from imports import *

class Black(pygame.sprite.Sprite):
	def __init__(self, game):
		pygame.sprite.Sprite.__init__(self)
		self.game = game
	
		self.image = pygame.Surface(self.game.rect.size).convert_alpha()
		self.image.fill((0,0,0))
		
		self.rect = self.image.get_rect()
		
	
	def update(self):
		if self.game.lightTimer > 0 or self.game.soundTimer > 0: 
			self.image.fill(0)
		if self.game.lightTimer <= 0 and self.game.soundTimer <= 0:
			self.image.fill((0,0,0))


class Light(pygame.sprite.Sprite):
	def __init__(self, game):
		pygame.sprite.Sprite.__init__(self)
		self.game = game
		
		self.image_loaded = pygame.image.load('img/Raggio_luce/Luce.png').convert_alpha()
		self.rect = self.image_loaded.get_rect()
		
		self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
		self.imageEmpty.fill(0)

		self.image = self.imageEmpty		
		self.rect.midbottom = self.game.rect.midbottom
		
	
	def update(self):
		if self.game.beat:
			if self.game.lightTimer > 0: 
				self.image = self.image_loaded
				self.game.soundTimer = 0
			else: self.image = self.imageEmpty

class Radar(pygame.sprite.Sprite):
	def __init__(self, game):
		pygame.sprite.Sprite.__init__(self)
		self.game = game
		
		self.image_loaded = pygame.image.load('img/Radar/radar4.png').convert_alpha()
		#self.rect = self.image_loaded.get_rect()
		self.rect = self.game.rect
		self.rect.center = self.game.rect.center
		
		self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
		self.imageEmpty.fill(0)

		self.image = self.imageEmpty		
		#self.rect.center = self.game.player.rect.center
		
		#self.imageRadar = None
		
	
	def update(self):
		if self.game.soundTimer > 0:
			self.game.lightTimer = 0

			self.imageCircled = pygame.Surface(self.rect.size).convert_alpha()
			self.imageCircled.fill((0,0,0))
			
			wLower = None
			for w in self.game.walls:
				if not wLower or w.rect.centery<wLower.rect.centerx:
					if w.rect.centery - w.outer_radius < self.game.player.rect.top-2*UNIT:
						wLower = w
			
			if wLower:
				pygame.draw.circle(self.imageCircled,(0,0,0,16),wLower.rect.center,wLower.radius)
			
			self.imageRadar = pygame.Surface(self.rect.size).convert_alpha()
			self.imageRadar.fill(0)
			
			self.imageRadar.blit(self.image_loaded,
				(
					self.game.player.rect.centerx-self.image_loaded.get_rect().centerx,
					self.game.player.rect.centery-self.image_loaded.get_rect().centery
				)
			)
			
			self.imageRadar.blit(self.imageCircled, (0,0))
			self.image = self.imageRadar
			#self.image = self.imageCircled
		else:
			self.image = self.imageEmpty

		

8eaea5f9329140b7da039ac179f9086b0a2df0d4
<mask token>


class Light(pygame.sprite.Sprite):
    <mask token>
    <mask token>


class Radar(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Radar/radar4.png'
            ).convert_alpha()
        self.rect = self.game.rect
        self.rect.center = self.game.rect.center
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty

    def update(self):
        if self.game.soundTimer > 0:
            self.game.lightTimer = 0
            self.imageCircled = pygame.Surface(self.rect.size).convert_alpha()
            self.imageCircled.fill((0, 0, 0))
            wLower = None
            for w in self.game.walls:
                if not wLower or w.rect.centery < wLower.rect.centerx:
                    if (w.rect.centery - w.outer_radius < self.game.player.
                        rect.top - 2 * UNIT):
                        wLower = w
            if wLower:
                pygame.draw.circle(self.imageCircled, (0, 0, 0, 16), wLower
                    .rect.center, wLower.radius)
            self.imageRadar = pygame.Surface(self.rect.size).convert_alpha()
            self.imageRadar.fill(0)
            self.imageRadar.blit(self.image_loaded, (self.game.player.rect.
                centerx - self.image_loaded.get_rect().centerx, self.game.
                player.rect.centery - self.image_loaded.get_rect().centery))
            self.imageRadar.blit(self.imageCircled, (0, 0))
            self.image = self.imageRadar
        else:
            self.image = self.imageEmpty

