Add doc strings

This commit is contained in:
Anthony Samms
2025-10-22 18:34:40 -04:00
parent ba906fa6c4
commit 7e73ee24f1
18 changed files with 787 additions and 241 deletions

View File

@@ -37,6 +37,8 @@ class Screens:
LOADING = "LOADING" LOADING = "LOADING"
def create_song_db(): def create_song_db():
"""Create the scores database if it doesn't exist
The migration will eventually be removed"""
with sqlite3.connect('scores.db') as con: with sqlite3.connect('scores.db') as con:
cursor = con.cursor() cursor = con.cursor()
create_table_query = ''' create_table_query = '''

View File

@@ -111,6 +111,7 @@ except OSError as e:
raise raise
class AudioEngine: class AudioEngine:
"""Initialize an audio engine for playing sounds and music."""
def __init__(self, device_type: int, sample_rate: float, buffer_size: int, volume_presets: dict[str, float]): def __init__(self, device_type: int, sample_rate: float, buffer_size: int, volume_presets: dict[str, float]):
self.device_type = device_type self.device_type = device_type
if sample_rate == -1: if sample_rate == -1:

View File

@@ -12,17 +12,52 @@ from libs.bg_objects.renda import RendaController
from libs.texture import TextureWrapper from libs.texture import TextureWrapper
class Background: class Background:
"""The background class for the game."""
COLLABS = { COLLABS = {
"A3": libs.bg_collabs.a3.Background, "A3": libs.bg_collabs.a3.Background,
"ANIMAL": libs.bg_collabs.animal.Background, "ANIMAL": libs.bg_collabs.animal.Background,
"BUTTOBURST": libs.bg_collabs.buttoburst.Background "BUTTOBURST": libs.bg_collabs.buttoburst.Background
} }
def __init__(self, player_num: int, bpm: float, scene_preset: str = ''): def __init__(self, player_num: int, bpm: float, scene_preset: str = ''):
"""
Initialize the background class.
Args:
player_num (int): The player number.
bpm (float): The beats per minute.
scene_preset (str): The scene preset.
"""
self.tex_wrapper = TextureWrapper() self.tex_wrapper = TextureWrapper()
self.tex_wrapper.load_animations('background') self.tex_wrapper.load_animations('background')
if scene_preset == '': if player_num == 3:
if scene_preset == '':
self.max_dancers = 5
don_bg_num = random.randint(0, 5)
self.don_bg = DonBG.create(self.tex_wrapper, don_bg_num, 1)
self.don_bg_2 = DonBG.create(self.tex_wrapper, don_bg_num, 2)
self.renda = RendaController(self.tex_wrapper, random.randint(0, 2))
self.chibi = ChibiController(self.tex_wrapper, random.randint(0, 13), bpm)
self.bg_normal = None
self.bg_fever = None
self.footer = None
self.fever = None
self.dancer = None
else:
collab_bg = Background.COLLABS[scene_preset](self.tex_wrapper, 1, bpm)
self.max_dancers = 5
self.don_bg = collab_bg.don_bg
self.don_bg_2 = collab_bg.don_bg
self.bg_normal = None
self.bg_fever = None
self.footer = None
self.fever = None
self.dancer = None
self.renda = collab_bg.renda
self.chibi = collab_bg.chibi
elif scene_preset == '':
self.max_dancers = 5 self.max_dancers = 5
self.don_bg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num) self.don_bg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
self.don_bg_2 = None
self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4)) self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3)) self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
self.footer = Footer(self.tex_wrapper, random.randint(0, 2)) self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
@@ -34,6 +69,7 @@ class Background:
collab_bg = Background.COLLABS[scene_preset](self.tex_wrapper, player_num, bpm) collab_bg = Background.COLLABS[scene_preset](self.tex_wrapper, player_num, bpm)
self.max_dancers = collab_bg.max_dancers self.max_dancers = collab_bg.max_dancers
self.don_bg = collab_bg.don_bg self.don_bg = collab_bg.don_bg
self.don_bg_2 = None
self.bg_normal = collab_bg.bg_normal self.bg_normal = collab_bg.bg_normal
self.bg_fever = collab_bg.bg_fever self.bg_fever = collab_bg.bg_fever
self.footer = collab_bg.footer self.footer = collab_bg.footer
@@ -45,50 +81,87 @@ class Background:
self.is_rainbow = False self.is_rainbow = False
self.last_milestone = 0 self.last_milestone = 0
def add_chibi(self, bad: bool): def add_chibi(self, bad: bool, player_num: int):
self.chibi.add_chibi(bad) """
Add a chibi to the background.
Args:
player_num (int): The player number.
bad (bool): Whether the chibi is bad.
"""
self.chibi.add_chibi(player_num, bad)
def add_renda(self): def add_renda(self):
"""
Add a renda to the background.
"""
self.renda.add_renda() self.renda.add_renda()
def update(self, current_time_ms: float, bpm: float, gauge): def update(self, current_time_ms: float, bpm: float, gauge):
clear_threshold = gauge.clear_start[min(gauge.difficulty, 3)] """
if gauge.gauge_length < clear_threshold: Update the background.
current_milestone = min(self.max_dancers - 1, int(gauge.gauge_length / (clear_threshold / self.max_dancers)))
else: Args:
current_milestone = self.max_dancers current_time_ms (float): The current time in milliseconds.
if current_milestone > self.last_milestone and current_milestone < self.max_dancers: bpm (float): The beats per minute.
self.dancer.add_dancer() gauge (Gauge): The gauge object.
self.last_milestone = current_milestone """
if not self.is_clear and gauge.is_clear: if self.dancer is not None:
self.bg_fever.start() clear_threshold = gauge.clear_start[min(gauge.difficulty, 3)]
if not self.is_rainbow and gauge.is_rainbow and self.fever is not None: if gauge.gauge_length < clear_threshold:
self.fever.start() current_milestone = min(self.max_dancers - 1, int(gauge.gauge_length / (clear_threshold / self.max_dancers)))
else:
current_milestone = self.max_dancers
if current_milestone > self.last_milestone and current_milestone < self.max_dancers:
self.dancer.add_dancer()
self.last_milestone = current_milestone
if self.bg_fever is not None:
if not self.is_clear and gauge.is_clear:
self.bg_fever.start()
if not self.is_rainbow and gauge.is_rainbow and self.fever is not None:
self.fever.start()
self.is_clear = gauge.is_clear self.is_clear = gauge.is_clear
self.is_rainbow = gauge.is_rainbow self.is_rainbow = gauge.is_rainbow
self.don_bg.update(current_time_ms, self.is_clear) self.don_bg.update(current_time_ms, self.is_clear)
self.bg_normal.update(current_time_ms) if self.don_bg_2 is not None:
self.bg_fever.update(current_time_ms) self.don_bg_2.update(current_time_ms, self.is_clear)
if self.bg_normal is not None:
self.bg_normal.update(current_time_ms)
if self.bg_fever is not None:
self.bg_fever.update(current_time_ms)
if self.fever is not None: if self.fever is not None:
self.fever.update(current_time_ms, bpm) self.fever.update(current_time_ms, bpm)
self.dancer.update(current_time_ms, bpm) if self.dancer is not None:
self.dancer.update(current_time_ms, bpm)
self.renda.update(current_time_ms) self.renda.update(current_time_ms)
self.chibi.update(current_time_ms, bpm) self.chibi.update(current_time_ms, bpm)
def draw(self): def draw(self):
if self.is_clear and not self.bg_fever.transitioned: """
self.bg_normal.draw(self.tex_wrapper) Draw the background.
self.bg_fever.draw(self.tex_wrapper) """
elif self.is_clear: if self.bg_normal is not None:
self.bg_fever.draw(self.tex_wrapper) if self.is_clear and not self.bg_fever.transitioned:
else: self.bg_normal.draw(self.tex_wrapper)
self.bg_normal.draw(self.tex_wrapper) self.bg_fever.draw(self.tex_wrapper)
elif self.is_clear:
self.bg_fever.draw(self.tex_wrapper)
else:
self.bg_normal.draw(self.tex_wrapper)
self.don_bg.draw(self.tex_wrapper) self.don_bg.draw(self.tex_wrapper)
if self.don_bg_2 is not None:
self.don_bg_2.draw(self.tex_wrapper, y=536)
self.renda.draw() self.renda.draw()
self.dancer.draw(self.tex_wrapper) if self.dancer is not None:
self.dancer.draw(self.tex_wrapper)
if self.footer is not None: if self.footer is not None:
self.footer.draw(self.tex_wrapper) self.footer.draw(self.tex_wrapper)
if self.is_rainbow and self.fever is not None: if self.is_rainbow and self.fever is not None:
self.fever.draw(self.tex_wrapper) self.fever.draw(self.tex_wrapper)
self.chibi.draw() self.chibi.draw()
def unload(self): def unload(self):
"""
Unload the background.
"""
self.tex_wrapper.unload_textures() self.tex_wrapper.unload_textures()

