add the majority of dan mode

This commit is contained in:
Anthony Samms
2025-10-30 23:09:16 -04:00
parent 3acc375aaf
commit 6c8466de8e
9 changed files with 508 additions and 86 deletions

View File

@@ -1,3 +1,5 @@
import logging
import pyray as ray
from libs.audio import audio
@@ -6,10 +8,12 @@ from libs.texture import tex
from libs.chara_2d import Chara2D
from libs.global_objects import AllNetIcon, CoinOverlay, Indicator, Nameplate, Timer
from libs.screen import Screen
from libs.file_navigator import navigator
from libs.file_navigator import DanCourse, navigator
from libs.transition import Transition
from libs.utils import get_current_ms, is_l_don_pressed, is_l_kat_pressed, is_r_don_pressed, is_r_kat_pressed
from scenes.song_select import SongSelectScreen, State
logger = logging.getLogger(__name__)
class DanSelectScreen(Screen):
def on_screen_start(self):
@@ -23,9 +27,21 @@ class DanSelectScreen(Screen):
self.indicator = Indicator(Indicator.State.SELECT)
self.player = DanSelectPlayer(str(global_data.player_num))
self.state = State.BROWSING
self.transition = Transition('', '')
self.last_moved = 0
def on_screen_end(self, next_screen: str):
session_data = global_data.session_data[global_data.player_num-1]
current_item = self.navigator.get_current_item()
if isinstance(current_item, DanCourse):
session_data.selected_song = current_item.charts[0]
session_data.selected_dan = current_item.charts
session_data.selected_dan_exam = current_item.exams
session_data.song_title = current_item.title
session_data.dan_color = current_item.color
else:
self.navigator.in_dan_select = False
self.navigator.go_back()
return super().on_screen_end(next_screen)
def handle_input_browsing(self):
@@ -47,27 +63,36 @@ class DanSelectScreen(Screen):
self.navigator.navigate_right()
self.last_moved = current_time
elif action == "go_back":
self.navigator.go_back()
return action
elif action == "select_song":
pass
self.state = State.SONG_SELECTED
def handle_input(self, state, screen):
"""Main input dispatcher. Delegates to state-specific handlers."""
if state == State.BROWSING:
screen.handle_input_browsing()
return screen.handle_input_browsing()
elif state == State.SONG_SELECTED:
screen.handle_input_selected()
res = self.player.handle_input_selected()
if res == 'confirm':
self.transition.start()
elif res == 'cancel':
self.state = State.BROWSING
def update(self):
super().update()
current_time = get_current_ms()
self.indicator.update(current_time)
self.timer.update(current_time)
self.transition.update(current_time)
if self.transition.is_finished:
return self.on_screen_end("GAME_DAN")
for song in self.navigator.items:
song.box.update(False)
song.box.is_open = song.box.position == SongSelectScreen.BOX_CENTER + 150
self.player.update(current_time)
self.handle_input(self.state, self)
res = self.handle_input(self.state, self)
if res == 'go_back':
return self.on_screen_end("SONG_SELECT")
def draw(self):
tex.draw_texture('global', 'bg')
@@ -81,11 +106,14 @@ class DanSelectScreen(Screen):
box.draw(box.position, 95, False)
else:
box.draw(box.position, 95, False)
if self.state == State.SONG_SELECTED:
ray.draw_rectangle(0, 0, 1280, 720, ray.fade(ray.BLACK, min(0.5, self.player.confirmation_window.fade_in.attribute)))
self.player.draw()
self.indicator.draw(410, 575)
self.timer.draw()
self.coin_overlay.draw()
tex.draw_texture('global', 'dan_select')
self.transition.draw()
self.allnet_indicator.draw()
class DanSelectPlayer:
@@ -95,10 +123,12 @@ class DanSelectPlayer:
self.prev_diff = -3
self.selected_song = False
self.is_ura = False
self.is_confirmed = False
self.ura_toggle = 0
self.diff_select_move_right = False
self.neiro_selector = None
self.modifier_selector = None
self.confirmation_window = ConfirmationWindow()
# Player-specific objects
self.chara = Chara2D(int(self.player_num) - 1, 100)
@@ -110,6 +140,7 @@ class DanSelectPlayer:
"""Update player state"""
self.nameplate.update(current_time)
self.chara.update(current_time, 100, False, False)
self.confirmation_window.update(current_time, self.is_confirmed)
def handle_input_browsing(self, last_moved, selected_item):
"""Handle input for browsing songs. Returns action string or None."""
