add clear/fc/fail animation

This commit is contained in:
Anthony Samms
2025-10-12 02:51:43 -04:00
parent 92b089b07c
commit 0999a2034b
6 changed files with 195 additions and 22 deletions

View File

@@ -223,17 +223,21 @@ class TextureChangeAnimation(BaseAnimation):
self.is_finished = True
class TextStretchAnimation(BaseAnimation):
def __init__(self, duration: float, loop: bool = False, lock_input: bool = False) -> None:
super().__init__(duration, loop=loop, lock_input=lock_input)
def __init__(self, duration: float, loop: bool = False, lock_input: bool = False, delay: float = 0.0) -> None:
super().__init__(duration, loop=loop, lock_input=lock_input, delay=delay)
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
super().update(current_time_ms)
elapsed_time = current_time_ms - self.start_ms
if elapsed_time <= self.duration:
self.attribute = 2 + 5 * (elapsed_time // 25)
elif elapsed_time <= self.duration + 116:
frame_time = (elapsed_time - self.duration) // 16.57
if elapsed_time < self.delay:
return
animation_time = elapsed_time - self.delay
if animation_time <= self.duration:
self.attribute = 2 + 5 * (animation_time // 25)
elif animation_time <= self.duration + 116:
frame_time = (animation_time - self.duration) // 16.57
self.attribute = 2 + 10 - (2 * (frame_time + 1))
else:
self.attribute = 0
@@ -346,13 +350,14 @@ class Animation:
return TextureChangeAnimation(duration, **kwargs)
@staticmethod
def create_text_stretch(duration: float) -> TextStretchAnimation:
def create_text_stretch(duration: float, **kwargs) -> TextStretchAnimation:
"""Create a text stretch animation.
Args:
duration: Length of the stretch in milliseconds
delay: Time to wait before starting the stretch
"""
return TextStretchAnimation(duration)
return TextStretchAnimation(duration, **kwargs)
@staticmethod
def create_texture_resize(duration: float, **kwargs) -> TextureResizeAnimation:

View File

@@ -8,7 +8,6 @@ class Nameplate:
def __init__(self, name: str, title: str, player_num: int, dan: int, is_gold: bool):
self.name = OutlinedText(name, 22, ray.WHITE, ray.BLACK, outline_thickness=3.0)
self.title = OutlinedText(title, 20, ray.BLACK, ray.WHITE, outline_thickness=0)
print(self.name.texture.width)
self.dan_index = dan
self.player_num = player_num
self.is_gold = is_gold

View File

@@ -99,7 +99,6 @@ class TextureWrapper:
def load_zip(self, screen_name: str, subset: str):
zip = (self.graphics_path / screen_name / subset).with_suffix('.zip')
if screen_name in self.textures and subset in self.textures[screen_name]:
print(screen_name, subset)
return
with zipfile.ZipFile(zip, 'r') as zip_ref:
if 'texture.json' not in zip_ref.namelist():

View File

@@ -698,8 +698,6 @@ class TJAParser:
bisect.insort(curr_draw_list, note, key=lambda x: x.load_ms)
self.get_moji(curr_note_list, ms_per_measure)
index += 1
if hasattr(curr_bar_list[-1], 'branch_params'):
print(curr_note_list[-1])
# https://stackoverflow.com/questions/72899/how-to-sort-a-list-of-dictionaries-by-a-value-of-the-dictionary-in-python
# Sorting by load_ms is necessary for drawing, as some notes appear on the
# screen slower regardless of when they reach the judge circle

View File

@@ -2,7 +2,7 @@ import pyray as ray
from libs.utils import get_current_ms
from libs.texture import tex
from scenes.game import BranchIndicator
from scenes.game import FCAnimation
class DevScreen:
@@ -16,7 +16,7 @@ class DevScreen:
if not self.screen_init:
self.screen_init = True
tex.load_screen_textures('game')
self.obj = BranchIndicator()
self.obj = FCAnimation()
def on_screen_end(self, next_screen: str):
self.screen_init = False
@@ -27,14 +27,8 @@ class DevScreen:
self.obj.update(get_current_ms())
if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
return self.on_screen_end('GAME')
elif ray.is_key_pressed(ray.KeyboardKey.KEY_UP):
self.obj.level_up('master')
elif ray.is_key_pressed(ray.KeyboardKey.KEY_DOWN):
self.obj.level_down('expert')
elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT):
self.obj.level_up('expert')
elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
self.obj.level_down('normal')
if ray.is_key_pressed(ray.KeyboardKey.KEY_SPACE):
self.obj = FCAnimation()
def draw(self):
ray.draw_rectangle(0, 0, 1280, 720, ray.GREEN)

