diff --git a/PyTaiko.py b/PyTaiko.py index 626888f..6309153 100644 --- a/PyTaiko.py +++ b/PyTaiko.py @@ -76,6 +76,7 @@ def main(): camera.projection = CAMERA_ORTHOGRAPHIC ray.init_window(screen_width, screen_height, "PyTaiko") + global_data.textures = load_all_textures_from_zip(Path('Graphics/lumendata/intermission.zip')) if global_data.config["video"]["borderless"]: ray.toggle_borderless_windowed() if global_data.config["video"]["fullscreen"]: @@ -111,7 +112,6 @@ def main(): ray.gen_texture_mipmaps(target.texture) ray.rl_set_blend_factors_separate(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA, RL_ONE, RL_ONE_MINUS_SRC_ALPHA, RL_FUNC_ADD, RL_FUNC_ADD) ray.set_exit_key(ray.KeyboardKey.KEY_A) - global_data.textures = load_all_textures_from_zip(Path('Graphics/lumendata/intermission.zip')) while not ray.window_should_close(): ray.begin_texture_mode(target) diff --git a/libs/backgrounds.py b/libs/backgrounds.py index ce2baa0..a6ec590 100644 --- a/libs/backgrounds.py +++ b/libs/backgrounds.py @@ -17,6 +17,8 @@ class Background: self.footer = Footer(self.screen_width, self.screen_height, random.randint(1, 3)) self.is_clear = False def update(self, current_time_ms: float, is_clear: bool): + if not self.is_clear and is_clear: + self.bg_fever.start() self.is_clear = is_clear self.donbg.update(current_time_ms, self.is_clear) self.bg_normal.update(current_time_ms) @@ -51,10 +53,15 @@ class DonBGBase: self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}_{self.player_num}p.zip'))) self.move = Animation.create_move(3000, start_position=0, total_distance=-self.textures[self.name + f'_{self.player_num}p'][0].width) self.is_clear = False + self.clear_fade = None def update(self, current_time_ms: float, is_clear: bool): + if not self.is_clear and is_clear: + self.clear_fade = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0) self.is_clear = is_clear self.move.update(current_time_ms) + if self.clear_fade is not None: + self.clear_fade.update(current_time_ms) if self.move.is_finished: self.move.restart() @@ -73,20 +80,21 @@ class DonBG1(DonBGBase): if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self): - texture_index = 0 - if self.is_clear: - texture_index = 3 + self._draw_textures(0, ray.WHITE) + if self.is_clear and self.clear_fade is not None: + self._draw_textures(3, ray.fade(ray.WHITE, self.clear_fade.attribute)) + def _draw_textures(self, texture_index: int, color: ray.Color): top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index] for i in range(0, self.screen_width + top_texture.width, top_texture.width): - ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE) + ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color) wave_texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index] for i in range(0, self.screen_width + (wave_texture.width+80), wave_texture.width+80): - ray.draw_texture(wave_texture, i + int(self.move.attribute * ((wave_texture.width+80)/top_texture.width)) + 100, int(self.overlay_move.attribute), ray.WHITE) + ray.draw_texture(wave_texture, i + int(self.move.attribute * ((wave_texture.width+80)/top_texture.width)) + 100, int(self.overlay_move.attribute), color) texture = self.textures[self.name + f'_{self.player_num}p'][2 + texture_index] for i in range(0, self.screen_width + texture.width + texture.width*5, texture.width): - ray.draw_texture(texture, i + int(self.move.attribute * (texture.width/top_texture.width)*3), int(self.overlay_move.attribute) + 105, ray.WHITE) + ray.draw_texture(texture, i + int(self.move.attribute * (texture.width/top_texture.width)*3), int(self.overlay_move.attribute) + 105, color) class DonBG2(DonBGBase): def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int): @@ -98,16 +106,17 @@ class DonBG2(DonBGBase): if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self): - texture_index = 0 - if self.is_clear: - texture_index = 2 + self._draw_textures(0, ray.WHITE) + if self.is_clear and self.clear_fade is not None: + self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute)) + def _draw_textures(self, texture_index: int, color: ray.Color): top_texture = self.textures[self.name + f'_{self.player_num}p'][texture_index] for i in range(0, self.screen_width + top_texture.width, top_texture.width): - ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE) + ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color) texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index] for i in range(0, self.screen_width + texture.width, texture.width): - ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 25, ray.WHITE) + ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 25, color) class DonBG3(DonBGBase): def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int): @@ -132,15 +141,17 @@ class DonBG3(DonBGBase): self.overlay_move_2.restart() def draw(self): - texture_index = 0 - if self.is_clear: - texture_index = 2 + self._draw_textures(0, ray.WHITE) + if self.is_clear and self.clear_fade is not None: + self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute)) + + def _draw_textures(self, texture_index: int, color: ray.Color): top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index] for i in range(0, self.screen_width + top_texture.width, top_texture.width): - ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE) + ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color) texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index] for i in range(0, self.screen_width + texture.width, texture.width): - ray.draw_texture(texture, i + int(self.move.attribute*2), int(self.bounce_up.attribute) - int(self.bounce_down.attribute) - 25 + int(self.overlay_move.attribute) + int(self.overlay_move_2.attribute), ray.WHITE) + ray.draw_texture(texture, i + int(self.move.attribute*2), int(self.bounce_up.attribute) - int(self.bounce_down.attribute) - 25 + int(self.overlay_move.attribute) + int(self.overlay_move_2.attribute), color) class DonBG4(DonBGBase): def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int): @@ -152,16 +163,18 @@ class DonBG4(DonBGBase): if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self): - texture_index = 0 - if self.is_clear: - texture_index = 2 + self._draw_textures(0, ray.WHITE) + if self.is_clear and self.clear_fade is not None: + self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute)) + + def _draw_textures(self, texture_index: int, color: ray.Color): top_texture = self.textures[self.name + f'_{self.player_num}p'][texture_index] for i in range(0, self.screen_width + top_texture.width, top_texture.width): - ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE) + ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color) texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index] for i in range(0, self.screen_width + texture.width, texture.width): - ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 25, ray.WHITE) + ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 25, color) class DonBG5(DonBGBase): def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int): @@ -183,15 +196,17 @@ class DonBG5(DonBGBase): self.adjust.restart() def draw(self): - texture_index = 0 - if self.is_clear: - texture_index = 2 + self._draw_textures(0, ray.WHITE) + if self.is_clear and self.clear_fade is not None: + self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute)) + + def _draw_textures(self, texture_index: int, color: ray.Color): top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index] for i in range(0, self.screen_width + top_texture.width, top_texture.width): - ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE) + ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color) texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index] for i in range(0, self.screen_width + texture.width + texture.width*2, texture.width*2): - ray.draw_texture(texture, i + int((self.move.attribute * (texture.width/top_texture.width))*2), int(self.bounce_up.attribute) - int(self.bounce_down.attribute) - int(self.adjust.attribute), ray.WHITE) + ray.draw_texture(texture, i + int((self.move.attribute * (texture.width/top_texture.width))*2), int(self.bounce_up.attribute) - int(self.bounce_down.attribute) - int(self.adjust.attribute), color) class DonBG6(DonBGBase): def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int): @@ -203,21 +218,23 @@ class DonBG6(DonBGBase): if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self): - texture_index = 0 - if self.is_clear: - texture_index = 3 + self._draw_textures(0, ray.WHITE) + if self.is_clear and self.clear_fade is not None: + self._draw_textures(3, ray.fade(ray.WHITE, self.clear_fade.attribute)) + + def _draw_textures(self, texture_index: int, color: ray.Color): top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index] for i in range(0, self.screen_width + top_texture.width, top_texture.width): - ray.draw_texture(top_texture, i + int(self.move.attribute), 0, ray.WHITE) + ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color) texture_flowers = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index] for i in range(0, self.screen_width, texture_flowers.width): if i % (2 * texture_flowers.width) != 0: - ray.draw_texture(texture_flowers, i + int(self.move.attribute*3) + 100, -int(self.move.attribute*0.85)-100, ray.WHITE) + ray.draw_texture(texture_flowers, i + int(self.move.attribute*3) + 100, -int(self.move.attribute*0.85)-100, color) texture = self.textures[self.name + f'_{self.player_num}p'][2 + texture_index] for i in range(0, self.screen_width + texture.width, texture.width): - ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 50, ray.WHITE) + ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 50, color) class BGNormal: @@ -406,8 +423,7 @@ class BGFeverBase: self.screen_height = screen_height self.name = 'bg_fever_a_' + str(index).zfill(2) self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip'))) - self.vertical_move = Animation.create_move(1300, start_position=0, total_distance=50, reverse_delay=0) - self.horizontal_move = Animation.create_move(5000, start_position=0, total_distance=self.textures[self.name][2].width) + self.transitioned = False def unload(self): for texture_group in self.textures: @@ -417,20 +433,43 @@ class BGFeverBase: class BGFever4(BGFeverBase): def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) + self.vertical_move = Animation.create_move(1300, start_position=0, total_distance=50, reverse_delay=0) + self.horizontal_move = Animation.create_move(5000, start_position=0, total_distance=self.textures[self.name][2].width) + self.bg_texture_move_down = None + self.bg_texture_move_up = None + + def start(self): + self.bg_texture_move_down = Animation.create_move(516, total_distance=400, ease_in='cubic') + self.bg_texture_move_up = Animation.create_move(200, total_distance=40, delay=self.bg_texture_move_down.duration, ease_out='quadratic') + def update(self, current_time_ms: float): - self.vertical_move.update(current_time_ms) - if self.vertical_move.is_finished: - self.vertical_move.restart() - self.horizontal_move.update(current_time_ms) - if self.horizontal_move.is_finished: - self.horizontal_move.restart() + if self.bg_texture_move_down is not None: + self.bg_texture_move_down.update(current_time_ms) + + if self.bg_texture_move_up is not None: + self.bg_texture_move_up.update(current_time_ms) + if self.bg_texture_move_up.is_finished and not self.transitioned: + self.transitioned = True + self.vertical_move.restart() + self.horizontal_move.restart() + + if self.transitioned: + self.vertical_move.update(current_time_ms) + if self.vertical_move.is_finished: + self.vertical_move.restart() + self.horizontal_move.update(current_time_ms) + if self.horizontal_move.is_finished: + self.horizontal_move.restart() def draw(self): + if self.bg_texture_move_down is None or self.bg_texture_move_up is None: + return texture = self.textures[self.name][0] + y = int(self.bg_texture_move_down.attribute) - int(self.bg_texture_move_up.attribute) for