@@ -141,6 +172,7 @@ class DanSelectPlayer:
audio.play_sound('cancel', 'sound')
return "go_back"
else:
self.confirmation_window.start()
return "select_song"
return None
@@ -153,12 +185,24 @@ class DanSelectPlayer:
if state == State.BROWSING:
screen.handle_input_browsing()
elif state == State.SONG_SELECTED:
screen.handle_input_selected()
res = screen.handle_input_selected()
def handle_input_selected(self, current_item):
if res:
return res
def handle_input_selected(self):
"""Handle input for selecting difficulty. Returns 'cancel', 'confirm', or None"""
if is_l_kat_pressed(self.player_num):
self.is_confirmed = False
if is_r_kat_pressed(self.player_num):
self.is_confirmed = True
if is_l_don_pressed(self.player_num) or is_r_don_pressed(self.player_num):
return "confirm"
if self.is_confirmed:
return "confirm"
else:
self.confirmation_window = ConfirmationWindow()
return "cancel"
return None
def draw(self):
@@ -168,3 +212,28 @@ class DanSelectPlayer:
else:
self.nameplate.draw(950, 640)
self.chara.draw(mirror=True, x=950, y=410)
self.confirmation_window.draw()
class ConfirmationWindow:
def __init__(self):
self.fade_in = tex.get_animation(8, is_copy=True)
self.side = 0
def start(self):
self.fade_in.start()
def update(self, current_time_ms: float, is_confirmed: bool):
self.fade_in.update(current_time_ms)
self.side = is_confirmed
def draw(self):
tex.draw_texture('confirm_box', 'bg', fade=self.fade_in.attribute)
tex.draw_texture('confirm_box', 'confirmation_text', fade=self.fade_in.attribute)
for i in range(2):
tex.draw_texture('confirm_box', 'selection_box', index=i, fade=self.fade_in.attribute)
tex.draw_texture('confirm_box', 'selection_box_highlight', index=self.side, fade=self.fade_in.attribute)
tex.draw_texture('confirm_box', 'selection_box_outline', index=self.side, fade=self.fade_in.attribute)
tex.draw_texture('confirm_box', 'yes', fade=self.fade_in.attribute)
tex.draw_texture('confirm_box', 'no', fade=self.fade_in.attribute)

View File

@@ -66,8 +66,8 @@ class GameScreen(Screen):
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)
session_data = global_data.session_data[global_data.player_num-1]
self.init_tja(global_data.selected_song)
logger.info(f"TJA initialized for song: {global_data.selected_song}")
self.init_tja(session_data.selected_song)
logger.info(f"TJA initialized for song: {session_data.selected_song}")
self.load_hitsounds()
self.song_info = SongInfo(session_data.song_title, session_data.genre_index)
self.result_transition = ResultTransition(global_data.player_num)
@@ -292,53 +292,14 @@ class Player:
def __init__(self, tja: TJAParser, player_number: int, difficulty: int, is_2p: bool, modifiers: Modifiers):
self.is_2p = is_2p
self.is_dan = False
self.player_number = str(player_number)
self.difficulty = difficulty
self.visual_offset = global_data.config["general"]["visual_offset"]
self.modifiers = modifiers
self.tja = tja
notes, self.branch_m, self.branch_e, self.branch_n = tja.notes_to_position(self.difficulty)
self.play_notes, self.draw_note_list, self.draw_bar_list = apply_modifiers(notes, self.modifiers)
self.end_time = 0
if self.play_notes:
self.end_time = self.play_notes[-1].hit_ms
if self.branch_m:
for section in self.branch_m:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
if self.branch_e:
for section in self.branch_e:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
if self.branch_n:
for section in self.branch_n:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
self.don_notes = deque([note for note in self.play_notes if note.type in {1, 3}])