View File

@@ -183,6 +183,14 @@ class GameScreen:
session_data.result_score, session_data.result_good, session_data.result_ok, session_data.result_bad, session_data.result_max_combo, session_data.result_total_drumroll = self.player_1.get_result_score()
session_data.result_gauge_length = self.player_1.gauge.gauge_length
if self.end_ms != 0:
if current_time >= self.end_ms + 500:
if self.player_1.ending_anim is None:
if session_data.result_bad == 0:
self.player_1.ending_anim = FCAnimation()
elif self.player_1.gauge.is_clear:
self.player_1.ending_anim = ClearAnimation()
elif not self.player_1.gauge.is_clear:
self.player_1.ending_anim = FailAnimation()
if current_time >= self.end_ms + 8533.34:
if not self.result_transition.is_started:
self.result_transition.start()
@@ -298,6 +306,7 @@ class Player:
self.gogo_time: Optional[GogoTime] = None
self.combo_announce = ComboAnnounce(self.combo, 0)
self.branch_indicator = BranchIndicator() if tja and tja.metadata.course_data[self.difficulty].is_branching else None
self.ending_anim: Optional[FailAnimation | ClearAnimation | FCAnimation] = None
self.is_gogo_time = False
plate_info = global_data.config['nameplate']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold'])
@@ -796,6 +805,8 @@ class Player:
self.gauge.update(current_time)
if self.branch_indicator is not None:
self.branch_indicator.update(current_time)
if self.ending_anim is not None:
self.ending_anim.update(current_time)
if self.is_branch:
self.evaluate_branch(game_screen.current_ms)
@@ -961,6 +972,8 @@ class Player:
tex.draw_texture('lane', 'drum')
if global_data.modifiers.auto:
tex.draw_texture('lane', 'auto_icon')
if self.ending_anim is not None:
self.ending_anim.draw()
# Group 5: Hit effects and animations
for anim in self.draw_drum_hit_list:
@@ -1756,6 +1769,171 @@ class BranchIndicator:
tex.draw_texture('branch', self.diff_2, y=(self.diff_down.attribute - self.diff_up.attribute) * self.direction, fade=self.diff_fade.attribute)
tex.draw_texture('branch', self.difficulty, y=(self.diff_up.attribute * (self.direction*-1)) - (70*self.direction*-1), fade=1 - self.diff_fade.attribute)
class FailAnimation:
def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start()
self.bachio_texture_change = Animation.create_texture_change(266.67, textures=[(0, 150, 0), (150, 266.67, 1)], delay=self.bachio_fade_in.duration)
self.bachio_fall = Animation.create_texture_change(500, textures=[[0, 495, 0], [495, 500, 1]], delay=self.bachio_texture_change.duration)
self.bachio_texture_change.start()
self.bachio_fall.start()
self.bachio_move_out = Animation.create_move(116.67, total_distance=150, delay=self.bachio_fade_in.duration, ease_out='quadratic')
self.bachio_move_out.start()
self.bachio_boom_fade_in = Animation.create_fade(66.67, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration)
self.bachio_boom_scale = Animation.create_texture_resize(133.34, initial_size=0.5, final_size=1.0, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration)
self.bachio_boom_fade_in.start()
self.bachio_boom_scale.start()
self.bachio_up = Animation.create_move(416.67, total_distance=60, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration, ease_out='quadratic')
self.bachio_down = Animation.create_move(100, total_distance=60, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration + self.bachio_up.duration, ease_out='quadratic')
self.bachio_up.start()
self.bachio_down.start()
self.text_fade_in = Animation.create_fade(283.33, initial_opacity=0.0, final_opacity=1.0, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration + self.bachio_up.duration/2)
self.text_fade_in.start()
self.name = 'in'
self.frame = self.bachio_texture_change.attribute
def update(self, current_time_ms: float):
self.bachio_fade_in.update(current_time_ms)
self.bachio_texture_change.update(current_time_ms)
self.bachio_fall.update(current_time_ms)
self.bachio_move_out.update(current_time_ms)
