add panning support

This commit is contained in:
Anthony Samms
2025-10-22 22:12:00 -04:00
parent 7e73ee24f1
commit 0f9cce50d9
7 changed files with 301 additions and 154 deletions

View File

@@ -54,14 +54,20 @@ class GameScreen:
"""Load the hit sounds"""
sounds_dir = Path("Sounds")
if global_data.hit_sound == -1:
self.sound_don = audio.load_sound(Path('none.wav'), 'hitsound_don')
self.sound_kat = audio.load_sound(Path('none.wav'), 'hitsound_kat')
audio.load_sound(Path('none.wav'), 'hitsound_don_1p')
audio.load_sound(Path('none.wav'), 'hitsound_kat_1p')
audio.load_sound(Path('none.wav'), 'hitsound_don_2p')
audio.load_sound(Path('none.wav'), 'hitsound_kat_2p')
if global_data.hit_sound == 0:
self.sound_don = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.wav", 'hitsound_don')
self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.wav", 'hitsound_kat')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.wav", 'hitsound_don_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.wav", 'hitsound_kat_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.wav", 'hitsound_don_2p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.wav", 'hitsound_kat_2p')
else:
self.sound_don = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.ogg", 'hitsound_don')
self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.ogg", 'hitsound_don_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.ogg", 'hitsound_don_2p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat_2p')
def init_tja(self, song: Path, difficulty: int):
"""Initialize the TJA file"""
@@ -75,9 +81,7 @@ class GameScreen:
if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
#tja_copy = copy.deepcopy(self.tja)
self.player_1 = Player(self.tja, global_data.player_num, difficulty, False)
#self.player_2 = Player(tja_copy, 2, difficulty-1, True)
self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
def on_screen_start(self):
@@ -87,10 +91,10 @@ class GameScreen:
self.song_music = None
tex.load_screen_textures('game')
audio.load_screen_sounds('game')
self.load_hitsounds()
ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture0"), tex.textures['balloon']['rainbow_mask'].texture)
ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture1"), tex.textures['balloon']['rainbow'].texture)
self.init_tja(global_data.selected_song, session_data.selected_difficulty)
self.load_hitsounds()
self.song_info = SongInfo(session_data.song_title, session_data.genre_index)
self.result_transition = ResultTransition(global_data.player_num)
subtitle = self.tja.metadata.subtitle.get(global_data.config['general']['language'].lower(), '')
@@ -162,11 +166,7 @@ class GameScreen:
cursor.execute("UPDATE Scores SET clear = ? WHERE hash = ?", (run_clear, hash))
con.commit()
def update(self):
self.on_screen_start()
current_time = get_current_ms()
self.transition.update(current_time)
self.current_ms = current_time - self.start_ms
def start_song(self, current_time):
if (self.current_ms >= self.tja.metadata.offset*1000 + self.start_delay - global_data.config["general"]["judge_offset"]) and not self.song_started:
if self.song_music is not None:
audio.play_music_stream(self.song_music)
@@ -175,43 +175,7 @@ class GameScreen:
self.movie.start(current_time)
self.song_started = True
if self.movie is not None:
self.movie.update()
else:
if len(self.player_1.current_bars) > 0:
self.bpm = self.player_1.bpm
if self.background is not None:
self.background.update(current_time, self.bpm, self.player_1.gauge)
if self.song_music is not None:
audio.update_music_stream(self.song_music)
self.player_1.update(self.current_ms, current_time, self.background)
#self.player_2.update(self.current_ms, current_time, self.background)
self.song_info.update(current_time)
self.result_transition.update(current_time)
if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
return self.on_screen_end('RESULT')
elif self.current_ms >= self.player_1.end_time:
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 + 1000:
if self.player_1.ending_anim is None:
self.write_score()