self.kat_notes = deque([note for note in self.play_notes if note.type in {2, 4}])
self.other_notes = deque([note for note in self.play_notes if note.type not in {1, 2, 3, 4}])
self.total_notes = len([note for note in self.play_notes if 0 < note.type < 5])
total_notes = notes
if self.branch_m:
for section in self.branch_m:
self.total_notes += len([note for note in section.play_notes if 0 < note.type < 5])
total_notes += section
self.base_score = calculate_base_score(total_notes)
#Note management
self.current_bars: list[Note] = []
self.current_notes_draw: list[Note | Drumroll | Balloon] = []
self.is_drumroll = False
self.curr_drumroll_count = 0
self.is_balloon = False
self.curr_balloon_count = 0
self.is_branch = False
self.curr_branch_reqs = []
self.branch_condition_count = 0
self.branch_condition = ''
self.balloon_index = 0
self.bpm = self.play_notes[0].bpm if self.play_notes else 120
self.reset_chart()
#Score management
self.good_count = 0
@@ -382,6 +343,50 @@ class Player:
self.autoplay_hit_side = 'L'
self.last_subdivision = -1
def reset_chart(self):
notes, self.branch_m, self.branch_e, self.branch_n = self.tja.notes_to_position(self.difficulty)
self.play_notes, self.draw_note_list, self.draw_bar_list = apply_modifiers(notes, self.modifiers)
self.end_time = 0
if self.play_notes:
self.end_time = self.play_notes[-1].hit_ms
if self.branch_m:
for section in self.branch_m:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
if self.branch_e:
for section in self.branch_e:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
if self.branch_n:
for section in self.branch_n:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
self.don_notes = deque([note for note in self.play_notes if note.type in {1, 3}])
self.kat_notes = deque([note for note in self.play_notes if note.type in {2, 4}])
self.other_notes = deque([note for note in self.play_notes if note.type not in {1, 2, 3, 4}])
self.total_notes = len([note for note in self.play_notes if 0 < note.type < 5])
total_notes = notes
if self.branch_m:
for section in self.branch_m:
self.total_notes += len([note for note in section.play_notes if 0 < note.type < 5])
total_notes += section
self.base_score = calculate_base_score(total_notes)
#Note management
self.current_bars: list[Note] = []
self.current_notes_draw: list[Note | Drumroll | Balloon] = []
self.is_drumroll = False
self.curr_drumroll_count = 0
self.is_balloon = False
self.curr_balloon_count = 0
self.is_branch = False
self.curr_branch_reqs = []
self.branch_condition_count = 0
self.branch_condition = ''
self.balloon_index = 0
self.bpm = self.play_notes[0].bpm if self.play_notes else 120
def merge_branch_section(self, branch_section: NoteList, current_ms: float):
"""Merges the branch notes into the current notes"""
self.play_notes.extend(branch_section.play_notes)
@@ -1043,7 +1048,7 @@ class Player:
for modifier in modifiers_to_draw:
tex.draw_texture('lane', modifier, index=self.is_2p)
def draw(self, ms_from_start: float, start_ms: float, mask_shader: ray.Shader):
def draw(self, ms_from_start: float, start_ms: float, mask_shader: ray.Shader, dan_transition = None):
# Group 1: Background and lane elements
tex.draw_texture('lane', 'lane_background', index=self.is_2p)
if self.branch_indicator is not None:
@@ -1062,9 +1067,13 @@ class Player:
# Group 3: Notes and bars (game content)
self.draw_bars(ms_from_start)
self.draw_notes(ms_from_start, start_ms)
if dan_transition is not None:
dan_transition.draw()
# Group 4: Lane covers and UI elements (batch similar textures)
tex.draw_texture('lane', f'{self.player_number}p_lane_cover', index=self.is_2p)