i in range(0, self.screen_width + texture.width, texture.width): - ray.draw_texture(texture, i, 360, ray.WHITE) - ray.draw_texture(self.textures[self.name][1], 0, 360 + 50 - int(self.vertical_move.attribute), ray.WHITE) - ray.draw_texture(self.textures[self.name][2], -int(self.horizontal_move.attribute), 360, ray.WHITE) - ray.draw_texture(self.textures[self.name][2], self.textures[self.name][2].width -int(self.horizontal_move.attribute), 360, ray.WHITE) + ray.draw_texture(texture, i, y, ray.WHITE) + ray.draw_texture(self.textures[self.name][1], 0, (720 + 50 - int(self.vertical_move.attribute)) - y, ray.WHITE) + ray.draw_texture(self.textures[self.name][2], -int(self.horizontal_move.attribute), y, ray.WHITE) + ray.draw_texture(self.textures[self.name][2], self.textures[self.name][2].width -int(self.horizontal_move.attribute), y, ray.WHITE) class Footer: def __init__(self, screen_width: int, screen_height: int, index: int): diff --git a/scenes/devtest.py b/scenes/devtest.py index 0c1c212..d16c139 100644 --- a/scenes/devtest.py +++ b/scenes/devtest.py @@ -1,17 +1,15 @@ import pyray as ray +from libs.utils import get_current_ms, is_l_don_pressed, is_r_don_pressed +from scenes.song_select import Transition + class DevScreen: def __init__(self, width: int, height: int): self.width = width self.height = height self.screen_init = False - self.model = ray.load_model("model/mikudon.obj") - self.model_position = ray.Vector3(-450.0, 100.0, -180.0) - self.model_scale = 1000.0 - self.model_rotation_y = 45.0 # Face towards camera (rotate 180 degrees on Y-axis) - self.model_rotation_x = 0.0 # No up/down tilt - self.model_rotation_z = 0.0 # No roll + self.transition = Transition(self.height, 'TRIPLE HELIX', 'Yonokid') def on_screen_start(self): if not self.screen_init: @@ -19,26 +17,20 @@ class DevScreen: def on_screen_end(self, next_screen: str): self.screen_init = False - ray.unload_model(self.model) return next_screen def update(self): self.on_screen_start() + self.transition.update(get_current_ms()) + + if is_l_don_pressed() or is_r_don_pressed(): + self.transition = Transition(self.height, 'TRIPLE HELIX', 'Yonokid') if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER): return self.on_screen_end('GAME') def draw(self): - pass + self.transition.draw(self.height) def draw_3d(self): - # Method 1: Using draw_model_ex for full control over rotation - rotation_axis = ray.Vector3(0.0, 1.0, 0.0) # Y-axis for horizontal rotation - ray.draw_model_ex( - self.model, - self.model_position, - rotation_axis, - self.model_rotation_y, - ray.Vector3(self.model_scale, self.model_scale, self.model_scale), - ray.WHITE - ) + pass diff --git a/scenes/game.py b/scenes/game.py index 79c4051..6295896 100644 --- a/scenes/game.py +++ b/scenes/game.py @@ -134,7 +134,11 @@ class GameScreen: self.init_tja(global_data.selected_song, session_data.selected_difficulty) self.song_info = SongInfo(session_data.song_title, 'TEST') self.result_transition = None - self.transition = Transition(self.height) + if self.tja is not None: + subtitle = self.tja.metadata.subtitle.get(global_data.config['general']['language'].lower(), '') + else: + subtitle = '' + self.transition = Transition(self.height, session_data.song_title, subtitle) def on_screen_end(self, next_screen): self.screen_init = False @@ -1270,12 +1274,17 @@ class SongInfo: self.song_title.draw(src, dest, ray.Vector2(0, 0), 0, self.song_name_fade) class Transition: - def __init__(self, screen_height: int) -> None: + def __init__(self, screen_height: int, title: str, subtitle: str) -> None: + duration = 266 self.is_finished = False - self.rainbow_up = Animation.create_move(266, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic') + self.rainbow_up = Animation.create_move(duration, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic') self.chara_down = None + self.title = OutlinedText(title, 40, ray.WHITE, ray.BLACK, outline_thickness=5) + self.subtitle = OutlinedText(subtitle, 