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()
audio.play_sound('result_transition', 'voice')
else:
self.end_ms = current_time
def global_keys(self):
if ray.is_key_pressed(ray.KeyboardKey.KEY_F1):
if self.song_music is not None:
audio.stop_music_stream(self.song_music)
@@ -224,6 +188,57 @@ class GameScreen:
audio.stop_music_stream(self.song_music)
return self.on_screen_end('SONG_SELECT')
def spawn_ending_anims(self):
if session_data.result_bad == 0:
self.player_1.ending_anim = FCAnimation(self.player_1.is_2p)
elif self.player_1.gauge.is_clear:
self.player_1.ending_anim = ClearAnimation(self.player_1.is_2p)
elif not self.player_1.gauge.is_clear:
self.player_1.ending_anim = FailAnimation(self.player_1.is_2p)
def update_background(self, current_time):
if self.movie is not None:
self.movie.update()
else:
if len(self.player_1.current_bars) > 0:
self.bpm = self.player_1.bpm
if self.background is not None:
self.background.update(current_time, self.bpm, self.player_1.gauge, None)
def update(self):
self.on_screen_start()
current_time = get_current_ms()
self.transition.update(current_time)
self.current_ms = current_time - self.start_ms
self.start_song(current_time)
self.update_background(current_time)
if self.song_music is not None:
audio.update_music_stream(self.song_music)
self.player_1.update(self.current_ms, current_time, self.background)
self.player_2.update(self.current_ms, current_time, self.background)
self.song_info.update(current_time)
self.result_transition.update(current_time)
if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
return self.on_screen_end('RESULT')
elif self.current_ms >= self.player_1.end_time:
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 + 1000:
if self.player_1.ending_anim is None:
self.write_score()
self.spawn_ending_anims()
if current_time >= self.end_ms + 8533.34:
if not self.result_transition.is_started:
self.result_transition.start()
audio.play_sound('result_transition', 'voice')
else:
self.end_ms = current_time
return self.global_keys()
def draw_overlay(self):
self.song_info.draw()
self.transition.draw()
@@ -236,7 +251,6 @@ class GameScreen:
elif self.background is not None:
self.background.draw()
self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader)
#self.player_2.draw(self.current_ms, self.start_ms, self.mask_shader)
self.draw_overlay()
class Player:
@@ -319,8 +333,8 @@ class Player:
self.combo_display = Combo(self.combo, 0, self.is_2p)
self.score_counter = ScoreCounter(self.score, self.is_2p)
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.combo_announce = ComboAnnounce(self.combo, 0, player_number, self.is_2p)
self.branch_indicator = BranchIndicator(self.is_2p) 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']
@@ -552,7 +566,7 @@ class Player:
if self.combo % 10 == 0:
self.chara.set_animation('10_combo')
if self.combo % 100 == 0:
self.combo_announce = ComboAnnounce(self.combo, current_time)
self.combo_announce = ComboAnnounce(self.combo, current_time, int(self.player_number), self.is_2p)
if self.combo > self.max_combo:
self.max_combo = self.combo
@@ -586,7 +600,7 @@ class Player:
self.check_kusudama(note)
return
if self.balloon_anim is None:
self.balloon_anim = BalloonAnimation(current_time, note.count)
self.balloon_anim = BalloonAnimation(current_time, note.count, int(self.player_number), self.is_2p)
self.curr_balloon_count += 1
self.total_drumroll += 1
self.score += 100
@@ -703,7 +717,7 @@ class Player:
def drumroll_counter_manager(self, current_time: float):
"""Manages drumroll counter behavior"""
if self.is_drumroll and self.curr_drumroll_count > 0 and self.drumroll_counter is None:
self.drumroll_counter = DrumrollCounter(current_time)
self.drumroll_counter = DrumrollCounter(current_time, self.is_2p)
if self.drumroll_counter is not None:
if self.drumroll_counter.is_finished and not self.is_drumroll:
@@ -727,10 +741,10 @@ class Player:
def handle_input(self, ms_from_start: float, current_time: float, background: Optional[Background]):
input_checks = [
(is_l_don_pressed, 'DON', 'L', 'hitsound_don'),
