ON_TOP_LUMINANCE = 0.6
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
-ON_COLUMN_OVERSIZING = 2
+ON_COLUMN_OVERSIZING = 1.75
-class _PlayingScreenBase(pygame.sprite.OrderedUpdates, EventHandlerMixin) :
+class _PlayingScreenBase(pygame.sprite.LayeredUpdates, EventHandlerMixin) :
def __init__(self, distinctNotes=[]) :
"""
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
c = Column(hue, rect)
- self.add(c)
+ self.add(c, layer=0)
def _initCursor(self) :
self.cursor = WarpingCursor(blinkMode=True)
- self.add(self.cursor)
+ self.add(self.cursor, layer=2)
def highlightColumn(self, index) :
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
- rectOn = pygame.Rect((rect.left - rect.width/2, 0),
- (rect.width * ON_COLUMN_OVERSIZING, rect.height))
+ onWidth = rect.width * ON_COLUMN_OVERSIZING
+ onLeft = rect.centerx - onWidth / 2
+ rectOn = pygame.Rect((onLeft, 0),
+ (onWidth, rect.height))
self.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
self.rectOn = rectOn
self.rect = rect
def update(self, state) :
+ group = self.groups()[0]
if state :
+ group.change_layer(self, 1)
self.image = self.stateOn
self.rect = self.rectOn
else :
+ group.change_layer(self, 0)
self.image = self.stateOff
self.rect = self.rectOff