mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
finish adding fever backgrounds
This commit is contained in:
@@ -83,7 +83,7 @@ def main():
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if global_data.config["video"]["fullscreen"]:
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ray.toggle_fullscreen()
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current_screen = Screens.LOADING
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current_screen = Screens.DEV_MENU
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audio.init_audio_device()
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@@ -1,5 +1,8 @@
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import math
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import random
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import pyray as ray
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from libs.animation import Animation
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from libs.texture import TextureWrapper
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@@ -10,7 +13,7 @@ class Background:
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self.tex_wrapper.load_animations('background')
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self.donbg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
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self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
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self.bg_fever = BGFever.create(self.tex_wrapper, 3)
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self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
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self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
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self.is_clear = False
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def update(self, current_time_ms: float, is_clear: bool):
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@@ -331,7 +334,7 @@ class BGFever:
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@staticmethod
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def create(tex: TextureWrapper, index: int):
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map = [BGFever1, BGFever2, None, BGFever4]
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map = [BGFever1, BGFever2, BGFever3, BGFever4]
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selected_obj = map[index]
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return selected_obj(tex, index)
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@@ -342,43 +345,195 @@ class BGFeverBase:
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self.transitioned = False
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class BGFever1(BGFeverBase):
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class Tile:
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def __init__(self):
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self.expansion = Animation.create_move(166, total_distance=360)
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self.expansion.start()
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def update(self, current_time_ms):
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self.expansion.update(current_time_ms)
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def draw(self, tex: TextureWrapper, name: str, x: int, frame: int):
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tex.draw_texture(name, 'background', frame=frame, x=x, y2=-360+self.expansion.attribute, y=360+(180-self.expansion.attribute/2))
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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pass
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self.wait = 0
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self.bg_tiles: list[BGFever1.Tile] = []
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self.corner_move_up = tex.get_animation(29)
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self.corner_move_down = tex.get_animation(30)
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self.footer_move_up = tex.get_animation(29, is_copy=True)
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self.footer_move_down = tex.get_animation(30, is_copy=True)
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self.footer_move_up.delay_saved = 100
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self.footer_move_down.delay_saved = 100
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self.mountain_move_up = tex.get_animation(29, is_copy=True)
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self.mountain_move_down = tex.get_animation(30, is_copy=True)
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self.mountain_move_up.delay_saved = 200
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self.mountain_move_down.delay_saved = 200
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self.overlay_move_up = tex.get_animation(29, is_copy=True)
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self.overlay_move_down = tex.get_animation(30, is_copy=True)
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self.overlay_move_up.delay_saved = 300
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self.overlay_move_down.delay_saved = 300
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self.wave_spin = tex.get_animation(28)
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self.circle = {
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"center_x": 100,
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"center_y": 130,
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"radius": 200,
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}
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self.bg_move = tex.get_animation(16)
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def start(self):
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pass
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self.corner_move_up.start()
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self.corner_move_down.start()
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self.footer_move_up.start()
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self.footer_move_down.start()
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self.mountain_move_up.start()
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self.mountain_move_down.start()
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self.overlay_move_up.start()
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self.overlay_move_down.start()
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def update(self, current_time_ms: float):
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pass
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if len(self.bg_tiles) < 20 and current_time_ms >= self.wait + 66:
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self.bg_tiles.append(BGFever1.Tile())
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self.wait = current_time_ms
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for tile in self.bg_tiles:
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tile.update(current_time_ms)
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self.corner_move_up.update(current_time_ms)
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self.corner_move_down.update(current_time_ms)
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self.footer_move_up.update(current_time_ms)
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self.footer_move_down.update(current_time_ms)
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self.mountain_move_up.update(current_time_ms)
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self.mountain_move_down.update(current_time_ms)
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self.overlay_move_up.update(current_time_ms)
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self.overlay_move_down.update(current_time_ms)
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self.wave_spin.update(current_time_ms)
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self.is_transitioned = self.overlay_move_down.is_finished and len(self.bg_tiles) == 20
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self.bg_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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pass
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for i, tile in enumerate(self.bg_tiles):
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tile.draw(tex, self.name, (i*128)-self.bg_move.attribute, i % 10)
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tex.draw_texture(self.name, 'mountain', y=-self.mountain_move_up.attribute+self.mountain_move_down.attribute)
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angle = math.radians(self.wave_spin.attribute*2)
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wave_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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wave_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, origin=wave_origin)
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tex.draw_texture(self.name, 'footer', y=-self.footer_move_up.attribute+self.footer_move_down.attribute)
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tex.draw_texture(self.name, 'corner', y=-self.corner_move_up.attribute+self.corner_move_down.attribute)
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tex.draw_texture(self.name, 'overlay', y=self.overlay_move_up.attribute-self.overlay_move_down.attribute)
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class BGFever2(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.fadein = tex.get_animation(19)
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self.bg_texture_change = tex.get_animation(20)
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self.ship_rotation = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
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self.ship_rotation = tex.get_animation(21)
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self.ship_rotation.start()
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self.move_in = tex.get_animation(22)
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self.move_out = tex.get_animation(23)
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def start(self):
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self.fadein.start()
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self.move_in.start()
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self.move_out.start()
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def update(self, current_time_ms: float):