View File

@@ -7,18 +7,19 @@ import pyray as ray
class Chibi: class Chibi:
@staticmethod @staticmethod
def create(index: int, bpm: float, bad: bool, tex: TextureWrapper): def create(index: int, bpm: float, bad: bool, tex: TextureWrapper, is_2p: bool):
if bad: if bad:
return ChibiBad(index, bpm, tex) return ChibiBad(index, bpm, tex, is_2p)
map = [Chibi0, BaseChibi, Chibi2, BaseChibi, Chibi4, Chibi5, BaseChibi, map = [Chibi0, BaseChibi, Chibi2, BaseChibi, Chibi4, Chibi5, BaseChibi,
BaseChibi, Chibi8, BaseChibi, BaseChibi, BaseChibi, BaseChibi, Chibi13] BaseChibi, Chibi8, BaseChibi, BaseChibi, BaseChibi, BaseChibi, Chibi13]
selected_obj = map[index] selected_obj = map[index]
return selected_obj(index, bpm, tex) return selected_obj(index, bpm, tex, is_2p)
class BaseChibi: class BaseChibi:
def __init__(self, index: int, bpm: float, tex: TextureWrapper): def __init__(self, index: int, bpm: float, tex: TextureWrapper, is_2p: bool):
self.name = 'chibi_' + str(index) self.name = 'chibi_' + str(index)
self.bpm = bpm self.bpm = bpm
self.is_2p = is_2p
self.hori_move = Animation.create_move(60000 / self.bpm * 5, total_distance=1280) self.hori_move = Animation.create_move(60000 / self.bpm * 5, total_distance=1280)
self.hori_move.start() self.hori_move.start()
self.vert_move = Animation.create_move(60000 / self.bpm / 2, total_distance=50, reverse_delay=0) self.vert_move = Animation.create_move(60000 / self.bpm / 2, total_distance=50, reverse_delay=0)
@@ -42,10 +43,11 @@ class BaseChibi:
self.texture_change.restart() self.texture_change.restart()
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=-self.vert_move.attribute) tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=-self.vert_move.attribute+(self.is_2p*535))
class ChibiBad(BaseChibi): class ChibiBad(BaseChibi):
def __init__(self, index: int, bpm: float, tex: TextureWrapper): def __init__(self, index: int, bpm: float, tex: TextureWrapper, is_2p: bool):
self.is_2p = is_2p
self.bpm = bpm self.bpm = bpm
self.index = random.randint(0, 2) self.index = random.randint(0, 2)
self.keyframes = [3, 4] self.keyframes = [3, 4]
@@ -72,17 +74,17 @@ class ChibiBad(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
if not self.s_texture_change.is_finished: if not self.s_texture_change.is_finished:
tex.draw_texture('chibi_bad', '0', frame=self.s_texture_change.attribute, x=self.hori_move.attribute, y=self.vert_move.attribute, fade=self.fade_in.attribute) tex.draw_texture('chibi_bad', '0', frame=self.s_texture_change.attribute, x=self.hori_move.attribute, y=self.vert_move.attribute+(self.is_2p*535), fade=self.fade_in.attribute)
else: else:
tex.draw_texture('chibi_bad', '0', frame=self.texture_change.attribute, x=self.hori_move.attribute, y=self.vert_move.attribute) tex.draw_texture('chibi_bad', '0', frame=self.texture_change.attribute, x=self.hori_move.attribute, y=self.vert_move.attribute+(self.is_2p*535))
class Chibi0(BaseChibi): class Chibi0(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=self.vert_move.attribute) tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=self.vert_move.attribute+(self.is_2p*535))
class Chibi2(BaseChibi): class Chibi2(BaseChibi):
def __init__(self, index: int, bpm: float, tex: TextureWrapper): def __init__(self, index: int, bpm: float, tex: TextureWrapper, is_2p: bool):
super().__init__(index, bpm, tex) super().__init__(index, bpm, tex, is_2p)
self.rotate = Animation.create_move(60000 / self.bpm / 2, total_distance=360, reverse_delay=0) self.rotate = Animation.create_move(60000 / self.bpm / 2, total_distance=360, reverse_delay=0)
self.rotate.start() self.rotate.start()
@@ -94,23 +96,23 @@ class Chibi2(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
origin = ray.Vector2(64, 64) origin = ray.Vector2(64, 64)
tex.draw_texture(self.name, str(self.index), x=self.hori_move.attribute+origin.x, y=origin.y, origin=origin, rotation=self.rotate.attribute) tex.draw_texture(self.name, str(self.index), x=self.hori_move.attribute+origin.x, y=origin.y+(self.is_2p*535), origin=origin, rotation=self.rotate.attribute)
class Chibi4(BaseChibi): class Chibi4(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute) tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=(self.is_2p*535))
class Chibi5(BaseChibi): class Chibi5(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute) tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=(self.is_2p*535))
class Chibi8(BaseChibi): class Chibi8(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute) tex.draw_texture(self.name, str(self.index), frame=self.texture_change.attribute, x=self.hori_move.attribute, y=(self.is_2p*535))
class Chibi13(BaseChibi): class Chibi13(BaseChibi):
def __init__(self, index: int, bpm: float, tex: TextureWrapper): def __init__(self, index: int, bpm: float, tex: TextureWrapper, is_2p: bool):
super().__init__(index, bpm, tex) super().__init__(index, bpm, tex, is_2p)
duration = (60000 / self.bpm) duration = (60000 / self.bpm)
self.scale = Animation.create_fade(duration, initial_opacity=1.0, final_opacity=0.75, delay=duration, reverse_delay=duration) self.scale = Animation.create_fade(duration, initial_opacity=1.0, final_opacity=0.75, delay=duration, reverse_delay=duration)
self.scale.start() self.scale.start()
@@ -129,9 +131,9 @@ class Chibi13(BaseChibi):
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'tail', frame=self.frame, x=self.hori_move.attribute, y=-self.vert_move.attribute) tex.draw_texture(self.name, 'tail', frame=self.frame, x=self.hori_move.attribute, y=-self.vert_move.attribute)
if self.scale.attribute == 0.75: if self.scale.attribute == 0.75:
tex.draw_texture(self.name, str(self.index), frame=self.frame, x=self.hori_move.attribute, y=-self.vert_move.attribute) tex.draw_texture(self.name, str(self.index), frame=self.frame, x=self.hori_move.attribute, y=-self.vert_move.attribute+(self.is_2p*535))
else: else:
tex.draw_texture(self.name, str(self.index), scale=self.scale.attribute, center=True, frame=self.frame, x=self.hori_move.attribute, y=-self.vert_move.attribute) tex.draw_texture(self.name, str(self.index), scale=self.scale.attribute, center=True, frame=self.frame, x=self.hori_move.attribute, y=-self.vert_move.attribute+(self.is_2p*535))
class ChibiController: class ChibiController:
@@ -144,8 +146,8 @@ class ChibiController:
tex.load_zip(path, f'chibi/{self.name}') tex.load_zip(path, f'chibi/{self.name}')
tex.load_zip('background', 'chibi/chibi_bad') tex.load_zip('background', 'chibi/chibi_bad')
def add_chibi(self, bad=False): def add_chibi(self, player_num: int, bad=False):
self.chibis.append(Chibi.create(self.index, self.bpm, bad, self.tex)) self.chibis.append(Chibi.create(self.index, self.bpm, bad, self.tex, player_num == 2))
def update(self, current_time_ms: float, bpm: float): def update(self, current_time_ms: float, bpm: float):
self.bpm = bpm self.bpm = bpm

