator.py
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animator.py
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"""
import sys
import pygame as pg
import pygame.gfxdraw
"""
class animation:
def __init__(self, pos, identifier):
self.pos = pos
self.new_pos = pos
self.id = identifier
self.vel = []
def get(self):
pos = [round(self.pos[0]), round(self.pos[1])]
return self.pos
def update(self, func, clock):
axes = len(self.pos)
vel = []
bounce = 0
FPS = clock.get_fps()
scale = (FPS / 60.0) * 2.0
if scale <= 0.2:
scale = 3
for axis in range(axes):
vel.append(0)
if self.pos[axis] != self.new_pos[axis]:
if func == "ease":
if self.pos[axis] < self.new_pos[axis] - (((self.new_pos[axis] - self.pos[axis]) / (2 * scale))):
vel[axis] = (self.new_pos[axis] - self.pos[axis]) / (2.0 * scale)
elif self.pos[axis] > self.new_pos[axis] + (((self.pos[axis] - self.new_pos[axis]) / (2 * scale))):
vel[axis] = -1 * (self.pos[axis] - self.new_pos[axis]) / (2 * scale)
elif func == "old":
if self.pos[axis] < self.new_pos[axis]:
vel[axis] = 1 * scale
elif self.pos[axis] > self.new_pos[axis]:
vel[axis] = -1 * scale
elif func == "pop":
self.pos[axis] = self.new_pos[axis]
self.vel = vel
self.pos[axis] += vel[axis]
if self.pos[axis] < 0:
self.pos[axis] = 0
diff = self.new_pos[axis] - self.pos[axis]
if diff < 0:
diff *= -1
if diff < 1 and self.id != "start": #ugly fix for popping animation
self.pos[axis] = self.new_pos[axis]
# self.vel[axis] = 0
elif diff < 0.1 and self.id == "start":
self.pos[axis] = self.new_pos[axis]
# bounce
"""
if self.get()[axis] == self.new_pos[axis]:
self.new_pos[axis] = self.pos[axis]
self.pos[axis] += 10"""
def animate(self, new_pos):
self.new_pos = new_pos
def pop(self, new_pos):
self.new_pos = new_pos
self.pos = new_pos
class animator:
def __init__(self, fpsClock):
self.animations = set()
self.func = "ease"
self.clock = fpsClock
def register(self, identifier, init_pos):
animation_object = animation(init_pos, identifier)
self.animations.add(animation_object)
def update(self):
for anim in self.animations:
anim.update(self.func, self.clock)
def animate(self, identifier, new_pos):
for anim in self.animations:
if anim.id == identifier:
return anim.animate(new_pos)
def get(self, identifier):
for anim in self.animations:
if anim.id == identifier:
return anim.get()
def pop(self, identifier, new_pos):
for anim in self.animations:
if anim.id == identifier:
return anim.pop(new_pos)
def set_func(self, anim_type):
self.func = anim_type
"""
FPS = 60
fpsClock = pg.time.Clock()
canvas = pg.display.set_mode([500, 500])
ma = animator(fpsClock)
ma.register("test", [100, 100])
pg.font.init()
eras = pg.font.Font("assets/fonts/osl.ttf", 20)
new_pos = [0, 0]
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.MOUSEBUTTONDOWN:
new_pos = event.pos
ma.animate("test", list(event.pos))
canvas.fill([255, 255, 255])
poser = ma.get("test")
pg.draw.circle(canvas, [int((poser[0]/ 500) * 255), int((poser[0]/ 500) * 255), int((poser[1]/ 500) * 255)], poser, 20)
#pg.gfxdraw.circle(canvas, int(poser[0]), int(poser[1]), 20, [255, 0, 0])
pos = eras.render(str(new_pos) + " " + str(poser), True, [0, 0, 0])
#canvas.blit(pos, poser)
ma.update()
fpsClock.tick(FPS)
pg.display.update()
"""