(is_r_don_pressed, 'DON', 'R', 'hitsound_don'),
(is_l_kat_pressed, 'KAT', 'L', 'hitsound_kat'),
(is_r_kat_pressed, 'KAT', 'R', 'hitsound_kat')
(is_l_don_pressed, 'DON', 'L', f'hitsound_don_{self.player_number}p'),
(is_r_don_pressed, 'DON', 'R', f'hitsound_don_{self.player_number}p'),
(is_l_kat_pressed, 'KAT', 'L', f'hitsound_kat_{self.player_number}p'),
(is_r_kat_pressed, 'KAT', 'R', f'hitsound_kat_{self.player_number}p')
]
for check_func, note_type, side, sound in input_checks:
if check_func():
@@ -764,7 +778,7 @@ class Player:
self.lane_hit_effect = LaneHitEffect(hit_type, self.is_2p)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L'
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side, self.is_2p))
audio.play_sound('hitsound_don', 'hitsound')
audio.play_sound(f'hitsound_don_{self.player_number}p', 'hitsound')
note_type = 3 if note.type == 6 else 1
self.check_note(ms_from_start, note_type, current_time, background)
else:
@@ -775,7 +789,7 @@ class Player:
self.lane_hit_effect = LaneHitEffect(hit_type, self.is_2p)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L'
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side, self.is_2p))
audio.play_sound('hitsound_don', 'hitsound')
audio.play_sound(f'hitsound_don_{self.player_number}p', 'hitsound')
self.check_note(ms_from_start, 1, current_time, background)
# Handle KAT notes
@@ -785,7 +799,7 @@ class Player:
self.lane_hit_effect = LaneHitEffect(hit_type, self.is_2p)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L'
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side, self.is_2p))
audio.play_sound('hitsound_kat', 'hitsound')
audio.play_sound(f'hitsound_kat_{self.player_number}p', 'hitsound')
self.check_note(ms_from_start, 2, current_time, background)
def evaluate_branch(self, current_ms):
@@ -1039,7 +1053,10 @@ class Player:
# Group 6: UI overlays
self.combo_display.draw()
self.combo_announce.draw()
tex.draw_texture('lane', 'lane_score_cover', index=self.is_2p)
if self.is_2p:
tex.draw_texture('lane', 'lane_score_cover', index=self.is_2p, mirror='vertical')
else:
tex.draw_texture('lane', 'lane_score_cover', index=self.is_2p)
tex.draw_texture('lane', f'{self.player_number}p_icon', index=self.is_2p)
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty, index=self.is_2p)
if self.judge_counter is not None:
@@ -1048,7 +1065,7 @@ class Player:
# Group 7: Player-specific elements
if not global_data.modifiers.auto:
if self.is_2p:
self.nameplate.draw(-62, 285+461)
self.nameplate.draw(-62, 371)
else:
self.nameplate.draw(-62, 285)
self.draw_modifiers()
@@ -1258,7 +1275,7 @@ class GaugeHitEffect:
tex.draw_texture('gauge', 'hit_effect',
frame=self.texture_change.attribute,
x2=self.x2_pos,
y=(self.is_2p*435),
index=self.is_2p,
y2=self.y2_pos,
color=ray.fade(self.texture_color, fade_value),
origin=self.origin,
@@ -1267,11 +1284,11 @@ class GaugeHitEffect:
# Note type texture
tex.draw_texture('notes', str(self.note_type),
x=1158, y=101+(self.is_2p*435),
x=1158, y=101+(self.is_2p*(435-32)),
fade=fade_value)
# Circle effect texture (use cached texture name)
tex.draw_texture('gauge', self.circle_texture, color=self.color, y=(self.is_2p*435))
tex.draw_texture('gauge', self.circle_texture, color=self.color, index=self.is_2p)
class NoteArc:
"""Note arcing from the player to the gauge"""
@@ -1293,7 +1310,7 @@ class NoteArc:
self.end_x, self.end_y = 1158, 101
if self.player_number == 2:
self.start_y += 176
self.end_y += 435
self.end_y += 372
self.explosion_x = self.start_x
self.explosion_y = self.start_y
@@ -1349,6 +1366,10 @@ class NoteArc:
def draw(self, mask_shader: ray.Shader):
if self.is_balloon:
rainbow = tex.textures['balloon']['rainbow']
if self.player_number == 2:
rainbow_height = -rainbow.height
else:
rainbow_height = rainbow.height
trail_length_ratio = 0.5
trail_start_progress = max(0, self.current_progress - trail_length_ratio)
trail_end_progress = self.current_progress
@@ -1359,9 +1380,11 @@ class NoteArc:
crop_width = crop_end_x - crop_start_x
if crop_width > 0:
src = ray.Rectangle(crop_start_x, 0, crop_width, rainbow.height)