View File

@@ -31,17 +31,17 @@ class DonBG1(DonBGBase):
def update(self, current_time_ms: float, is_clear: bool): def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear) super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms) self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper, y: float=0):
self._draw_textures(tex, 1.0) self._draw_textures(tex, 1.0, y)
if self.is_clear: if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute) self._draw_textures(tex, self.clear_fade.attribute, y)
def _draw_textures(self, tex: TextureWrapper, fade: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(5): for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=y)
for i in range(6): for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*347)+self.move.attribute*(347/328), y=self.overlay_move.attribute) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*347)+self.move.attribute*(347/328), y=self.overlay_move.attribute+y)
for i in range(30): for i in range(30):
tex.draw_texture(self.name, 'footer', frame=self.is_clear, fade=fade, x=(i*56)+self.move.attribute*((56/328)*3), y=self.overlay_move.attribute) tex.draw_texture(self.name, 'footer', frame=self.is_clear, fade=fade, x=(i*56)+self.move.attribute*((56/328)*3), y=self.overlay_move.attribute+y)
class DonBG2(DonBGBase): class DonBG2(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str): def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str):
@@ -50,14 +50,14 @@ class DonBG2(DonBGBase):
def update(self, current_time_ms: float, is_clear: bool): def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear) super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms) self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper, y: float = 0):
self._draw_textures(tex, 1.0) self._draw_textures(tex, 1.0, y)
if self.is_clear: if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute) self._draw_textures(tex, self.clear_fade.attribute, y)
def _draw_textures(self, tex: TextureWrapper, fade: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(5): for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=y)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute+y)
class DonBG3(DonBGBase): class DonBG3(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str): def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str):
@@ -79,17 +79,17 @@ class DonBG3(DonBGBase):
self.overlay_move.update(current_time_ms) self.overlay_move.update(current_time_ms)
self.overlay_move_2.update(current_time_ms) self.overlay_move_2.update(current_time_ms)
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper, y: float = 0):
self._draw_textures(tex, 1.0) self._draw_textures(tex, 1.0, y)
if self.is_clear: if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute) self._draw_textures(tex, self.clear_fade.attribute, y)
def _draw_textures(self, tex: TextureWrapper, fade: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(10): for i in range(10):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute, y=y)
y = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute y_pos = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute
for i in range(6): for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y_pos+y)
class DonBG4(DonBGBase): class DonBG4(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str): def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str):
@@ -98,15 +98,15 @@ class DonBG4(DonBGBase):
def update(self, current_time_ms: float, is_clear: bool): def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear) super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms) self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper, y: float = 0):
self._draw_textures(tex, 1.0) self._draw_textures(tex, 1.0, y)
if self.is_clear: if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute) self._draw_textures(tex, self.clear_fade.attribute, y)
def _draw_textures(self, tex: TextureWrapper, fade: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(5): for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=y)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute+y)
class DonBG5(DonBGBase): class DonBG5(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str): def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str):
@@ -126,16 +126,16 @@ class DonBG5(DonBGBase):
self.bounce_down.restart() self.bounce_down.restart()
self.adjust.update(current_time_ms) self.adjust.update(current_time_ms)
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper, y: float = 0):
self._draw_textures(tex, 1.0) self._draw_textures(tex, 1.0, y)
if self.is_clear: if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute) self._draw_textures(tex, self.clear_fade.attribute, y)
def _draw_textures(self, tex: TextureWrapper, fade: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(5): for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=y)
for i in range(6): for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*368)+(self.move.attribute * ((184/328)*2)), y=self.bounce_up.attribute - self.bounce_down.attribute - self.adjust.attribute) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*368)+(self.move.attribute * ((184/328)*2)), y=self.bounce_up.attribute - self.bounce_down.attribute - self.adjust.attribute + y)
class DonBG6(DonBGBase): class DonBG6(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str): def __init__(self, tex: TextureWrapper, index: int, player_num: int, path: str):
@@ -144,15 +144,15 @@ class DonBG6(DonBGBase):
def update(self, current_time_ms: float, is_clear: bool): def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear) super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms) self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper): def draw(self, tex: TextureWrapper, y: float = 0):
self._draw_textures(tex, 1.0) self._draw_textures(tex, 1.0, y)
if self.is_clear: if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute) self._draw_textures(tex, self.clear_fade.attribute, y)
def _draw_textures(self, tex: TextureWrapper, fade: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(5): for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=y)
for i in range(0, 6, 2): for i in range(0, 6, 2):
tex.draw_texture(self.name, 'overlay_1', frame=self.is_clear, fade=fade, x=(i*264) + self.move.attribute*3, y=-self.move.attribute*0.85) tex.draw_texture(self.name, 'overlay_1', frame=self.is_clear, fade=fade, x=(i*264) + self.move.attribute*3, y=-self.move.attribute*0.85+y)
for i in range(5): for i in range(5):
tex.draw_texture(self.name, 'overlay_2', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute) tex.draw_texture(self.name, 'overlay_2', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute+y)

