finish adding fever backgrounds

This commit is contained in:
Yonokid
2025-09-02 22:24:35 -04:00
parent e01ab26422
commit 4eb30dc6fa
4 changed files with 171 additions and 18 deletions

View File

@@ -1,5 +1,8 @@
import math
import random
import pyray as ray
from libs.animation import Animation
from libs.texture import TextureWrapper
@@ -10,7 +13,7 @@ class Background:
self.tex_wrapper.load_animations('background')
self.donbg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
self.bg_fever = BGFever.create(self.tex_wrapper, 3)
self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
self.is_clear = False
def update(self, current_time_ms: float, is_clear: bool):
@@ -331,7 +334,7 @@ class BGFever:
@staticmethod
def create(tex: TextureWrapper, index: int):
map = [BGFever1, BGFever2, None, BGFever4]
map = [BGFever1, BGFever2, BGFever3, BGFever4]
selected_obj = map[index]
return selected_obj(tex, index)
@@ -342,43 +345,195 @@ class BGFeverBase:
self.transitioned = False
class BGFever1(BGFeverBase):
class Tile:
def __init__(self):
self.expansion = Animation.create_move(166, total_distance=360)
self.expansion.start()
def update(self, current_time_ms):
self.expansion.update(current_time_ms)
def draw(self, tex: TextureWrapper, name: str, x: int, frame: int):
tex.draw_texture(name, 'background', frame=frame, x=x, y2=-360+self.expansion.attribute, y=360+(180-self.expansion.attribute/2))
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
pass
self.wait = 0
self.bg_tiles: list[BGFever1.Tile] = []
self.corner_move_up = tex.get_animation(29)
self.corner_move_down = tex.get_animation(30)
self.footer_move_up = tex.get_animation(29, is_copy=True)
self.footer_move_down = tex.get_animation(30, is_copy=True)
self.footer_move_up.delay_saved = 100
self.footer_move_down.delay_saved = 100
self.mountain_move_up = tex.get_animation(29, is_copy=True)
self.mountain_move_down = tex.get_animation(30, is_copy=True)
self.mountain_move_up.delay_saved = 200
self.mountain_move_down.delay_saved = 200
self.overlay_move_up = tex.get_animation(29, is_copy=True)
self.overlay_move_down = tex.get_animation(30, is_copy=True)
self.overlay_move_up.delay_saved = 300
self.overlay_move_down.delay_saved = 300
self.wave_spin = tex.get_animation(28)
self.circle = {
"center_x": 100,
"center_y": 130,
"radius": 200,
}
self.bg_move = tex.get_animation(16)
def start(self):
pass
self.corner_move_up.start()
self.corner_move_down.start()
self.footer_move_up.start()
self.footer_move_down.start()
self.mountain_move_up.start()
self.mountain_move_down.start()
self.overlay_move_up.start()
self.overlay_move_down.start()
def update(self, current_time_ms: float):
pass
if len(self.bg_tiles) < 20 and current_time_ms >= self.wait + 66:
self.bg_tiles.append(BGFever1.Tile())
self.wait = current_time_ms
for tile in self.bg_tiles:
tile.update(current_time_ms)
self.corner_move_up.update(current_time_ms)
self.corner_move_down.update(current_time_ms)
self.footer_move_up.update(current_time_ms)
self.footer_move_down.update(current_time_ms)
self.mountain_move_up.update(current_time_ms)
self.mountain_move_down.update(current_time_ms)
self.overlay_move_up.update(current_time_ms)
self.overlay_move_down.update(current_time_ms)
self.wave_spin.update(current_time_ms)
self.is_transitioned = self.overlay_move_down.is_finished and len(self.bg_tiles) == 20
self.bg_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
pass
for i, tile in enumerate(self.bg_tiles):
tile.draw(tex, self.name, (i*128)-self.bg_move.attribute, i % 10)
tex.draw_texture(self.name, 'mountain', y=-self.mountain_move_up.attribute+self.mountain_move_down.attribute)
angle = math.radians(self.wave_spin.attribute*2)
wave_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
wave_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, origin=wave_origin)
tex.draw_texture(self.name, 'footer', y=-self.footer_move_up.attribute+self.footer_move_down.attribute)
tex.draw_texture(self.name, 'corner', y=-self.corner_move_up.attribute+self.corner_move_down.attribute)
tex.draw_texture(self.name, 'overlay', y=self.overlay_move_up.attribute-self.overlay_move_down.attribute)
class BGFever2(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.fadein = tex.get_animation(19)
self.bg_texture_change = tex.get_animation(20)
self.ship_rotation = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
self.ship_rotation = tex.get_animation(21)
self.ship_rotation.start()
self.move_in = tex.get_animation(22)