if self.is_dan:
tex.draw_texture('lane', 'dan_lane_cover')
tex.draw_texture('lane', 'drum', index=self.is_2p)
if self.ending_anim is not None:
self.ending_anim.draw()
@@ -1085,7 +1094,10 @@ class Player:
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.is_dan:
tex.draw_texture('lane', 'lane_difficulty', frame=6)
else:
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty, index=self.is_2p)
if self.judge_counter is not None:
self.judge_counter.draw()

View File

@@ -1,28 +1,105 @@
from typing import override
import pyray as ray
import logging
from libs.animation import Animation
from libs.audio import audio
from libs.background import Background
from libs.file_navigator import Exam
from libs.global_data import global_data
from libs.global_objects import AllNetIcon
from libs.tja import TJAParser
from libs.transition import Transition
from scenes.game import GameScreen, SongInfo
from libs.utils import OutlinedText, get_current_ms
from libs.texture import tex
from scenes.game import GameScreen, ResultTransition, SongInfo
logger = logging.getLogger(__name__)
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
class DanGameScreen(GameScreen):
JUDGE_X = 414
@override
def on_screen_start(self):
super().on_screen_start()
self.init_tja(global_data.selected_song)
logger.info(f"TJA initialized for song: {global_data.selected_song}")
self.song_info = SongInfo(session_data.song_title, session_data.genre_index)
self.mask_shader = ray.load_shader("shader/outline.vs", "shader/mask.fs")
self.current_ms = 0
self.end_ms = 0
self.start_delay = 4000
self.song_started = False
self.song_music = None
self.song_index = 0
tex.unload_textures()
tex.load_screen_textures('game')
audio.load_screen_sounds('game')
if global_data.config["general"]["nijiiro_notes"]:
# drop original
if "notes" in tex.textures:
del tex.textures["notes"]
# load nijiiro, rename "notes"
# to leave hardcoded 'notes' in calls below
tex.load_zip("game", "notes_nijiiro")
tex.textures["notes"] = tex.textures.pop("notes_nijiiro")
logger.info("Loaded nijiiro notes textures")
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)
session_data = global_data.session_data[global_data.player_num-1]
songs = session_data.selected_dan
self.exams = session_data.selected_dan_exam
self.total_notes = 0
for song, genre_index, difficulty in songs:
notes, branch_m, branch_e, branch_n = song.notes_to_position(difficulty)
self.total_notes += sum(1 for note in notes.play_notes if note.type < 5)
for branch in branch_m:
self.total_notes += sum(1 for note in branch.play_notes if note.type < 5)
for branch in branch_e:
self.total_notes += sum(1 for note in branch.play_notes if note.type < 5)
for branch in branch_n:
self.total_notes += sum(1 for note in branch.play_notes if note.type < 5)
song, genre_index, difficulty = songs[self.song_index]
session_data.selected_difficulty = difficulty
self.hori_name = OutlinedText(session_data.song_title, 40, ray.WHITE)
self.init_tja(song.file_path)
self.color = session_data.dan_color
self.player_1.is_dan = True
self.player_1.gauge = DanGauge(str(global_data.player_num), self.total_notes)
logger.info(f"TJA initialized for song: {song.file_path}")
self.load_hitsounds()
self.song_info = SongInfo(song.metadata.title.get(global_data.config["general"]["language"], "en"), genre_index)
self.result_transition = ResultTransition(4)
self.bpm = self.tja.metadata.bpm
self.background = Background(global_data.player_num, self.bpm, scene_preset='DAN')
self.transition = Transition('', '', is_second=True)
self.transition.start()
