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from setup import *
from math import sin
class Splash:
def __init__(self):
self.time = 0
self.position_x, self.position_y = SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.35
self.text_surface = pygame.image.load('textures/title.png')
self.text_surface = pygame.transform.scale(self.text_surface, (1200, 150))
self.top_left = (
self.position_x - self.text_surface.get_width() / 2, self.position_y - self.text_surface.get_height() / 2)
def update(self, delta_time):
self.time += delta_time
for event in pygame.event.get():
if event.type == pygame.QUIT:
return COMMAND_EXIT
if event.type == pygame.MOUSEBUTTONDOWN:
return COMMAND_START
# x, y = event.pos
# if self.text_surface.get_rect().collidepoint(x, y):
# print('clicked on image')
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
return COMMAND_START
def draw(self, screen):
# text_surface = pygame.image.load('textures/title.png')
# text_surface = pygame.transform.scale(text_surface, (1200, 150))
screen.blit(self.text_surface, self.top_left)
# Press Space...
text_font = FONT_SMALL
text_color = (100, 100, 100)
position_x, position_y = SCREEN_WIDTH / 2, SCREEN_HEIGHT * 0.65
text_surface = text_font.render("Click anywhere to play!", True, text_color)
text_scale = sin(self.time / 500) / 6 + 5 / 6
text_scale_width = int(text_surface.get_width() * text_scale)
text_scale_height = int(text_surface.get_height() * text_scale)
text_surface = pygame.transform.scale(text_surface, (text_scale_width, text_scale_height))
top_left = (position_x - text_surface.get_width() / 2, position_y - text_surface.get_height() / 2)
screen.blit(text_surface, top_left)
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