View File

@@ -3,6 +3,14 @@ from libs.utils import global_tex
class Chara2D: class Chara2D:
def __init__(self, index: int, bpm: float, path: str = 'chara'): def __init__(self, index: int, bpm: float, path: str = 'chara'):
"""
Initialize a Chara2D object.
Args:
index (int): The index of the character.
bpm (float): The beats per minute.
path (str, optional): The path to the character's textures. Defaults to 'chara'.
"""
self.name = "chara_" + str(index) self.name = "chara_" + str(index)
self.tex = global_tex self.tex = global_tex
self.anims = dict() self.anims = dict()
@@ -27,6 +35,12 @@ class Chara2D:
self.anims[name].start() self.anims[name].start()
def set_animation(self, name: str): def set_animation(self, name: str):
"""
Set the current animation for the character.
Args:
name (str): The name of the animation to set.
"""
if name == self.current_anim: if name == self.current_anim:
return return
if self.current_anim in self.temp_anims: if self.current_anim in self.temp_anims:
@@ -49,6 +63,15 @@ class Chara2D:
self.current_anim = name self.current_anim = name
self.anims[name].start() self.anims[name].start()
def update(self, current_time_ms: float, bpm: float, is_clear: bool, is_rainbow: bool): def update(self, current_time_ms: float, bpm: float, is_clear: bool, is_rainbow: bool):
"""
Update the character's animation state and appearance.
Args:
current_time_ms (float): The current time in milliseconds.
bpm (float): The beats per minute.
is_clear (bool): Whether the gauge is in clear mode.
is_rainbow (bool): Whether the gauge is in rainbow mode.
"""
if is_rainbow and not self.is_rainbow: if is_rainbow and not self.is_rainbow:
self.is_rainbow = True self.is_rainbow = True
self.set_animation('soul_in') self.set_animation('soul_in')
@@ -76,6 +99,14 @@ class Chara2D:
self.anims[self.current_anim].restart() self.anims[self.current_anim].restart()
def draw(self, x: float = 0, y: float = 0, mirror=False): def draw(self, x: float = 0, y: float = 0, mirror=False):
"""
Draw the character on the screen.
Args:
x (float): The x-coordinate of the character's position.
y (float): The y-coordinate of the character's position.
mirror (bool): Whether to mirror the character horizontally.
"""
if self.is_rainbow and self.current_anim not in {'soul_in', 'balloon_pop', 'balloon_popping'}: if self.is_rainbow and self.current_anim not in {'soul_in', 'balloon_pop', 'balloon_popping'}:
self.tex.draw_texture(self.name, self.current_anim + '_max', frame=self.anims[self.current_anim].attribute, x=x, y=y) self.tex.draw_texture(self.name, self.current_anim + '_max', frame=self.anims[self.current_anim].attribute, x=x, y=y)
else: else:

View File

@@ -1,8 +1,12 @@
from dataclasses import dataclass, field from dataclasses import dataclass, field
from pathlib import Path from pathlib import Path
from typing import Any
@dataclass @dataclass
class Modifiers: class Modifiers:
"""
Modifiers for the game.
"""
auto: bool = False auto: bool = False
speed: float = 1.0 speed: float = 1.0
display: bool = False display: bool = False
@@ -11,9 +15,25 @@ class Modifiers:
@dataclass @dataclass
class GlobalData: class GlobalData:
"""
Global data for the game. Should be accessed via the global_data variable.
Attributes:
selected_song (Path): The currently selected song.
songs_played (int): The number of songs played.
config (dict): The configuration settings.
song_hashes (dict[str, list[dict]]): A dictionary mapping song hashes to their metadata.
song_paths (dict[Path, str]): A dictionary mapping song paths to their hashes.
song_progress (float): The progress of the loading bar.
total_songs (int): The total number of songs.
hit_sound (int): The index of the hit sound currently used.
player_num (int): The player number. Either 1 or 2.
input_locked (int): The input lock status. 0 means unlocked, 1 or greater means locked.
modifiers (Modifiers): The modifiers for the game.
"""
selected_song: Path = Path() selected_song: Path = Path()
songs_played: int = 0 songs_played: int = 0
config: dict = field(default_factory=lambda: dict()) config: dict[str, Any] = field(default_factory=lambda: dict())
song_hashes: dict[str, list[dict]] = field(default_factory=lambda: dict()) #Hash to path song_hashes: dict[str, list[dict]] = field(default_factory=lambda: dict()) #Hash to path
song_paths: dict[Path, str] = field(default_factory=lambda: dict()) #path to hash song_paths: dict[Path, str] = field(default_factory=lambda: dict()) #path to hash
song_progress: float = 0.0 song_progress: float = 0.0