self.dan_transition = DanTransition()
self.dan_transition.start()
self.allnet_indicator = AllNetIcon()
def change_song(self):
session_data = global_data.session_data[global_data.player_num-1]
songs = session_data.selected_dan
song, genre_index, difficulty = songs[self.song_index]
session_data.selected_difficulty = difficulty
self.player_1.difficulty = difficulty
self.tja = TJAParser(song.file_path, start_delay=self.start_delay, distance=SCREEN_WIDTH - GameScreen.JUDGE_X)
audio.unload_music_stream(self.song_music)
self.song_music = None
self.song_started = False
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')
self.player_1.tja = self.tja
self.player_1.reset_chart()
self.dan_transition.start()
self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
def update(self):
super().update()
super(GameScreen, self).update()
current_time = get_current_ms()
self.transition.update(current_time)
self.current_ms = current_time - self.start_ms
self.dan_transition.update(current_time)
self.start_song(current_time)
self.update_background(current_time)
@@ -31,4 +108,218 @@ class DanGameScreen(GameScreen):
self.player_1.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'):
logger.info("Result transition finished, moving to RESULT screen")
return self.on_screen_end('RESULT')
elif self.current_ms >= self.player_1.end_time + 1000:
session_data = global_data.session_data[global_data.player_num-1]
if self.song_index == len(session_data.selected_dan) - 1:
if self.end_ms != 0:
if current_time >= self.end_ms + 1000:
if self.player_1.ending_anim is None:
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')
logger.info("Result transition started and voice played")
else:
self.end_ms = current_time
else:
self.song_index += 1
self.dan_transition.start()
self.change_song()
return self.global_keys()
def draw_dan_info(self):
tex.draw_texture('dan_info', 'total_notes')
counter = str(self.total_notes - self.player_1.good_count - self.player_1.ok_count - self.player_1.bad_count)
self._draw_counter(counter, margin=45, texture='total_notes_counter')
for i, exam in enumerate(self.exams):
y_offset = i * 94
tex.draw_texture('dan_info', 'exam_bg', y=y_offset)
tex.draw_texture('dan_info', 'exam_overlay_1', y=y_offset)
# Get progress based on exam type
progress = self._get_exam_progress(exam) / exam.red
if exam.range == 'less':
progress = 1 - progress
self._draw_progress_bar(progress, y_offset)
# Draw exam type and counter
counter = str(exam.red)
self._draw_counter(counter, margin=22, texture='value_counter', index=0, y=y_offset)
tex.draw_texture('dan_info', f'exam_{exam.type}', y=y_offset, x=-len(counter)*20)
if exam.range == 'less':
tex.draw_texture('dan_info', 'exam_less', y=y_offset)
elif exam.range == 'more':
tex.draw_texture('dan_info', 'exam_more', y=y_offset)
tex.draw_texture('dan_info', 'exam_overlay_2', y=y_offset)
if exam.range == 'less':
counter = str(max(0, exam.red - self._get_exam_progress(exam)))
elif exam.range == 'more':
counter = str(max(0, self._get_exam_progress(exam)))
self._draw_counter(counter, margin=22, texture='value_counter', index=1, y=y_offset)
if exam.type == 'gauge':
tex.draw_texture('dan_info', 'exam_percent', y=y_offset, index=1)
tex.draw_texture('dan_info', 'frame', frame=self.color)
if self.hori_name is not None:
self.hori_name.draw(outline_color=ray.BLACK, x=154 - (self.hori_name.texture.width//2),
y=392, x2=min(self.hori_name.texture.width, 275)-self.hori_name.texture.width)
def _draw_counter(self, counter, margin, texture, index=None, y=0):
"""Helper to draw digit counters"""