src = ray.Rectangle(crop_start_x, 0, crop_width, rainbow_height)
mirror = 'vertical' if self.player_number == 2 else ''
y = 435 if self.player_number == 2 else 0
ray.begin_shader_mode(mask_shader)
tex.draw_texture('balloon', 'rainbow_mask', src=src, x=crop_start_x, x2=-rainbow.width + crop_width)
tex.draw_texture('balloon', 'rainbow_mask', src=src, x=crop_start_x, x2=-rainbow.width + crop_width, mirror=mirror, y=y)
ray.end_shader_mode()
tex.draw_texture('balloon', 'explosion', x=self.explosion_x, y=self.explosion_y-30, frame=self.explosion_anim.attribute)
@@ -1373,7 +1396,8 @@ class NoteArc:
class DrumrollCounter:
"""Displays a drumroll counter, stays alive until is_drumroll is false"""
def __init__(self, current_ms: float):
def __init__(self, current_ms: float, is_2p: bool):
self.is_2p = is_2p
self.create_ms = current_ms
self.is_finished = False
self.total_duration = 1349
@@ -1401,15 +1425,17 @@ class DrumrollCounter:
def draw(self):
color = ray.fade(ray.WHITE, self.fade_animation.attribute)
tex.draw_texture('drumroll_counter', 'bubble', color=color)
tex.draw_texture('drumroll_counter', 'bubble', color=color, index=self.is_2p)
counter = str(self.drumroll_count)
total_width = len(counter) * 52
for i, digit in enumerate(counter):
tex.draw_texture('drumroll_counter', 'counter', color=color, frame=int(digit), x=-(total_width//2)+(i*52), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
tex.draw_texture('drumroll_counter', 'counter', color=color, index=self.is_2p, frame=int(digit), x=-(total_width//2)+(i*52), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
class BalloonAnimation:
"""Draws a Balloon"""
def __init__(self, current_ms: float, balloon_total: int):
def __init__(self, current_ms: float, balloon_total: int, player_num: int, is_2p: bool):
self.player_num = player_num
self.is_2p = is_2p
self.create_ms = current_ms
self.is_finished = False
self.total_duration = 83.33
@@ -1443,16 +1469,16 @@ class BalloonAnimation:
def draw(self):
if self.is_popped:
tex.draw_texture('balloon', 'pop', frame=7, color=self.color)
tex.draw_texture('balloon', 'pop', frame=7, color=self.color, y=self.is_2p*176)
elif self.balloon_count >= 1:
balloon_index = min(6, (self.balloon_count - 1) * 6 // self.balloon_total)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color, index=global_data.player_num-1)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color, index=self.player_num-1, y=self.is_2p*176)
if self.balloon_count > 0:
tex.draw_texture('balloon', 'bubble')
tex.draw_texture('balloon', 'bubble', y=self.is_2p*410, mirror='vertical' if self.is_2p else '')
counter = str(max(0, self.balloon_total - self.balloon_count + 1))
total_width = len(counter) * 52
for i, digit in enumerate(counter):
tex.draw_texture('balloon', 'counter', frame=int(digit), color=self.color, x=-(total_width // 2) + (i * 52), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
tex.draw_texture('balloon', 'counter', frame=int(digit), color=self.color, x=-(total_width // 2) + (i * 52), y=-self.stretch_animation.attribute+(self.is_2p*435), y2=self.stretch_animation.attribute)
class KusudamaAnimation:
"""Draws a Kusudama"""
@@ -1614,7 +1640,7 @@ class ScoreCounter:
self._cached_score_str = str(self.score)
counter = self._cached_score_str
x, y = 150, 185 + (self.is_2p*176)
x, y = 150, 185 + (self.is_2p*310)
margin = 20
total_width = len(counter) * margin
start_x = x - total_width
@@ -1626,6 +1652,7 @@ class ScoreCounterAnimation:
def __init__(self, player_num: str, counter: int, is_2p: bool):
self.is_2p = is_2p
self.counter = counter
self.direction = -1 if self.is_2p else 1
self.fade_animation_1 = Animation.create_fade(50, initial_opacity=0.0, final_opacity=1.0)
self.fade_animation_1.start()
self.move_animation_1 = Animation.create_move(80, total_distance=-20, start_position=175)
@@ -1683,10 +1710,13 @@ class ScoreCounterAnimation:
y = self.move_animation_3.attribute
else:
y = 148
y_offset = y * self.direction
tex.draw_texture('lane', 'score_number',
frame=int(digit),
x=start_x + (i * self.margin),