View File

@@ -6,19 +6,43 @@ from libs.audio import audio
class Nameplate: class Nameplate:
"""Nameplate for displaying player information."""
def __init__(self, name: str, title: str, player_num: int, dan: int, is_gold: bool): def __init__(self, name: str, title: str, player_num: int, dan: int, is_gold: bool):
"""Initialize a Nameplate object.
Args:
name (str): The player's name.
title (str): The player's title.
player_num (int): The player's number.
dan (int): The player's dan level.
is_gold (bool): Whether the player's dan is gold.
"""
self.name = OutlinedText(name, 22, ray.WHITE, ray.BLACK, outline_thickness=3.0) self.name = OutlinedText(name, 22, ray.WHITE, ray.BLACK, outline_thickness=3.0)
self.title = OutlinedText(title, 20, ray.BLACK, ray.WHITE, outline_thickness=0) self.title = OutlinedText(title, 20, ray.BLACK, ray.WHITE, outline_thickness=0)
self.dan_index = dan self.dan_index = dan
self.player_num = player_num self.player_num = player_num
self.is_gold = is_gold self.is_gold = is_gold
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the Nameplate object.
Args:
current_time_ms (float): The current time in milliseconds.
Currently unused as rainbow nameplates are not implemented.
"""
pass pass
def unload(self): def unload(self):
"""Unload the Nameplate object."""
self.name.unload() self.name.unload()
self.title.unload() self.title.unload()
def draw(self, x: int, y: int, fade: float = 1.0): def draw(self, x: int, y: int, fade: float = 1.0):
"""Draw the Nameplate object.
Args:
x (int): The x-coordinate of the Nameplate object.
y (int): The y-coordinate of the Nameplate object.
fade (float): The fade value of the Nameplate object.
"""
tex = global_tex tex = global_tex
tex.draw_texture('nameplate', 'shadow', x=x, y=y, fade=min(0.5, fade)) tex.draw_texture('nameplate', 'shadow', x=x, y=y, fade=min(0.5, fade))
if self.player_num == -1: if self.player_num == -1:
@@ -46,23 +70,28 @@ class Nameplate:
self.title.draw(self.title.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, fade)) self.title.draw(self.title.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, fade))
class Indicator: class Indicator:
"""Indicator class for displaying drum navigation."""
class State(Enum): class State(Enum):
"""Enum representing the different states of the indicator."""
SKIP = 0 SKIP = 0
SIDE = 1 SIDE = 1
SELECT = 2 SELECT = 2
WAIT = 3 WAIT = 3
def __init__(self, state: State): def __init__(self, state: State):
"""Initialize the indicator with the given state."""
self.state = state self.state = state
self.don_fade = global_tex.get_animation(6) self.don_fade = global_tex.get_animation(6)
self.blue_arrow_move = global_tex.get_animation(7) self.blue_arrow_move = global_tex.get_animation(7)
self.blue_arrow_fade = global_tex.get_animation(8) self.blue_arrow_fade = global_tex.get_animation(8)
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the indicator's animations."""
self.don_fade.update(current_time_ms) self.don_fade.update(current_time_ms)
self.blue_arrow_move.update(current_time_ms) self.blue_arrow_move.update(current_time_ms)
self.blue_arrow_fade.update(current_time_ms) self.blue_arrow_fade.update(current_time_ms)
def draw(self, x: int, y: int, fade=1.0): def draw(self, x: int, y: int, fade=1.0):
"""Draw the indicator at the given position with the given fade."""
tex = global_tex tex = global_tex
tex.draw_texture('indicator', 'background', x=x, y=y, fade=fade) tex.draw_texture('indicator', 'background', x=x, y=y, fade=fade)
tex.draw_texture('indicator', 'text', frame=self.state.value, x=x, y=y, fade=fade) tex.draw_texture('indicator', 'text', frame=self.state.value, x=x, y=y, fade=fade)
@@ -80,29 +109,42 @@ class Indicator:
tex.draw_texture('indicator', 'drum_don', fade=min(fade, self.don_fade.attribute), index=self.state.value, x=x, y=y) tex.draw_texture('indicator', 'drum_don', fade=min(fade, self.don_fade.attribute), index=self.state.value, x=x, y=y)
class CoinOverlay: class CoinOverlay:
"""Coin overlay for the game."""
def __init__(self): def __init__(self):
"""Initialize the coin overlay."""
pass pass
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the coin overlay. Unimplemented"""
pass pass
def draw(self, x: int = 0, y: int = 0): def draw(self, x: int = 0, y: int = 0):
"""Draw the coin overlay.
Only draws free play for now."""
tex = global_tex tex = global_tex
tex.draw_texture('overlay', 'free_play', x=x, y=y) tex.draw_texture('overlay', 'free_play', x=x, y=y)
class AllNetIcon: class AllNetIcon:
"""All.Net status icon for the game."""
def __init__(self): def __init__(self):
"""Initialize the All.Net status icon."""
pass pass
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the All.Net status icon."""
pass pass
def draw(self, x: int = 0, y: int = 0): def draw(self, x: int = 0, y: int = 0):
"""Draw the All.Net status icon. Only drawn offline for now"""
tex = global_tex tex = global_tex
tex.draw_texture('overlay', 'allnet_indicator', x=x, y=y, frame=0) tex.draw_texture('overlay', 'allnet_indicator', x=x, y=y, frame=0)
class EntryOverlay: class EntryOverlay:
"""Banapass and Camera status icons"""
def __init__(self): def __init__(self):
"""Initialize the Banapass and Camera status icons."""
self.online = False self.online = False
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the Banapass and Camera status icons."""
pass pass
def draw(self, x: int = 0, y: int = 0): def draw(self, x: int = 0, y: int = 0):
"""Draw the Banapass and Camera status icons."""
tex = global_tex tex = global_tex
tex.draw_texture('overlay', 'banapass_or', x=x, y=y, frame=self.online) tex.draw_texture('overlay', 'banapass_or', x=x, y=y, frame=self.online)
tex.draw_texture('overlay', 'banapass_card', x=x, y=y, frame=self.online) tex.draw_texture('overlay', 'banapass_card', x=x, y=y, frame=self.online)
@@ -113,7 +155,16 @@ class EntryOverlay:
tex.draw_texture('overlay', 'camera', x=x, y=y, frame=0) tex.draw_texture('overlay', 'camera', x=x, y=y, frame=0)
class Timer: class Timer:
"""Timer class for displaying countdown timers."""
def __init__(self, time: int, current_time_ms: float, confirm_func): def __init__(self, time: int, current_time_ms: float, confirm_func):
"""
Initialize a Timer object.
Args:
time (int): The value to start counting down from.
current_time_ms (float): The current time in milliseconds.
confirm_func (function): The function to call when the timer finishes.
"""
self.time = time self.time = time
self.last_time = current_time_ms self.last_time = current_time_ms
self.counter = str(self.time) self.counter = str(self.time)
@@ -124,6 +175,7 @@ class Timer:
self.is_finished = False self.is_finished = False
self.is_frozen = get_config()["general"]["timer_frozen"] self.is_frozen = get_config()["general"]["timer_frozen"]
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the timer's state."""
if self.time == 0 and not self.is_finished and not audio.is_sound_playing('voice_timer_0'): if self.time == 0 and not self.is_finished and not audio.is_sound_playing('voice_timer_0'):
self.is_finished = True self.is_finished = True
self.confirm_func() self.confirm_func()
@@ -148,6 +200,7 @@ class Timer:
elif self.time == 0: elif self.time == 0:
audio.play_sound('voice_timer_0', 'voice') audio.play_sound('voice_timer_0', 'voice')
def draw(self, x: int = 0, y: int = 0): def draw(self, x: int = 0, y: int = 0):
"""Draw the timer on the screen."""
tex = global_tex tex = global_tex
if self.time < 10: if self.time < 10:
tex.draw_texture('timer', 'bg_red') tex.draw_texture('timer', 'bg_red')