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self.fadein.update(current_time_ms)
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self.bg_texture_change.update(current_time_ms)
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self.ship_rotation.update(current_time_ms)
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self.move_in.update(current_time_ms)
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self.move_out.update(current_time_ms)
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self.transitioned = self.move_out.is_finished
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background', frame=self.bg_texture_change.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_3', fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_1', fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_2', fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'bird', index=0, mirror='horizontal')
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tex.draw_texture(self.name, 'bird', index=1)
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tex.draw_texture(self.name, 'ship', rotation=self.ship_rotation.attribute*100, center=True)
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tex.draw_texture(self.name, 'footer_3', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_1', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_2', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'bird', index=0, x=self.move_in.attribute-self.move_out.attribute, mirror='horizontal', y=self.ship_rotation.attribute*180)
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tex.draw_texture(self.name, 'bird', index=1, x=-self.move_in.attribute+self.move_out.attribute, y=self.ship_rotation.attribute*180)
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origin = ray.Vector2(tex.textures[self.name]['ship'].width/2, tex.textures[self.name]['ship'].height/2)
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tex.draw_texture(self.name, 'ship', x=origin.x, y=origin.y + self.move_in.attribute-self.move_out.attribute, origin=origin, rotation=self.ship_rotation.attribute*100, center=True)
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class BGFever3(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.fadein = tex.get_animation(19)
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self.move_in = tex.get_animation(24)
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self.footer_move_up = tex.get_animation(26)
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self.bird_tc = tex.get_animation(20)
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self.overlay_tc = tex.get_animation(25)
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self.circle_rotate = tex.get_animation(27)
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self.fish_spin = tex.get_animation(28)
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self.circle = {
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"center_x": 500,
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"center_y": 300,
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"radius": 300,
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}
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self.num_fish = 8
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self.fish_spacing = (2 * math.pi) / self.num_fish # 45 degrees in radians
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def start(self):
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self.fadein.start()
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self.move_in.start()
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self.footer_move_up.start()
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def update(self, current_time_ms: float):
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self.fadein.update(current_time_ms)
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self.move_in.update(current_time_ms)
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self.bird_tc.update(current_time_ms)
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self.overlay_tc.update(current_time_ms)
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self.footer_move_up.update(current_time_ms)
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self.circle_rotate.update(current_time_ms)
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self.fish_spin.update(current_time_ms)
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self.transitioned = self.move_in.is_finished
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background', x=-self.move_in.attribute)
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tex.draw_texture(self.name, 'overlay', frame=self.overlay_tc.attribute, fade=self.fadein.attribute)
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origin = ray.Vector2(tex.textures[self.name]['circle'].width/2, tex.textures[self.name]['circle'].height/2)
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tex.draw_texture(self.name, 'circle', x=origin.x, y=origin.y, fade=self.fadein.attribute, origin=origin, rotation=self.circle_rotate.attribute)
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angle = math.radians(self.fish_spin.attribute*2)
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wave_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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wave_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
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for j in range(2):
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for i in range(self.num_fish):
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fish_phase_offset = i * self.fish_spacing
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angle = math.radians(self.fish_spin.attribute) + fish_phase_offset
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fish_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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fish_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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# Fish should face the direction they're swimming (tangent to circle)
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swimming_angle = angle + math.pi/2 # Perpendicular to radius
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swimming_rotation = math.degrees(swimming_angle)
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fish_origin = ray.Vector2(tex.textures[self.name]['fish'].width/2,tex.textures[self.name]['fish'].height/2)
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tex.draw_texture(self.name, 'fish', x=fish_x, y=fish_y, fade=self.fadein.attribute,
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origin=fish_origin,
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rotation=swimming_rotation,
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index=j
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)
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angle = math.radians(self.fish_spin.attribute*3)
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wave_x = self.circle["center_x"] + math.cos(angle) * 20
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wave_y = self.circle["center_y"] + math.sin(angle) * 20
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wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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for i in range(3):
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tex.draw_texture(self.name, 'footer_2', x=wave_x + (i*600), y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
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for i in range(3):
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tex.draw_texture(self.name, 'footer_1', x=i*450, y=-self.footer_move_up.attribute)
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tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=0, x=-self.move_in.attribute)
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tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=1, x=-self.move_in.attribute)
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class BGFever4(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int):
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@@ -204,7 +204,7 @@ class TJAParser:
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region_code = 'en'
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if item[len('SUBTITLE')] != ':':
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region_code = (item[len('SUBTITLE'):len('SUBTITLE')+2]).lower()
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self.metadata.subtitle[region_code] = ''.join(item.split(':')[1:])
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self.metadata.subtitle[region_code] = ''.join(item.split(':')[1:]).replace('--', '')
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if 'ja' in self.metadata.subtitle and '限定' in self.metadata.subtitle['ja']:
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self.ex_data.limited_time = True
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elif item.startswith('TITLE'):
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@@ -153,7 +153,7 @@ class ResultScreen:
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alpha_value = ray.ffi.new('float*', self.fade_in_bottom.attribute)
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ray.set_shader_value(self.alpha_shader, alpha_loc, alpha_value, SHADER_UNIFORM_FLOAT)
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if get_current_ms() >= self.start_ms + 5000:
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if get_current_ms() >= self.start_ms + 5000 and not self.fade_out.is_started:
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self.handle_input()
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self.update_score_animation()
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@@ -404,8 +404,6 @@ class ScoreAnimator:
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def next_score(self) -> str:
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if self.digit_index == -1:
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self.is_finished = True
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if self.target_score == '0':
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return '0'
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return str(int(''.join([str(item[0]) for item in self.current_score_list])))
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curr_digit, counter = self.current_score_list[self.digit_index]
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if counter < 9:
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