<mask token>


class Light(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Raggio_luce/Luce.png'
            ).convert_alpha()
        self.rect = self.image_loaded.get_rect()
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty
        self.rect.midbottom = self.game.rect.midbottom

    def update(self):
        if self.game.beat:
            if self.game.lightTimer > 0:
                self.image = self.image_loaded
                self.game.soundTimer = 0
            else:
                self.image = self.imageEmpty


class Radar(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Radar/radar4.png'
            ).convert_alpha()
        self.rect = self.game.rect
        self.rect.center = self.game.rect.center
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty

    def update(self):
        if self.game.soundTimer > 0:
            self.game.lightTimer = 0
            self.imageCircled = pygame.Surface(self.rect.size).convert_alpha()
            self.imageCircled.fill((0, 0, 0))
            wLower = None
            for w in self.game.walls:
                if not wLower or w.rect.centery < wLower.rect.centerx:
                    if (w.rect.centery - w.outer_radius < self.game.player.
                        rect.top - 2 * UNIT):
                        wLower = w
            if wLower:
                pygame.draw.circle(self.imageCircled, (0, 0, 0, 16), wLower
                    .rect.center, wLower.radius)
            self.imageRadar = pygame.Surface(self.rect.size).convert_alpha()
            self.imageRadar.fill(0)
            self.imageRadar.blit(self.image_loaded, (self.game.player.rect.
                centerx - self.image_loaded.get_rect().centerx, self.game.
                player.rect.centery - self.image_loaded.get_rect().centery))
            self.imageRadar.blit(self.imageCircled, (0, 0))
            self.image = self.imageRadar
        else:
            self.image = self.imageEmpty

<mask token>


class Black(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image = pygame.Surface(self.game.rect.size).convert_alpha()
        self.image.fill((0, 0, 0))
        self.rect = self.image.get_rect()
    <mask token>


class Light(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Raggio_luce/Luce.png'
            ).convert_alpha()
        self.rect = self.image_loaded.get_rect()
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty
        self.rect.midbottom = self.game.rect.midbottom

    def update(self):
        if self.game.beat:
            if self.game.lightTimer > 0:
                self.image = self.image_loaded
                self.game.soundTimer = 0
            else:
                self.image = self.imageEmpty


class Radar(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Radar/radar4.png'
            ).convert_alpha()
        self.rect = self.game.rect
        self.rect.center = self.game.rect.center
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty

    def update(self):
        if self.game.soundTimer > 0:
            self.game.lightTimer = 0
            self.imageCircled = pygame.Surface(self.rect.size).convert_alpha()
            self.imageCircled.fill((0, 0, 0))
            wLower = None
            for w in self.game.walls:
                if not wLower or w.rect.centery < wLower.rect.centerx:
                    if (w.rect.centery - w.outer_radius < self.game.player.
                        rect.top - 2 * UNIT):
                        wLower = w
            if wLower:
                pygame.draw.circle(self.imageCircled, (0, 0, 0, 16), wLower
                    .rect.center, wLower.radius)
            self.imageRadar = pygame.Surface(self.rect.size).convert_alpha()
            self.imageRadar.fill(0)
            self.imageRadar.blit(self.image_loaded, (self.game.player.rect.
                centerx - self.image_loaded.get_rect().centerx, self.game.
                player.rect.centery - self.image_loaded.get_rect().centery))
            self.imageRadar.blit(self.imageCircled, (0, 0))
            self.image = self.imageRadar
        else:
            self.image = self.imageEmpty

<mask token>


class Black(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image = pygame.Surface(self.game.rect.size).convert_alpha()
        self.image.fill((0, 0, 0))
        self.rect = self.image.get_rect()

    def update(self):
        if self.game.lightTimer > 0 or self.game.soundTimer > 0:
            self.image.fill(0)
        if self.game.lightTimer <= 0 and self.game.soundTimer <= 0:
            self.image.fill((0, 0, 0))


class Light(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Raggio_luce/Luce.png'
            ).convert_alpha()
        self.rect = self.image_loaded.get_rect()
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty
        self.rect.midbottom = self.game.rect.midbottom

    def update(self):
        if self.game.beat:
            if self.game.lightTimer > 0:
                self.image = self.image_loaded
                self.game.soundTimer = 0
            else:
                self.image = self.imageEmpty


class Radar(pygame.sprite.Sprite):