View File

@@ -23,6 +23,7 @@ class DiffHashesDecoder(json.JSONDecoder):
super().__init__(object_hook=diff_hashes_object_hook, *args, **kwargs) super().__init__(object_hook=diff_hashes_object_hook, *args, **kwargs)
def read_tjap3_score(input_file: Path): def read_tjap3_score(input_file: Path):
"""Read a TJAPlayer3 score.ini file and return the scores and clears."""
score_ini = configparser.ConfigParser() score_ini = configparser.ConfigParser()
score_ini.read(input_file) score_ini.read(input_file)
scores = [int(score_ini['HiScore.Drums']['HiScore1']), scores = [int(score_ini['HiScore.Drums']['HiScore1']),
@@ -50,6 +51,7 @@ def read_tjap3_score(input_file: Path):
return scores, clears, None return scores, clears, None
def build_song_hashes(output_dir=Path("cache")): def build_song_hashes(output_dir=Path("cache")):
"""Build a dictionary of song hashes and save it to a file."""
if not output_dir.exists(): if not output_dir.exists():
output_dir.mkdir() output_dir.mkdir()
song_hashes: dict[str, list[dict]] = dict() song_hashes: dict[str, list[dict]] = dict()

View File

@@ -14,6 +14,7 @@ SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720 SCREEN_HEIGHT = 720
class Texture: class Texture:
"""Texture class for managing textures and animations."""
def __init__(self, name: str, texture: Union[ray.Texture, list[ray.Texture]], init_vals: dict[str, int]): def __init__(self, name: str, texture: Union[ray.Texture, list[ray.Texture]], init_vals: dict[str, int]):
self.name = name self.name = name
self.texture = texture self.texture = texture
@@ -33,12 +34,14 @@ class Texture:
self.controllable: list[bool] = [False] self.controllable: list[bool] = [False]
class TextureWrapper: class TextureWrapper:
"""Texture wrapper class for managing textures and animations."""
def __init__(self): def __init__(self):
self.textures: dict[str, dict[str, Texture]] = dict() self.textures: dict[str, dict[str, Texture]] = dict()
self.animations: dict[int, BaseAnimation] = dict() self.animations: dict[int, BaseAnimation] = dict()
self.graphics_path = Path("Graphics") self.graphics_path = Path("Graphics")
def unload_textures(self): def unload_textures(self):
"""Unload all textures and animations."""
for zip in self.textures: for zip in self.textures:
for file in self.textures[zip]: for file in self.textures[zip]:
tex_object = self.textures[zip][file] tex_object = self.textures[zip][file]
@@ -49,6 +52,8 @@ class TextureWrapper:
ray.unload_texture(tex_object.texture) ray.unload_texture(tex_object.texture)
def get_animation(self, index: int, is_copy: bool = False): def get_animation(self, index: int, is_copy: bool = False):
"""Get an animation by ID and returns a reference.
Returns a copy of the animation if is_copy is True."""
if index not in self.animations: if index not in self.animations:
raise Exception(f"Unable to find id {index} in loaded animations") raise Exception(f"Unable to find id {index} in loaded animations")
if is_copy: if is_copy:
@@ -83,12 +88,14 @@ class TextureWrapper:
tex_object.controllable = [tex_mapping.get("controllable", False)] tex_object.controllable = [tex_mapping.get("controllable", False)]
def load_animations(self, screen_name: str): def load_animations(self, screen_name: str):
"""Load animations for a screen."""
screen_path = self.graphics_path / screen_name screen_path = self.graphics_path / screen_name
if (screen_path / 'animation.json').exists(): if (screen_path / 'animation.json').exists():
with open(screen_path / 'animation.json') as json_file: with open(screen_path / 'animation.json') as json_file:
self.animations = parse_animations(json.loads(json_file.read())) self.animations = parse_animations(json.loads(json_file.read()))
def load_zip(self, screen_name: str, subset: str): def load_zip(self, screen_name: str, subset: str):
"""Load textures from a zip file."""
zip = (self.graphics_path / screen_name / subset).with_suffix('.zip') zip = (self.graphics_path / screen_name / subset).with_suffix('.zip')
if screen_name in self.textures and subset in self.textures[screen_name]: if screen_name in self.textures and subset in self.textures[screen_name]:
return return
@@ -134,6 +141,7 @@ class TextureWrapper:
raise Exception(f"Texture {tex_name} was not found in {zip}") raise Exception(f"Texture {tex_name} was not found in {zip}")
def load_screen_textures(self, screen_name: str) -> None: def load_screen_textures(self, screen_name: str) -> None:
"""Load textures for a screen."""
screen_path = self.graphics_path / screen_name screen_path = self.graphics_path / screen_name
if (screen_path / 'animation.json').exists(): if (screen_path / 'animation.json').exists():
with open(screen_path / 'animation.json') as json_file: with open(screen_path / 'animation.json') as json_file:
@@ -165,6 +173,26 @@ class TextureWrapper:
mirror: str = '', x: float = 0, y: float = 0, x2: float = 0, y2: float = 0, mirror: str = '', x: float = 0, y: float = 0, x2: float = 0, y2: float = 0,
origin: ray.Vector2 = ray.Vector2(0,0), rotation: float = 0, fade: float = 1.1, origin: ray.Vector2 = ray.Vector2(0,0), rotation: float = 0, fade: float = 1.1,
index: int = 0, src: Optional[ray.Rectangle] = None) -> None: index: int = 0, src: Optional[ray.Rectangle] = None) -> None:
"""
Wrapper function for raylib's draw_texture_pro().
Parameters:
subset (str): The subset of textures to use.
texture (str): The name of the texture to draw.
color (ray.Color): The color to tint the texture.
frame (int): The frame of the texture to draw. Only used if the texture is animated.
scale (float): The scale factor to apply to the texture.
center (bool): Whether to center the texture.
mirror (str): The direction to mirror the texture, either 'horizontal' or 'vertical'.
x (float): An x-value added to the top-left corner of the texture.
y (float): The y-value added to the top-left corner of the texture.
x2 (float): The x-value added to the bottom-right corner of the texture.
y2 (float): The y-value added to the bottom-right corner of the texture.
origin (ray.Vector2): The origin point of the texture.
rotation (float): The rotation angle of the texture.
fade (float): The fade factor to apply to the texture.
index (int): The index of the position data for the texture. Only used if the texture has multiple positions.
src (Optional[ray.Rectangle]): The source rectangle of the texture.
"""
mirror_x = -1 if mirror == 'horizontal' else 1 mirror_x = -1 if mirror == 'horizontal' else 1
mirror_y = -1 if mirror == 'vertical' else 1 mirror_y = -1 if mirror == 'vertical' else 1
if fade != 1.1: if fade != 1.1:

View File

@@ -11,18 +11,36 @@ from libs.utils import get_pixels_per_frame, global_data, strip_comments
@lru_cache(maxsize=64) @lru_cache(maxsize=64)
def get_ms_per_measure(bpm_val, time_sig): def get_ms_per_measure(bpm_val: float, time_sig: float):
"""Calculate the number of milliseconds per measure."""
#https://gist.github.com/KatieFrogs/e000f406bbc70a12f3c34a07303eec8b#measure #https://gist.github.com/KatieFrogs/e000f406bbc70a12f3c34a07303eec8b#measure
if bpm_val == 0: if bpm_val == 0:
return 0 return 0
return 60000 * (time_sig * 4) / bpm_val return 60000 * (time_sig * 4) / bpm_val
@lru_cache(maxsize=64) @lru_cache(maxsize=64)
def get_pixels_per_ms(pixels_per_frame): def get_pixels_per_ms(pixels_per_frame: float):
"""Calculate the number of pixels per millisecond."""
return pixels_per_frame / (1000 / 60) return pixels_per_frame / (1000 / 60)
@dataclass() @dataclass()
class Note: class Note:
"""A note in a TJA file.
Attributes:
type (int): The type (color) of the note.
hit_ms (float): The time at which the note should be hit.
load_ms (float): The time at which the note should be loaded.
pixels_per_frame_x (float): The number of pixels per frame in the x direction.
pixels_per_frame_y (float): The number of pixels per frame in the y direction.
display (bool): Whether the note should be displayed.
index (int): The index of the note.
bpm (float): The beats per minute of the song.
gogo_time (bool): Whether the note is a gogo time note.
moji (int): The text drawn below the note.
is_branch_start (bool): Whether the note is the start of a branch.
branch_params (str): The parameters (requirements) of the branch.
"""
type: int = field(init=False) type: int = field(init=False)
hit_ms: float = field(init=False) hit_ms: float = field(init=False)
load_ms: float = field(init=False) load_ms: float = field(init=False)
@@ -78,6 +96,12 @@ class Note:
@dataclass @dataclass
class Drumroll(Note): class Drumroll(Note):
"""A drumroll note in a TJA file.
Attributes:
_source_note (Note): The source note.
color (int): The color of the drumroll. (0-255 where 255 is red)
"""
_source_note: Note _source_note: Note
color: int = field(init=False) color: int = field(init=False)
@@ -94,6 +118,14 @@ class Drumroll(Note):
@dataclass @dataclass
class Balloon(Note): class Balloon(Note):
"""A balloon note in a TJA file.
Attributes:
_source_note (Note): The source note.
count (int): The number of hits it takes to pop.
popped (bool): Whether the balloon has been popped.
is_kusudama (bool): Whether the balloon is a kusudama.
"""
_source_note: Note _source_note: Note
count: int = field(init=False) count: int = field(init=False)
popped: bool = False popped: bool = False
@@ -125,6 +157,10 @@ class Balloon(Note):
@dataclass @dataclass
class NoteList: class NoteList:
"""A collection of notes
play_notes: A list of notes, drumrolls, and balloons that are played by the player
draw_notes: A list of notes, drumrolls, and balloons that are drawn by the player
bars: A list of bars"""
play_notes: list[Note | Drumroll | Balloon] = field(default_factory=lambda: []) play_notes: list[Note | Drumroll | Balloon] = field(default_factory=lambda: [])
draw_notes: list[Note | Drumroll | Balloon] = field(default_factory=lambda: []) draw_notes: list[Note | Drumroll | Balloon] = field(default_factory=lambda: [])
bars: list[Note] = field(default_factory=lambda: []) bars: list[Note] = field(default_factory=lambda: [])
@@ -144,6 +180,13 @@ class NoteList:
@dataclass @dataclass
class CourseData: class CourseData:
"""A collection of course metadata
level: number of stars
balloon: list of balloon counts
scoreinit: Unused
scorediff: Unused
is_branching: whether the course has branches
"""
level: int = 0 level: int = 0
balloon: list[int] = field(default_factory=lambda: []) balloon: list[int] = field(default_factory=lambda: [])
scoreinit: list[int] = field(default_factory=lambda: []) scoreinit: list[int] = field(default_factory=lambda: [])
@@ -152,6 +195,19 @@ class CourseData:
@dataclass @dataclass
class TJAMetadata: class TJAMetadata:
"""Metadata for a TJA file
title: dictionary for song titles, accessed by language code
subtitle: dictionary for song subtitles, accessed by language code
genre: genre of the song
wave: path to the song's audio file
demostart: start time of the preview
offset: offset of the song's audio file
bpm: beats per minute of the song
bgmovie: path to the song's background movie file
movieoffset: offset of the song's background movie file
scene_preset: background for the song
course_data: dictionary of course metadata, accessed by diff number
"""
title: dict[str, str] = field(default_factory= lambda: {'en': ''}) title: dict[str, str] = field(default_factory= lambda: {'en': ''})
subtitle: dict[str, str] = field(default_factory= lambda: {'en': ''}) subtitle: dict[str, str] = field(default_factory= lambda: {'en': ''})
