Refactor to capitalize program globals. Add some more comments.
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@ -19,7 +19,8 @@ class Button:
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flashing: bool = False
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unflash_on: float = 0.0
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buttons = {
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# Define buttons and their associated keyboard keys
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BUTTONS = {
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str(pygame.K_1): Button(2, 0, pygame.K_1, "1", "8bit-fail.ogg"),
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str(pygame.K_2): Button(2, 1, pygame.K_2, "2", "brass-fail-8.ogg"),
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str(pygame.K_3): Button(2, 2, pygame.K_3, "3", "brass-fail-11.ogg"),
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@ -31,7 +32,8 @@ buttons = {
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str(pygame.K_9): Button(0, 2, pygame.K_9, "9", "wrong.ogg")
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}
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keypad_map = {
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# Map number-pad numbers to normal keyboard numbers for simplicity
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KEYPAD_MAP = {
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str(pygame.K_KP_1): pygame.K_1,
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str(pygame.K_KP_2): pygame.K_2,
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str(pygame.K_KP_3): pygame.K_3,
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@ -43,7 +45,8 @@ keypad_map = {
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str(pygame.K_KP_9): pygame.K_9
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}
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valid_keys_numbers = [
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# The valid keyboard keys that represent numbers for buttons
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VALID_KEYS_NUMBERS = [
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pygame.K_1,
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pygame.K_2,
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pygame.K_3,
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@ -55,45 +58,46 @@ valid_keys_numbers = [
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pygame.K_9
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]
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#pygame.mixer.pre_init(44100, 16, 2, 64000)
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# Some program globals
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WIDTH = 1000
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HEIGHT = 975
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BACKGROUND_COLOR = (150, 150, 150)
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LABEL_COLOR = (255, 255, 255)
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LABEL_COLOR_FLASH = (0, 0, 0)
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pygame.init()
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#pygame.mixer.init()
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width = 1000
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height = 975
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background_color = (150, 150, 150)
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label_color = (255, 255, 255)
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label_color_flash = (0, 0, 0)
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screen = pygame.display.set_mode((width, height))
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption('Epic Fail Sound Board')
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icon = pygame.image.load(os.path.join("img", "fail-icon.png"))
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icon.convert_alpha()
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pygame.display.set_icon(icon)
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screen.fill(background_color)
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screen.fill(BACKGROUND_COLOR)
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pygame.display.flip()
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logo = pygame.image.load(os.path.join("img", "fail.png"))
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logo.convert_alpha()
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screen.blit(logo, ((width // 2) - (logo.get_width() // 2), 20))
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screen.blit(logo, ((WIDTH // 2) - (logo.get_width() // 2), 20))
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button_origin_x = 100
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button_origin_y = logo.get_height() + 20 + 25
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button_img = pygame.image.load(os.path.join("img", "button-red.png"))
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button_img.convert_alpha()
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cheesy_font = pygame.font.Font(os.path.join("font", "New Cheese.ttf"), 60)
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for b in buttons.values():
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for b in BUTTONS.values():
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x = button_origin_x + ((button_img.get_width() + 100) * b.column)
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y = button_origin_y + ((button_img.get_height() + 30) * b.row)
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b.center_x = x + (button_img.get_width() // 2)
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b.center_y = y + (button_img.get_height() // 2)
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screen.blit(button_img, (x, y))
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b_text = cheesy_font.render(b.label, True, label_color)
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b_text = cheesy_font.render(b.label, True, LABEL_COLOR)
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text_x = x + (button_img.get_width() // 2) - (b_text.get_width() // 2)
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text_y = y + (button_img.get_height() // 2) - (b_text.get_height() // 2)
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screen.blit(b_text, (text_x, text_y))
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pygame.display.flip()
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# This function processes a button press/activation
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# 1) Flash the button
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# 2) Play the sound
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def do_button(key):
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for b in buttons.values():
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for b in BUTTONS.values():
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if b.key == key:
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audio = pygame.mixer.Sound(os.path.join("snd", b.sound_file))
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flash_button(b)
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@ -101,11 +105,11 @@ def do_button(key):
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def flash_button(b: Button):
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if b.flashing == False:
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text_color = label_color_flash
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text_color = LABEL_COLOR_FLASH
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b.flashing = True
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b.unflash_on = time.time() + 0.1
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else:
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text_color = label_color
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text_color = LABEL_COLOR
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b.flashing = False
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b_text = cheesy_font.render(b.label, True, text_color)
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text_x = b.center_x - (b_text.get_width() // 2)
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@ -120,20 +124,20 @@ while True:
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mouse_click = None
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if event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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for b in buttons.values():
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for b in BUTTONS.values():
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if math.hypot(mouse_x - b.center_x, mouse_y - b.center_y) <= (button_img.get_width() // 2):
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mouse_click = b.key
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if event.type == pygame.KEYDOWN or not mouse_click is None:
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if mouse_click is None:
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my_key = keypad_map[str(event.key)] if str(event.key) in keypad_map.keys() else event.key
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my_key = KEYPAD_MAP[str(event.key)] if str(event.key) in KEYPAD_MAP.keys() else event.key
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else:
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my_key = mouse_click
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if my_key == pygame.K_ESCAPE:
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pygame.quit()
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sys.exit()
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elif my_key in valid_keys_numbers:
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elif my_key in VALID_KEYS_NUMBERS:
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do_button(my_key)
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for b in buttons.values():
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for b in BUTTONS.values():
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if b.flashing == True and time.time() >= b.unflash_on:
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flash_button(b)
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pygame.display.flip()
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