self.bachio_boom_fade_in.update(current_time_ms)
self.bachio_boom_scale.update(current_time_ms)
self.bachio_up.update(current_time_ms)
self.bachio_down.update(current_time_ms)
self.text_fade_in.update(current_time_ms)
if self.bachio_texture_change.is_finished:
self.name = 'fall'
self.frame = self.bachio_fall.attribute
else:
self.frame = self.bachio_texture_change.attribute
def draw(self):
tex.draw_texture('ending_anim', 'fail', fade=self.text_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=-self.bachio_move_out.attribute - (self.bachio_up.attribute/2), y=self.bachio_down.attribute - self.bachio_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=self.bachio_move_out.attribute + (self.bachio_up.attribute/2), y=self.bachio_down.attribute - self.bachio_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_boom', index=0, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute)
tex.draw_texture('ending_anim', 'bachio_boom', index=1, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute)
class ClearAnimation:
def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start()
self.bachio_texture_change = Animation.create_texture_change(266.67, textures=[(0, 150, 0), (150, 266.67, 1)], delay=self.bachio_fade_in.duration)
self.bachio_texture_change.start()
self.bachio_out = Animation.create_texture_change(200, textures=[[0, 50, 0], [50, 100, 1], [100, 150, 2], [150, 200, 3]], delay=self.bachio_texture_change.duration+100)
self.bachio_out.start()
self.bachio_move_out = Animation.create_move(116.67, total_distance=200, delay=self.bachio_fade_in.duration, ease_out='quadratic')
self.bachio_move_out.start()
self.clear_separate_fade_in = [Animation.create_fade(100, initial_opacity=0.0, final_opacity=1.0, delay=i*50) for i in range(5)]
for fade in self.clear_separate_fade_in:
fade.start()
self.clear_separate_stretch = [Animation.create_text_stretch(200, delay=i*50) for i in range(5)]
for stretch in self.clear_separate_stretch:
stretch.start()
self.clear_highlight_fade_in = Animation.create_fade(183, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, delay=450)
self.clear_highlight_fade_in.start()
self.draw_clear_full = False
self.name = 'in'
self.frame = 0
def update(self, current_time_ms: float):
self.bachio_fade_in.update(current_time_ms)
self.bachio_texture_change.update(current_time_ms)
self.bachio_out.update(current_time_ms)
self.bachio_move_out.update(current_time_ms)
self.clear_highlight_fade_in.update(current_time_ms)
if self.clear_highlight_fade_in.attribute == 1.0:
self.draw_clear_full = True
for fade in self.clear_separate_fade_in:
fade.update(current_time_ms)
for stretch in self.clear_separate_stretch:
stretch.update(current_time_ms)
if self.bachio_texture_change.is_finished:
self.name = 'out'
self.frame = self.bachio_out.attribute
else:
self.frame = self.bachio_texture_change.attribute
def draw(self):
if self.draw_clear_full:
tex.draw_texture('ending_anim', 'clear')
else:
for i in range(4, -1, -1):
tex.draw_texture('ending_anim', 'clear_separated', frame=i, fade=self.clear_separate_fade_in[i].attribute, x=i*60, y=-self.clear_separate_stretch[i].attribute, y2=self.clear_separate_stretch[i].attribute)
tex.draw_texture('ending_anim', 'clear_highlight', fade=self.clear_highlight_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=-self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
class FCAnimation:
def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start()
self.bachio_texture_change = Animation.create_texture_change(266.67, textures=[(0, 150, 0), (150, 266.67, 1)], delay=self.bachio_fade_in.duration)
self.bachio_texture_change.start()
self.bachio_out = Animation.create_texture_change(200, textures=[[0, 50, 0], [50, 100, 1], [100, 150, 2], [150, 200, 3]], delay=self.bachio_texture_change.duration+100)
self.bachio_out.start()
self.bachio_move_out = Animation.create_move(116.67, total_distance=200, delay=self.bachio_fade_in.duration, ease_out='quadratic')