30, ray.WHITE, ray.BLACK, outline_thickness=5) + self.song_info_fade = Animation.create_fade(duration/2) def update(self, current_time_ms: float): self.rainbow_up.update(current_time_ms) + self.song_info_fade.update(current_time_ms) if self.rainbow_up.is_finished and self.chara_down is None: self.chara_down = Animation.create_move(33, start_position=0, total_distance=30) @@ -1283,6 +1292,24 @@ class Transition: self.chara_down.update(current_time_ms) self.is_finished = self.chara_down.is_finished + def draw_song_info(self): + texture = global_data.textures['scene_change_rainbow'][6] + y = 720//2 - texture.height + src = ray.Rectangle(0, 0, texture.width, texture.height) + dest = ray.Rectangle(1280//2 - (texture.width*3)//2, y, texture.width*3, texture.height*2) + ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, min(0.70, self.song_info_fade.attribute))) + + texture = self.title.texture + y = 720//2 - texture.height//2 - 20 + src = ray.Rectangle(0, 0, texture.width, texture.height) + dest = ray.Rectangle(1280//2 - texture.width//2, y, texture.width, texture.height) + self.title.draw(src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.song_info_fade.attribute)) + + texture = self.subtitle.texture + src = ray.Rectangle(0, 0, texture.width, texture.height) + dest = ray.Rectangle(1280//2 - texture.width//2, y + 50, texture.width, texture.height) + self.subtitle.draw(src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.song_info_fade.attribute)) + def draw(self, screen_height: int): ray.draw_texture(global_data.textures['scene_change_rainbow'][1], 0, screen_height - int(self.rainbow_up.attribute), ray.WHITE) texture = global_data.textures['scene_change_rainbow'][0] @@ -1293,8 +1320,12 @@ class Transition: offset = 0 if self.chara_down is not None: offset = int(self.chara_down.attribute) + ray.draw_texture(global_data.textures['scene_change_rainbow'][4], 142, 14 -int(self.rainbow_up.attribute*3) - offset, ray.WHITE) + ray.draw_texture(global_data.textures['scene_change_rainbow'][5], 958, 144 -int(self.rainbow_up.attribute*3) - offset, ray.WHITE) ray.draw_texture(texture, 76, -int(self.rainbow_up.attribute*3) - offset, ray.WHITE) + self.draw_song_info() + class ResultTransition: def __init__(self, screen_height: int): self.move = Animation.create_move(983.33, start_position=0, total_distance=screen_height//2, ease_out='quadratic') diff --git a/scenes/song_select.py b/scenes/song_select.py index 875aa0b..7c17782 100644 --- a/scenes/song_select.py +++ b/scenes/song_select.py @@ -153,7 +153,12 @@ class SongSelectScreen: item.box.reset() else: audio.play_sound(self.sound_don) - self.game_transition = Transition(self.screen_height) + selected_song = self.navigator.get_current_item() + if not isinstance(selected_song, SongFile): + raise Exception("picked directory") + title = selected_song.tja.metadata.title.get(global_data.config['general']['language'], '') + subtitle = selected_song.tja.metadata.subtitle.get(global_data.config['general']['language'], '') + self.game_transition = Transition(self.screen_height, title, subtitle) if is_l_kat_pressed(): audio.play_sound(self.sound_kat) selected_song = self.navigator.get_current_item() @@ -405,6 +410,19 @@ class SongBox: self.tja = tja self.hash = dict() + def unload(self): + if self.black_name is not None: + self.black_name.unload() + if self.hori_name is not None: + self.hori_name.unload() + if self.name is not None: + self.name.unload() + if self.yellow_box is not None: + if self.yellow_box.name is not None: + self.yellow_box.name.unload() + if self.yellow_box.subtitle is not None: + self.yellow_box.subtitle.unload() + def reset(self): if self.black_name is not None: if self.tja is not None: @@ -500,10 +518,6 @@ class SongBox: if self.name is None and -56 <= self.position <= 1280: self.name = OutlinedText(self.text_name, 40, ray.Color(255, 255, 255, 255), SongBox.OUTLINE_MAP.get(self.name_texture_index, ray.Color(101, 0, 82, 255)), outline_thickness=5, vertical=True) - #print(f"loaded {self.text_name}") - elif self.name is not None and (self.position < -56 or self.position > 1280): - self.name.unload() - self.name = None def _draw_closed(self, x: int, y: int, textures): @@ -922,10 +936,15 @@ class UraSwitchAnimation: ray.draw_texture(textures['song_select'][self.texture_change.attribute], 815, 134, ray.fade(ray.WHITE, self.fade_out.attribute)) class Transition: - def __init__(self, screen_height: int) -> None: + def __init__(self, screen_height: int, title: str, subtitle: str) -> None: + duration = 266 self.is_finished = False - self.rainbow_up = Animation.create_move(266, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic') + self.rainbow_up = Animation.create_move(duration, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic') + self.mini_up = Animation.create_move(duration*1.1, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic', ease_out='exponential') self.chara_down = None + self.title = OutlinedText(title, 40, ray.WHITE, ray.BLACK, outline_thickness=5) + self.subtitle = OutlinedText(subtitle, 30, ray.WHITE, ray.BLACK, outline_thickness=5) + self.song_info_fade = Animation.create_fade(duration, initial_opacity=0.0, final_opacity=1.0, delay=duration*2) def update(self, current_time_ms: float): self.rainbow_up.update(current_time_ms) if self.rainbow_up.is_finished and self.chara_down is None: @@ -933,7 +952,28 @@ class Transition: if self.chara_down is not None: self.chara_down.update(current_time_ms) - self.is_finished = self.chara_down.is_finished + + self.mini_up.update(current_time_ms) + self.song_info_fade.update(current_time_ms) + self.is_finished = self.song_info_fade.is_finished + + def draw_song_info(self): + texture = global_data.textures['scene_change_rainbow'][6] + y = 720//2 - texture.height - int(self.rainbow_up.attribute) + self.rainbow_up.total_distance + src = ray.Rectangle(0, 0, texture.width, texture.height) + dest = ray.Rectangle(1280//2 - (texture.width*3)//2, y, texture.width*3, texture.height*2) + ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, min(0.70, self.song_info_fade.attribute))) + + texture = self.title.texture + y = 720//2 - texture.height//2 - int(self.rainbow_up.attribute) + self.rainbow_up.total_distance - 20 + src = ray.Rectangle(0, 0, texture.width, texture.height) + dest = ray.Rectangle(1280//2 - texture.width//2, y, texture.width, texture.height) + self.title.draw(src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.song_info_fade.attribute)) + + texture = self.subtitle.texture + src = ray.Rectangle(0, 0, texture.width, texture.height) + dest = ray.Rectangle(1280//2 - texture.width//2, y + 50, texture.width, texture.height) + self.subtitle.draw(src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.song_info_fade.attribute)) def draw(self, screen_height: int): ray.draw_texture(global_data.textures['scene_change_rainbow'][2], 0, screen_height - int(self.rainbow_up.attribute), ray.WHITE) @@ -941,11 +981,14 @@ class Transition: src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(0, screen_height - int(self.rainbow_up.attribute) + global_data.textures['scene_change_rainbow'][2].height, texture.width, screen_height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) - texture = global_data.textures['scene_change_rainbow'][3] offset = 0 if self.chara_down is not None: offset = int(self.chara_down.attribute) - ray.draw_texture(texture, 76, 816 - int(self.rainbow_up.attribute) + offset, ray.WHITE) + ray.draw_texture(global_data.textures['scene_change_rainbow'][4], 550 - int(self.mini_up.attribute//2), 830 - int(self.mini_up.attribute) + offset, ray.WHITE) + ray.draw_texture(global_data.textures['scene_change_rainbow'][5], 550 + int(self.mini_up.attribute//2), 860 - int(self.mini_up.attribute) + offset, ray.WHITE) + ray.draw_texture(global_data.textures['scene_change_rainbow'][3], 76, 816 - int(self.rainbow_up.attribute) + offset, ray.WHITE) + + self.draw_song_info() class FileSystemItem: GENRE_MAP = {