y=y + (self.is_2p * 535),
y=y_offset + (self.is_2p * 680),
color=self.color)
class SongInfo:
@@ -1732,10 +1762,16 @@ class ResultTransition:
x = 0
screen_width = 1280
while x < screen_width:
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter', frame=0, x=x, y=-720 + self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter', frame=0, x=x, y=720 - self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=-432 + self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=1008 - self.move.attribute)
if self.player_num == 3:
global_tex.draw_texture('result_transition', '1p_shutter', frame=0, x=x, y=-720 + self.move.attribute)
global_tex.draw_texture('result_transition', '2p_shutter', frame=0, x=x, y=720 - self.move.attribute)
global_tex.draw_texture('result_transition', '1p_shutter_footer', x=x, y=-432 + self.move.attribute)
global_tex.draw_texture('result_transition', '2p_shutter_footer', x=x, y=1008 - self.move.attribute)
else:
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter', frame=0, x=x, y=-720 + self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter', frame=0, x=x, y=720 - self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=-432 + self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=1008 - self.move.attribute)
x += 256
class GogoTime:
@@ -1756,13 +1792,15 @@ class GogoTime:
def draw(self):
tex.draw_texture('gogo_time', 'fire', scale=self.fire_resize.attribute, frame=self.fire_change.attribute, fade=0.5, center=True, index=self.is_2p)
if not self.explosion_anim.is_finished:
if not self.explosion_anim.is_finished and not self.is_2p:
for i in range(5):
tex.draw_texture('gogo_time', 'explosion', frame=self.explosion_anim.attribute, index=i)
class ComboAnnounce:
"""Displays the combo every 100 combos"""
def __init__(self, combo: int, current_time_ms: float):
def __init__(self, combo: int, current_time_ms: float, player_num: int, is_2p: bool):
self.player_num = player_num
self.is_2p = is_2p
self.combo = combo
self.wait = current_time_ms
self.fade = Animation.create_fade(100)
@@ -1777,7 +1815,7 @@ class ComboAnnounce:
self.fade.update(current_time_ms)
if not self.audio_played and self.combo >= 100:
audio.play_sound(f'combo_{self.combo}_{global_data.player_num}p', 'voice')
audio.play_sound(f'combo_{self.combo}_{self.player_num}p', 'voice')
self.audio_played = True
def draw(self):
@@ -1787,7 +1825,7 @@ class ComboAnnounce:
fade = 1 - self.fade.attribute
else:
fade = self.fade.attribute
tex.draw_texture('combo', f'announce_bg_{global_data.player_num}p', fade=fade)
tex.draw_texture('combo', f'announce_bg_{self.player_num}p', fade=fade, index=self.is_2p)
if self.combo >= 1000:
thousands = self.combo // 1000
@@ -1795,22 +1833,23 @@ class ComboAnnounce:
thousands_offset = -110
hundreds_offset = 20
if self.combo % 1000 == 0:
tex.draw_texture('combo', 'announce_number', frame=thousands-1, x=-23, fade=fade)
tex.draw_texture('combo', 'announce_add', frame=0, x=435, fade=fade)
tex.draw_texture('combo', 'announce_number', frame=thousands-1, x=-23, fade=fade, index=self.is_2p)
tex.draw_texture('combo', 'announce_add', frame=0, x=435, fade=fade, index=self.is_2p)
else:
if thousands <= 5:
tex.draw_texture('combo', 'announce_add', frame=thousands, x=429 + thousands_offset, fade=fade)
tex.draw_texture('combo', 'announce_add', frame=thousands, x=429 + thousands_offset, fade=fade, index=self.is_2p)
if remaining_hundreds > 0:
tex.draw_texture('combo', 'announce_number', frame=remaining_hundreds-1, x=hundreds_offset, fade=fade)
tex.draw_texture('combo', 'announce_number', frame=remaining_hundreds-1, x=hundreds_offset, fade=fade, index=self.is_2p)
text_offset = -30
else:
text_offset = 0
tex.draw_texture('combo', 'announce_number', frame=self.combo // 100 - 1, x=0, fade=fade)
tex.draw_texture('combo', 'announce_text', x=-text_offset/2, fade=fade)
tex.draw_texture('combo', 'announce_number', frame=self.combo // 100 - 1, x=0, fade=fade, index=self.is_2p)
tex.draw_texture('combo', 'announce_text', x=-text_offset/2, fade=fade, index=self.is_2p)
class BranchIndicator:
"""Displays the branch difficulty and changes"""
def __init__(self):
def __init__(self, is_2p: bool):
self.is_2p = is_2p
self.difficulty = 'normal'
self.diff_2 = self.difficulty
self.diff_down = Animation.create_move(100, total_distance=20, ease_out='quadratic')
@@ -1845,19 +1884,20 @@ class BranchIndicator:
self.direction = -1
def draw(self):
if self.difficulty == 'expert':
tex.draw_texture('branch', 'expert_bg', fade=min(0.5, 1 - self.diff_fade.attribute))
tex.draw_texture('branch', 'expert_bg', fade=min(0.5, 1 - self.diff_fade.attribute), index=self.is_2p)
if self.difficulty == 'master':
tex.draw_texture('branch', 'master_bg', fade=min(0.5, 1 - self.diff_fade.attribute))
tex.draw_texture('branch', 'master_bg', fade=min(0.5, 1 - self.diff_fade.attribute), index=self.is_2p)
if self.direction == -1:
tex.draw_texture('branch', 'level_down', scale=self.level_scale.attribute, fade=self.level_fade.attribute, center=True)
tex.draw_texture('branch', 'level_down', scale=self.level_scale.attribute, fade=self.level_fade.attribute, center=True, index=self.is_2p)
else:
tex.draw_texture('branch', 'level_up', scale=self.level_scale.attribute, fade=self.level_fade.attribute, center=True)
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)
tex.draw_texture('branch', 'level_up', scale=self.level_scale.attribute, fade=self.level_fade.attribute, center=True, index=self.is_2p)
tex.draw_texture('branch', self.diff_2, y=(self.diff_down.attribute - self.diff_up.attribute) * self.direction, fade=self.diff_fade.attribute, index=self.is_2p)
tex.draw_texture('branch', self.difficulty, y=(self.diff_up.attribute * (self.direction*-1)) - (70*self.direction*-1), fade=1 - self.diff_fade.attribute, index=self.is_2p)
class FailAnimation:
"""Animates the fail effect"""
def __init__(self):
def __init__(self, is_2p: bool):
self.is_2p = is_2p
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)
@@ -1895,15 +1935,16 @@ class FailAnimation:
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)
tex.draw_texture('ending_anim', 'fail', fade=self.text_fade_in.attribute, index=self.is_2p)
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, index=self.is_2p)
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, index=self.is_2p)
tex.draw_texture('ending_anim', 'bachio_boom', index=0, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute, y=(self.is_2p*176))
tex.draw_texture('ending_anim', 'bachio_boom', index=1, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute, y=(self.is_2p*176))
class ClearAnimation:
"""Animates the clear effect"""
def __init__(self):
def __init__(self, is_2p: bool):
self.is_2p = is_2p
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)
@@ -1944,17 +1985,18 @@ class ClearAnimation:
self.frame = self.bachio_texture_change.attribute
def draw(self):
if self.draw_clear_full:
tex.draw_texture('ending_anim', 'clear')
tex.draw_texture('ending_anim', 'clear', index=self.is_2p)
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)
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, index=self.is_2p)
tex.draw_texture('ending_anim', 'clear_highlight', fade=self.clear_highlight_fade_in.attribute, index=self.is_2p)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=-self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute, index=self.is_2p)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute, index=self.is_2p)
class FCAnimation:
"""Animates the full combo effect"""
def __init__(self):
def __init__(self, is_2p: bool):
self.is_2p = is_2p
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)
@@ -2015,17 +2057,17 @@ class FCAnimation:
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)
tex.draw_texture('ending_anim', 'full_combo_overlay', y=-self.fc_highlight_up.attribute, fade=0.5, index=self.is_2p)
tex.draw_texture('ending_anim', 'full_combo', y=-self.fc_highlight_up.attribute, index=self.is_2p)
tex.draw_texture('ending_anim', 'full_combo_highlight', y=-self.fc_highlight_up.attribute, fade=self.fc_highlight_fade_out.attribute, index=self.is_2p)
