Power bars are now visual as well as audio.

This commit is contained in:
Storm Dragon 2024-07-22 22:20:15 -04:00
parent 9a6d6374f9
commit 428a48678d

View File

@ -205,16 +205,26 @@ def generate_tone(frequency, duration=0.1, sample_rate=44100, volume = 0.2):
def x_powerbar():
clock = pygame.time.Clock()
screen = pygame.display.get_surface()
position = -50 # Start from the leftmost position
direction = 1 # Move right initially
barHeight = 20
while True:
frequency = 440 # A4 note
left_volume = (50 - position) / 100
right_volume = (position + 50) / 100
leftVolume = (50 - position) / 100
rightVolume = (position + 50) / 100
tone = generate_tone(frequency)
channel = tone.play()
channel.set_volume(left_volume, right_volume)
channel.set_volume(leftVolume, rightVolume)
# Visual representation
screen.fill((0, 0, 0))
barWidth = screen.get_width() - 40 # Leave 20px margin on each side
pygame.draw.rect(screen, (100, 100, 100), (20, screen.get_height() // 2 - barHeight // 2, barWidth, barHeight))
markerPos = int(20 + (position + 50) / 100 * barWidth)
pygame.draw.rect(screen, (255, 0, 0), (markerPos - 5, screen.get_height() // 2 - barHeight, 10, barHeight * 2))
pygame.display.flip()
for event in pygame.event.get():
check_for_exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
channel.stop()
return position # This will return a value between -50 and 50
@ -229,20 +239,29 @@ def x_powerbar():
def y_powerbar():
clock = pygame.time.Clock()
screen = pygame.display.get_surface()
power = 0
direction = 1 # 1 for increasing, -1 for decreasing
barWidth = 20
while True:
frequency = 220 + (power * 5) # Adjust these values to change the pitch range
tone = generate_tone(frequency)
channel = tone.play()
# Visual representation
screen.fill((0, 0, 0))
barHeight = screen.get_height() - 40 # Leave 20px margin on top and bottom
pygame.draw.rect(screen, (100, 100, 100), (screen.get_width() // 2 - barWidth // 2, 20, barWidth, barHeight))
markerPos = int(20 + (100 - power) / 100 * barHeight)
pygame.draw.rect(screen, (255, 0, 0), (screen.get_width() // 2 - barWidth, markerPos - 5, barWidth * 2, 10))
pygame.display.flip()
for event in pygame.event.get():
check_for_exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
channel.stop()
return power
power += direction
if power >= 100 or power <= 0:
direction *= -1 # Reverse direction at limits
check_for_exit()
clock.tick(40)
def cut_scene(sounds, soundName):