    def __init__(self, game):
        pygame.sprite.Sprite.__init__(self)
        self.game = game
        self.image_loaded = pygame.image.load('img/Radar/radar4.png'
            ).convert_alpha()
        self.rect = self.game.rect
        self.rect.center = self.game.rect.center
        self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
        self.imageEmpty.fill(0)
        self.image = self.imageEmpty

    def update(self):
        if self.game.soundTimer > 0:
            self.game.lightTimer = 0
            self.imageCircled = pygame.Surface(self.rect.size).convert_alpha()
            self.imageCircled.fill((0, 0, 0))
            wLower = None
            for w in self.game.walls:
                if not wLower or w.rect.centery < wLower.rect.centerx:
                    if (w.rect.centery - w.outer_radius < self.game.player.
                        rect.top - 2 * UNIT):
                        wLower = w
            if wLower:
                pygame.draw.circle(self.imageCircled, (0, 0, 0, 16), wLower
                    .rect.center, wLower.radius)
            self.imageRadar = pygame.Surface(self.rect.size).convert_alpha()
            self.imageRadar.fill(0)
            self.imageRadar.blit(self.image_loaded, (self.game.player.rect.
                centerx - self.image_loaded.get_rect().centerx, self.game.
                player.rect.centery - self.image_loaded.get_rect().centery))
            self.imageRadar.blit(self.imageCircled, (0, 0))
            self.image = self.imageRadar
        else:
            self.image = self.imageEmpty

from imports import *

class Black(pygame.sprite.Sprite):
	def __init__(self, game):
		pygame.sprite.Sprite.__init__(self)
		self.game = game
	
		self.image = pygame.Surface(self.game.rect.size).convert_alpha()
		self.image.fill((0,0,0))
		
		self.rect = self.image.get_rect()
		
	
	def update(self):
		if self.game.lightTimer > 0 or self.game.soundTimer > 0: 
			self.image.fill(0)
		if self.game.lightTimer <= 0 and self.game.soundTimer <= 0:
			self.image.fill((0,0,0))


class Light(pygame.sprite.Sprite):
	def __init__(self, game):
		pygame.sprite.Sprite.__init__(self)
		self.game = game
		
		self.image_loaded = pygame.image.load('img/Raggio_luce/Luce.png').convert_alpha()
		self.rect = self.image_loaded.get_rect()
		
		self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
		self.imageEmpty.fill(0)

		self.image = self.imageEmpty		
		self.rect.midbottom = self.game.rect.midbottom
		
	
	def update(self):
		if self.game.beat:
			if self.game.lightTimer > 0: 
				self.image = self.image_loaded
				self.game.soundTimer = 0
			else: self.image = self.imageEmpty

class Radar(pygame.sprite.Sprite):
	def __init__(self, game):
		pygame.sprite.Sprite.__init__(self)
		self.game = game
		
		self.image_loaded = pygame.image.load('img/Radar/radar4.png').convert_alpha()
		#self.rect = self.image_loaded.get_rect()
		self.rect = self.game.rect
		self.rect.center = self.game.rect.center
		
		self.imageEmpty = pygame.Surface(self.rect.size).convert_alpha()
		self.imageEmpty.fill(0)

		self.image = self.imageEmpty		
		#self.rect.center = self.game.player.rect.center
		
		#self.imageRadar = None
		
	
	def update(self):
		if self.game.soundTimer > 0:
			self.game.lightTimer = 0

			self.imageCircled = pygame.Surface(self.rect.size).convert_alpha()
			self.imageCircled.fill((0,0,0))
			
			wLower = None
			for w in self.game.walls:
				if not wLower or w.rect.centery<wLower.rect.centerx:
					if w.rect.centery - w.outer_radius < self.game.player.rect.top-2*UNIT:
						wLower = w
			
			if wLower:
				pygame.draw.circle(self.imageCircled,(0,0,0,16),wLower.rect.center,wLower.radius)
			
			self.imageRadar = pygame.Surface(self.rect.size).convert_alpha()
			self.imageRadar.fill(0)
			
			self.imageRadar.blit(self.image_loaded,
				(
					self.game.player.rect.centerx-self.image_loaded.get_rect().centerx,
					self.game.player.rect.centery-self.image_loaded.get_rect().centery
				)
			)
			
			self.imageRadar.blit(self.imageCircled, (0,0))
			self.image = self.imageRadar
			#self.image = self.imageCircled
		else:
			self.image = self.imageEmpty

		