self.bachio_move_out.start()
self.clear_separate_fade_in = [Animation.create_fade(100, initial_opacity=0.0, final_opacity=1.0, delay=i*50) for i in range(5)]
for fade in self.clear_separate_fade_in:
fade.start()
self.clear_separate_stretch = [Animation.create_text_stretch(200, delay=i*50) for i in range(5)]
for stretch in self.clear_separate_stretch:
stretch.start()
self.clear_highlight_fade_in = Animation.create_fade(183, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, delay=450)
self.clear_highlight_fade_in.start()
self.fc_highlight_up = Animation.create_move(133, total_distance=20, reverse_delay=216.67, delay=450 + self.clear_highlight_fade_in.duration, ease_out='quadratic')
self.fc_highlight_up.start()
self.fc_highlight_fade_out = Animation.create_fade(133)
self.bachio_move_out_2 = Animation.create_move(700, total_distance=150, ease_in='quadratic', ease_out='quadratic')
self.bachio_move_up = Animation.create_move(350, total_distance=150, reverse_delay=0, ease_in='quadratic')
self.fan_fade_in = Animation.create_fade(183, initial_opacity=0.0, final_opacity=1.0)
self.fan_texture_change = Animation.create_texture_change(100, textures=[[0, 16.67, 0], [16.67, 33.33, 1], [33.33, 50, 2], [50, 66.67, 3], [66.67, 83.33, 4], [83.33, 100, 5]], delay=self.fan_fade_in.duration)
self.draw_clear_full = False
self.name = 'in'
self.frame = 0
def update(self, current_time_ms: float):
self.bachio_fade_in.update(current_time_ms)
self.bachio_texture_change.update(current_time_ms)
self.bachio_out.update(current_time_ms)
self.bachio_move_out.update(current_time_ms)
self.clear_highlight_fade_in.update(current_time_ms)
self.fc_highlight_up.update(current_time_ms)
self.fc_highlight_fade_out.update(current_time_ms)
self.bachio_move_out_2.update(current_time_ms)
self.bachio_move_up.update(current_time_ms)
self.fan_fade_in.update(current_time_ms)
self.fan_texture_change.update(current_time_ms)
if self.fc_highlight_up.is_finished and not self.fc_highlight_fade_out.is_started:
self.fc_highlight_fade_out.start()
self.bachio_move_out_2.start()
self.bachio_move_up.start()
self.fan_fade_in.start()
self.fan_texture_change.start()
if self.clear_highlight_fade_in.attribute == 1.0:
self.draw_clear_full = True
for fade in self.clear_separate_fade_in:
fade.update(current_time_ms)
for stretch in self.clear_separate_stretch:
stretch.update(current_time_ms)
if self.bachio_texture_change.is_finished:
self.name = 'out'
self.frame = self.bachio_out.attribute
else:
self.frame = self.bachio_texture_change.attribute
def draw(self):
if self.draw_clear_full:
tex.draw_texture('ending_anim', 'full_combo_overlay', y=-self.fc_highlight_up.attribute, fade=0.5)
tex.draw_texture('ending_anim', 'full_combo', y=-self.fc_highlight_up.attribute)
tex.draw_texture('ending_anim', 'full_combo_highlight', y=-self.fc_highlight_up.attribute, fade=self.fc_highlight_fade_out.attribute)
tex.draw_texture('ending_anim', 'fan_l', frame=self.fan_texture_change.attribute, fade=self.fan_fade_in.attribute)
tex.draw_texture('ending_anim', 'fan_r', frame=self.fan_texture_change.attribute, fade=self.fan_fade_in.attribute)
else:
for i in range(4, -1, -1):
tex.draw_texture('ending_anim', 'clear_separated', frame=i, fade=self.clear_separate_fade_in[i].attribute, x=i*60, y=-self.clear_separate_stretch[i].attribute, y2=self.clear_separate_stretch[i].attribute)
tex.draw_texture('ending_anim', 'clear_highlight', fade=self.clear_highlight_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=(-self.bachio_move_out.attribute - self.bachio_move_out_2.attribute)*1.15, y=-self.bachio_move_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=(self.bachio_move_out.attribute + self.bachio_move_out_2.attribute)*1.15, y=-self.bachio_move_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
class Gauge:
def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int):
self.player_num = player_num