tex.draw_texture('ending_anim', 'fan_l', frame=self.fan_texture_change.attribute, fade=self.fan_fade_in.attribute, index=self.is_2p)
tex.draw_texture('ending_anim', 'fan_r', frame=self.fan_texture_change.attribute, fade=self.fan_fade_in.attribute, index=self.is_2p)
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)
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, index=self.is_2p)
tex.draw_texture('ending_anim', 'clear_highlight', fade=self.clear_highlight_fade_in.attribute, index=self.is_2p)
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, index=self.is_2p)
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, index=self.is_2p)
class JudgeCounter:
"""Counts the number of good, ok, bad, and drumroll notes in real time"""
@@ -2186,39 +2228,40 @@ class Gauge:
self.rainbow_animation = None
def draw(self):
tex.draw_texture('gauge', 'border' + self.string_diff)
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff)
mirror = 'vertical' if self.is_2p else ''
tex.draw_texture('gauge', 'border' + self.string_diff, index=self.is_2p, mirror=mirror)
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff, index=self.is_2p, mirror=mirror)
gauge_length = int(self.gauge_length)
clear_point = self.clear_start[self.difficulty]
tex.draw_texture('gauge', f'{self.player_num}p_bar', x2=min(gauge_length*8, (clear_point - 1)*8)-8)
tex.draw_texture('gauge', f'{self.player_num}p_bar', x2=min(gauge_length*8, (clear_point - 1)*8)-8, index=self.is_2p)
if gauge_length >= clear_point - 1:
tex.draw_texture('gauge', 'bar_clear_transition', x=(clear_point - 1)*8)
tex.draw_texture('gauge', 'bar_clear_transition', x=(clear_point - 1)*8, index=self.is_2p, mirror=mirror)
if gauge_length > clear_point:
tex.draw_texture('gauge', 'bar_clear_top', x=(clear_point) * 8, x2=(gauge_length-clear_point)*8)
tex.draw_texture('gauge', 'bar_clear_bottom', x=(clear_point) * 8, x2=(gauge_length-clear_point)*8)
tex.draw_texture('gauge', 'bar_clear_top', x=(clear_point) * 8, x2=(gauge_length-clear_point)*8, index=self.is_2p, mirror=mirror)
tex.draw_texture('gauge', 'bar_clear_bottom', x=(clear_point) * 8, x2=(gauge_length-clear_point)*8, index=self.is_2p)
# Rainbow effect for full gauge
if gauge_length == self.gauge_max and self.rainbow_fade_in is not None and self.rainbow_animation is not None:
if 0 < self.rainbow_animation.attribute < 8:
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, fade=self.rainbow_fade_in.attribute)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute, index=self.is_2p, mirror=mirror)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, fade=self.rainbow_fade_in.attribute, index=self.is_2p, mirror=mirror)
if self.gauge_update_anim is not None and gauge_length <= self.gauge_max and gauge_length > self.previous_length:
if gauge_length == self.clear_start[self.difficulty]:
tex.draw_texture('gauge', 'bar_clear_transition_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
tex.draw_texture('gauge', 'bar_clear_transition_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute, index=self.is_2p, mirror=mirror)
elif gauge_length > self.clear_start[self.difficulty]:
tex.draw_texture('gauge', 'bar_clear_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
tex.draw_texture('gauge', 'bar_clear_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute, index=self.is_2p)
else:
tex.draw_texture('gauge', f'{self.player_num}p_bar_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
tex.draw_texture('gauge', 'overlay' + self.string_diff, fade=0.15)
tex.draw_texture('gauge', f'{self.player_num}p_bar_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'overlay' + self.string_diff, fade=0.15, index=self.is_2p, mirror=mirror)
# Draw clear status indicators
if gauge_length >= clear_point-1:
tex.draw_texture('gauge', 'clear', index=min(2, self.difficulty))
tex.draw_texture('gauge', 'clear', index=min(2, self.difficulty)+(self.is_2p*3))
if self.is_rainbow:
tex.draw_texture('gauge', 'tamashii_fire', scale=0.75, center=True, frame=self.tamashii_fire_change.attribute)
tex.draw_texture('gauge', 'tamashii')