for j in range(len(counter)):
kwargs = {'frame': int(counter[j]), 'x': -(len(counter) - j) * margin, 'y': y}
if index is not None:
kwargs['index'] = index
tex.draw_texture('dan_info', texture, **kwargs)
def _get_exam_progress(self, exam: Exam) -> int:
"""Get progress value based on exam type"""
type_mapping = {
'gauge': (self.player_1.gauge.gauge_length / self.player_1.gauge.gauge_max) * 100,
'judgeperfect': self.player_1.good_count,
'judgegood': self.player_1.ok_count,
'judgebad': self.player_1.bad_count,
'score': self.player_1.score,
'combo': self.player_1.max_combo
}
return int(type_mapping.get(exam.type, 0))
def _draw_progress_bar(self, progress, y_offset):
"""Draw the progress bar with appropriate color"""
progress = max(0, progress) # Clamp to 0 minimum
progress = min(progress, 1) # Clamp to 1 maximum
if progress == 1:
texture = 'exam_max'
elif progress >= 0.5:
texture = 'exam_gold'
else:
texture = 'exam_red'
tex.draw_texture('dan_info', texture, x2=940*progress, y=y_offset)
@override
def draw(self):
self.background.draw()
self.draw_dan_info()
self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader, dan_transition=self.dan_transition)
self.draw_overlay()
class DanTransition:
def __init__(self):
self.move = tex.get_animation(26)
self.is_finished = False
def start(self):
self.move.start()
self.is_finished = False
def update(self, current_time):
self.move.update(current_time)
self.is_finished = self.move.is_finished
def draw(self):
tex.draw_texture('dan', 'transition', index=0, x=self.move.attribute, mirror='horizontal')
tex.draw_texture('dan', 'transition', index=1, x=-self.move.attribute)
class DanGauge:
"""The player's gauge"""
def __init__(self, player_num: str, total_notes: int):
self.player_num = player_num
self.string_diff = "_hard"
self.gauge_length = 0
self.previous_length = 0
self.visual_length = 0
self.total_notes = total_notes
self.gauge_max = 89
self.tamashii_fire_change = tex.get_animation(25)
self.is_clear = False
self.is_rainbow = False
self.gauge_update_anim = tex.get_animation(10)
self.rainbow_fade_in = None
self.rainbow_animation = None
def add_good(self):
"""Adds a good note to the gauge"""
self.gauge_update_anim.start()
self.previous_length = int(self.gauge_length)
self.gauge_length += (1 / (self.total_notes * (self.gauge_max / 100))) * 100
if self.gauge_length > self.gauge_max:
self.gauge_length = self.gauge_max
if int(self.gauge_length * 8) % 8 == 0:
self.visual_length = int(self.gauge_length * 8)
def add_ok(self):
"""Adds an ok note to the gauge"""
self.gauge_update_anim.start()
self.previous_length = int(self.gauge_length)
self.gauge_length += (0.5 / (self.total_notes * (self.gauge_max / 100))) * 100
if self.gauge_length > self.gauge_max:
self.gauge_length = self.gauge_max
if int(self.gauge_length * 8) % 8 == 0:
self.visual_length = int(self.gauge_length * 8)
def add_bad(self):
"""Adds a bad note to the gauge"""
self.previous_length = int(self.gauge_length)
self.gauge_length -= (2 / (self.total_notes * (self.gauge_max / 100))) * 100
if self.gauge_length < 0:
self.gauge_length = 0
if int(self.gauge_length * 8) % 8 == 0:
self.visual_length = int(self.gauge_length * 8)
def update(self, current_ms: float):
self.is_rainbow = self.gauge_length == self.gauge_max
self.is_clear = self.is_rainbow
if self.gauge_length == self.gauge_max and self.rainbow_fade_in is None:
self.rainbow_fade_in = Animation.create_fade(450, initial_opacity=0.0, final_opacity=1.0)
self.rainbow_fade_in.start()
self.gauge_update_anim.update(current_ms)
self.tamashii_fire_change.update(current_ms)
