Powerbars added and working.

This commit is contained in:
Storm Dragon 2024-07-13 03:03:32 -04:00
parent 0c73e98876
commit fabf48ff42

View File

@ -29,6 +29,7 @@ except ImportError:
print("No other speech providers found.")
exit()
import math
import numpy as np
import time
localConfig = configparser.ConfigParser()
@ -148,19 +149,69 @@ def initialize_gui(gameTitle):
pygame.display.set_mode((320, 200))
pygame.display.set_caption(gameTitle)
# Set 32 channels for sound by default
pygame.mixer.pre_init(44100, -16, 2, 1024)
pygame.mixer.init()
pygame.mixer.set_num_channels(32)
# Reserve the cut scene channel
pygame.mixer.set_reserved(0)
# Load sounds from the sound directory and creates a list like that {'bottle': 'bottle.ogg'}
soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
#lets make a dict with pygame.mixer.Sound() objects {'bottle':<soundobject>}
soundData = {}
for f in soundFiles:
soundData[f.split('.')[0]] = pygame.mixer.Sound("sounds/" + f)
soundData['game-intro'].play()
time.sleep(soundData['game-intro'].get_length())
return soundData
try:
soundFiles = [f for f in listdir("sounds/") if isfile(join("sounds/", f)) and (f.split('.')[1].lower() in ["ogg","wav"])]
#lets make a dict with pygame.mixer.Sound() objects {'bottle':<soundobject>}
soundData = {}
for f in soundFiles:
soundData[f.split('.')[0]] = pygame.mixer.Sound("sounds/" + f)
soundData['game-intro'].play()
time.sleep(soundData['game-intro'].get_length())
return soundData
except Exception as e:
return False
def generate_tone(frequency, duration=0.1, sample_rate=44100, volume = 0.2):
t = np.linspace(0, duration, int(sample_rate * duration), False)
tone = np.sin(2 * np.pi * frequency * t)
stereo_tone = np.vstack((tone, tone)).T # Create a 2D array for stereo
stereo_tone = (stereo_tone * 32767).astype(np.int16)
stereo_tone = (stereo_tone * 32767 * volume).astype(np.int16) # Apply volume
stereo_tone = np.ascontiguousarray(stereo_tone) # Ensure C-contiguous array
return pygame.sndarray.make_sound(stereo_tone)
def x_powerbar():
clock = pygame.time.Clock()
position = -50
direction = 1
while True:
frequency = 440 # A4 note
left_volume = (position + 50) / 100
right_volume = (50 - position) / 100
tone = generate_tone(frequency)
channel = tone.play()
channel.set_volume(left_volume, right_volume)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
channel.stop()
return position
position += direction
if position >= 50 or position <= -50:
direction *= -1
clock.tick(45) # Speed of bar
def y_powerbar():
clock = pygame.time.Clock()
power = 0
direction = 1 # 1 for increasing, -1 for decreasing
while True:
frequency = 220 + (power * 5) # Adjust these values to change the pitch range
tone = generate_tone(frequency)
channel = tone.play()
for event in pygame.event.get():
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
clock.tick(45)
def cut_scene(sounds, soundName):
pygame.event.clear()
@ -327,9 +378,12 @@ def game_menu(sounds, *options):
if pygame.mixer.music.get_busy():
pygame.mixer.music.unpause()
else:
pygame.mixer.music.load("sounds/music_menu.ogg")
pygame.mixer.music.set_volume(0.75)
pygame.mixer.music.play(-1)
try:
pygame.mixer.music.load("sounds/music_menu.ogg")
pygame.mixer.music.set_volume(0.75)
pygame.mixer.music.play(-1)
except:
pass
i = 0
# j keeps track of last spoken index so it isn't voiced on key up.
j = -1