self.move_out = tex.get_animation(23)
def start(self):
self.fadein.start()
self.move_in.start()
self.move_out.start()
def update(self, current_time_ms: float):
self.fadein.update(current_time_ms)
self.bg_texture_change.update(current_time_ms)
self.ship_rotation.update(current_time_ms)
self.move_in.update(current_time_ms)
self.move_out.update(current_time_ms)
self.transitioned = self.move_out.is_finished
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background', frame=self.bg_texture_change.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_3', fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_1', fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_2', fade=self.fadein.attribute)
tex.draw_texture(self.name, 'bird', index=0, mirror='horizontal')
tex.draw_texture(self.name, 'bird', index=1)
tex.draw_texture(self.name, 'ship', rotation=self.ship_rotation.attribute*100, center=True)
tex.draw_texture(self.name, 'footer_3', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_1', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_2', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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)
tex.draw_texture(self.name, 'bird', index=1, x=-self.move_in.attribute+self.move_out.attribute, y=self.ship_rotation.attribute*180)
origin = ray.Vector2(tex.textures[self.name]['ship'].width/2, tex.textures[self.name]['ship'].height/2)
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)
class BGFever3(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.fadein = tex.get_animation(19)
self.move_in = tex.get_animation(24)
self.footer_move_up = tex.get_animation(26)
self.bird_tc = tex.get_animation(20)
self.overlay_tc = tex.get_animation(25)
self.circle_rotate = tex.get_animation(27)
self.fish_spin = tex.get_animation(28)
self.circle = {
"center_x": 500,
"center_y": 300,
"radius": 300,
}
self.num_fish = 8
self.fish_spacing = (2 * math.pi) / self.num_fish # 45 degrees in radians
def start(self):
self.fadein.start()
self.move_in.start()
self.footer_move_up.start()
def update(self, current_time_ms: float):
self.fadein.update(current_time_ms)
self.move_in.update(current_time_ms)
self.bird_tc.update(current_time_ms)
self.overlay_tc.update(current_time_ms)
self.footer_move_up.update(current_time_ms)
self.circle_rotate.update(current_time_ms)
self.fish_spin.update(current_time_ms)
self.transitioned = self.move_in.is_finished
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background', x=-self.move_in.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.overlay_tc.attribute, fade=self.fadein.attribute)
origin = ray.Vector2(tex.textures[self.name]['circle'].width/2, tex.textures[self.name]['circle'].height/2)
tex.draw_texture(self.name, 'circle', x=origin.x, y=origin.y, fade=self.fadein.attribute, origin=origin, rotation=self.circle_rotate.attribute)
angle = math.radians(self.fish_spin.attribute*2)
wave_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
wave_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
for j in range(2):
for i in range(self.num_fish):
fish_phase_offset = i * self.fish_spacing
angle = math.radians(self.fish_spin.attribute) + fish_phase_offset
fish_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
fish_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
# Fish should face the direction they're swimming (tangent to circle)
swimming_angle = angle + math.pi/2 # Perpendicular to radius
swimming_rotation = math.degrees(swimming_angle)
fish_origin = ray.Vector2(tex.textures[self.name]['fish'].width/2,tex.textures[self.name]['fish'].height/2)
tex.draw_texture(self.name, 'fish', x=fish_x, y=fish_y, fade=self.fadein.attribute,
origin=fish_origin,
rotation=swimming_rotation,
index=j
)
angle = math.radians(self.fish_spin.attribute*3)
wave_x = self.circle["center_x"] + math.cos(angle) * 20
wave_y = self.circle["center_y"] + math.sin(angle) * 20
wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
for i in range(3):
tex.draw_texture(self.name, 'footer_2', x=wave_x + (i*600), y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
for i in range(3):
tex.draw_texture(self.name, 'footer_1', x=i*450, y=-self.footer_move_up.attribute)
tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=0, x=-self.move_in.attribute)
tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=1, x=-self.move_in.attribute)
class BGFever4(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):