tex.draw_texture('gauge', 'tamashii_fire', scale=0.75, center=True, frame=self.tamashii_fire_change.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'tamashii', index=self.is_2p)
if self.is_rainbow and self.tamashii_fire_change.attribute in (0, 1, 4, 5):
tex.draw_texture('gauge', 'tamashii_overlay', fade=0.5)
tex.draw_texture('gauge', 'tamashii_overlay', fade=0.5, index=self.is_2p)
else:
tex.draw_texture('gauge', 'clear_dark', index=min(2, self.difficulty))
tex.draw_texture('gauge', 'tamashii_dark')
tex.draw_texture('gauge', 'clear_dark', index=min(2, self.difficulty)+(self.is_2p*3))
tex.draw_texture('gauge', 'tamashii_dark', index=self.is_2p)

82
scenes/game_2p.py Normal file
View File

@@ -0,0 +1,82 @@
import copy
from pathlib import Path
from libs.tja import TJAParser
from libs.utils import get_current_ms
from libs.audio import audio
from libs.utils import global_data, session_data
from libs.video import VideoPlayer
from scenes.game import ClearAnimation, FCAnimation, FailAnimation, GameScreen, Player, Background, SCREEN_WIDTH
class TwoPlayerGameScreen(GameScreen):
def on_screen_start(self):
if not self.screen_init:
super().on_screen_start()
scene_preset = self.tja.metadata.scene_preset
if self.background is not None:
self.background.unload()
self.background = Background(3, self.bpm, scene_preset=scene_preset)
def load_hitsounds(self):
"""Load the hit sounds"""
sounds_dir = Path("Sounds")
if global_data.hit_sound == -1:
audio.load_sound(Path('none.wav'), 'hitsound_don_1p')
audio.load_sound(Path('none.wav'), 'hitsound_kat_1p')
if global_data.hit_sound == 0:
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.wav", 'hitsound_don_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.wav", 'hitsound_kat_1p')
audio.set_sound_pan('hitsound_don_1p', 1.0)
audio.set_sound_pan('hitsound_kat_1p', 1.0)
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don_2p.wav", 'hitsound_don_2p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka_2p.wav", 'hitsound_kat_2p')
audio.set_sound_pan('hitsound_don_2p', 0.0)
audio.set_sound_pan('hitsound_kat_2p', 0.0)
else:
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.ogg", 'hitsound_don_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat_1p')
def init_tja(self, song: Path, difficulty: int):
"""Initialize the TJA file"""
self.tja = TJAParser(song, start_delay=self.start_delay, distance=SCREEN_WIDTH - GameScreen.JUDGE_X)
if self.tja.metadata.bgmovie != Path() and self.tja.metadata.bgmovie.exists():
self.movie = VideoPlayer(self.tja.metadata.bgmovie)
self.movie.set_volume(0.0)
else:
self.movie = None
session_data.song_title = self.tja.metadata.title.get(global_data.config['general']['language'].lower(), self.tja.metadata.title['en'])
if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
tja_copy = copy.deepcopy(self.tja)
self.player_1 = Player(self.tja, 1, difficulty, False)
self.player_2 = Player(tja_copy, 2, difficulty-1, True)
self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
def spawn_ending_anims(self):
if session_data.result_bad == 0:
self.player_1.ending_anim = FCAnimation(self.player_1.is_2p)
self.player_2.ending_anim = FCAnimation(self.player_2.is_2p)
elif self.player_1.gauge.is_clear:
self.player_1.ending_anim = ClearAnimation(self.player_1.is_2p)
self.player_2.ending_anim = ClearAnimation(self.player_2.is_2p)
elif not self.player_1.gauge.is_clear:
self.player_1.ending_anim = FailAnimation(self.player_1.is_2p)
self.player_2.ending_anim = FailAnimation(self.player_2.is_2p)
def update_background(self, current_time):
if self.movie is not None:
self.movie.update()
else:
if len(self.player_1.current_bars) > 0:
self.bpm = self.player_1.bpm
if self.background is not None:
self.background.update(current_time, self.bpm, self.player_1.gauge, self.player_2.gauge)
def draw(self):
if self.movie is not None:
self.movie.draw()
elif self.background is not None:
self.background.draw()
self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader)
self.player_2.draw(self.current_ms, self.start_ms, self.mask_shader)
self.draw_overlay()