if self.rainbow_fade_in is not None:
self.rainbow_fade_in.update(current_ms)
if self.rainbow_animation is None:
self.rainbow_animation = Animation.create_texture_change((16.67*8) * 3, textures=[((16.67 * 3) * i, (16.67 * 3) * (i + 1), i) for i in range(8)])
self.rainbow_animation.start()
else:
self.rainbow_animation.update(current_ms)
if self.rainbow_animation.is_finished or self.gauge_length < 87:
self.rainbow_animation = None
def draw(self):
tex.draw_texture('gauge_dan', 'border')
tex.draw_texture('gauge_dan', f'{self.player_num}p_unfilled')
tex.draw_texture('gauge_dan', f'{self.player_num}p_bar', x2=self.visual_length-8)
# Rainbow effect for full gauge
if self.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_dan', 'rainbow', frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute)
tex.draw_texture('gauge_dan', 'rainbow', frame=self.rainbow_animation.attribute, fade=self.rainbow_fade_in.attribute)
if self.gauge_update_anim is not None and self.visual_length <= self.gauge_max and self.visual_length > self.previous_length:
tex.draw_texture('gauge_dan', f'{self.player_num}p_bar_fade', x=self.visual_length-8, fade=self.gauge_update_anim.attribute)
tex.draw_texture('gauge_dan', 'overlay', fade=0.15)
# Draw clear status indicators
if self.is_rainbow:
tex.draw_texture('gauge_dan', 'tamashii_fire', scale=0.75, center=True, frame=self.tamashii_fire_change.attribute)
tex.draw_texture('gauge_dan', 'tamashii')
if self.is_rainbow and self.tamashii_fire_change.attribute in (0, 1, 4, 5):
tex.draw_texture('gauge_dan', 'tamashii_overlay', fade=0.5)
else:
tex.draw_texture('gauge_dan', 'tamashii_dark')

View File

@@ -66,21 +66,22 @@ class SongSelectScreen(Screen):
self.ura_switch_animation = UraSwitchAnimation()
self.dan_transition = DanTransition()
session_data = global_data.session_data[global_data.player_num-1]
self.player_1 = SongSelectPlayer(str(global_data.player_num), self.text_fade_in)
if self.navigator.items == []:
logger.warning("No navigator items found, returning to ENTRY screen")
return self.on_screen_end("ENTRY")
if str(global_data.selected_song) in self.navigator.all_song_files:
self.navigator.mark_crowns_dirty_for_song(self.navigator.all_song_files[str(global_data.selected_song)])
if str(session_data.selected_song) in self.navigator.all_song_files:
self.navigator.mark_crowns_dirty_for_song(self.navigator.all_song_files[str(session_data.selected_song)])
curr_item = self.navigator.get_current_item()
curr_item.box.get_scores()
self.navigator.add_recent()
def finalize_song(self):
global_data.selected_song = self.navigator.get_current_item().path
global_data.session_data[global_data.player_num-1].selected_song = self.navigator.get_current_item().path
global_data.session_data[global_data.player_num-1].selected_difficulty = self.player_1.selected_difficulty
global_data.session_data[global_data.player_num-1].genre_index = self.navigator.get_current_item().box.name_texture_index

View File

@@ -14,9 +14,9 @@ class TwoPlayerSongSelectScreen(SongSelectScreen):
self.player_2 = SongSelectPlayer('2', self.text_fade_in)
def finalize_song(self):
global_data.selected_song = self.navigator.get_current_item().path
global_data.session_data[0].selected_song = self.navigator.get_current_item().path
global_data.session_data[0].genre_index = self.navigator.get_current_item().box.name_texture_index
logger.info(f"Finalized song selection: {global_data.selected_song}")
logger.info(f"Finalized song selection: {global_data.session_data[0].selected_song}")
def handle_input_browsing(self):
"""Handle input for browsing songs."""