genre: str = '' genre: str = ''
@@ -166,6 +222,11 @@ class TJAMetadata:
@dataclass @dataclass
class TJAEXData: class TJAEXData:
"""Extra data for TJA files
new_audio: Contains the word "-New Audio-" in any song title
old_audio: Contains the word "-Old Audio-" in any song title
limited_time: Contains the word "限定" in any song title or subtitle
new: If the TJA file has been created or modified in the last week"""
new_audio: bool = False new_audio: bool = False
old_audio: bool = False old_audio: bool = False
limited_time: bool = False limited_time: bool = False
@@ -173,6 +234,14 @@ class TJAEXData:
def calculate_base_score(notes: NoteList) -> int: def calculate_base_score(notes: NoteList) -> int:
"""Calculate the base score for a song based on the number of notes, balloons, and drumrolls.
Args:
notes (NoteList): The list of notes in the song.
Returns:
int: The base score for the song.
"""
total_notes = 0 total_notes = 0
balloon_count = 0 balloon_count = 0
drumroll_msec = 0 drumroll_msec = 0
@@ -195,6 +264,14 @@ def calculate_base_score(notes: NoteList) -> int:
return math.ceil((1000000 - (balloon_count * 100) - (16.920079999994086 * drumroll_msec / 1000 * 100)) / total_notes / 10) * 10 return math.ceil((1000000 - (balloon_count * 100) - (16.920079999994086 * drumroll_msec / 1000 * 100)) / total_notes / 10) * 10
def test_encodings(file_path): def test_encodings(file_path):
"""Test the encoding of a file by trying different encodings.
Args:
file_path (Path): The path to the file to test.
Returns:
str: The encoding that successfully decoded the file.
"""
encodings = ['utf-8-sig', 'shift-jis', 'utf-8'] encodings = ['utf-8-sig', 'shift-jis', 'utf-8']
final_encoding = None final_encoding = None
@@ -209,8 +286,28 @@ def test_encodings(file_path):
class TJAParser: class TJAParser:
"""Parse a TJA file and extract metadata and data.
Args:
path (Path): The path to the TJA file.
start_delay (int): The delay in milliseconds before the first note.
distance (int): The distance between notes.
Attributes:
metadata (TJAMetadata): The metadata extracted from the TJA file.
ex_data (TJAEXData): The extended data extracted from the TJA file.
data (list): The data extracted from the TJA file.
"""
DIFFS = {0: "easy", 1: "normal", 2: "hard", 3: "oni", 4: "edit", 5: "tower", 6: "dan"} DIFFS = {0: "easy", 1: "normal", 2: "hard", 3: "oni", 4: "edit", 5: "tower", 6: "dan"}
def __init__(self, path: Path, start_delay: int = 0, distance: int = 866): def __init__(self, path: Path, start_delay: int = 0, distance: int = 866):
"""
Initialize a TJA object.
Args:
path (Path): The path to the TJA file.
start_delay (int): The delay in milliseconds before the first note.
distance (int): The distance between notes.
"""
self.file_path: Path = path self.file_path: Path = path
encoding = test_encodings(self.file_path) encoding = test_encodings(self.file_path)
@@ -226,6 +323,9 @@ class TJAParser:
self.current_ms: float = start_delay self.current_ms: float = start_delay
def get_metadata(self): def get_metadata(self):
"""
Extract metadata from the TJA file.
"""
current_diff = None # Track which difficulty we're currently processing current_diff = None # Track which difficulty we're currently processing
for item in self.data: for item in self.data:
@@ -332,6 +432,15 @@ class TJAParser:
self.ex_data.limited_time = True self.ex_data.limited_time = True
def data_to_notes(self, diff) -> list[list[str]]: def data_to_notes(self, diff) -> list[list[str]]:
"""
Convert the data to notes.
Args:
diff (int): The difficulty level.
Returns:
list[list[str]]: The notes.
"""
diff_name = self.DIFFS.get(diff, "").lower() diff_name = self.DIFFS.get(diff, "").lower()
# Use enumerate for single iteration # Use enumerate for single iteration
@@ -380,6 +489,16 @@ class TJAParser:
return notes return notes
def get_moji(self, play_note_list: list[Note], ms_per_measure: float) -> None: def get_moji(self, play_note_list: list[Note], ms_per_measure: float) -> None:
"""
Assign 口唱歌 (note phoneticization) to notes.
Args:
play_note_list (list[Note]): The list of notes to process.
ms_per_measure (float): The duration of a measure in milliseconds.
Returns:
None
"""
se_notes = { se_notes = {
1: [0, 1, 2], # Note '1' has three possible sound effects 1: [0, 1, 2], # Note '1' has three possible sound effects
2: [3, 4], # Note '2' has two possible sound effects 2: [3, 4], # Note '2' has two possible sound effects
@@ -440,6 +559,7 @@ class TJAParser:
play_note_list[-3].moji = se_notes[1][2] play_note_list[-3].moji = se_notes[1][2]
def notes_to_position(self, diff: int): def notes_to_position(self, diff: int):
"""Parse a TJA's notes into a NoteList."""
master_notes = NoteList() master_notes = NoteList()
branch_m: list[NoteList] = [] branch_m: list[NoteList] = []
branch_e: list[NoteList] = [] branch_e: list[NoteList] = []
@@ -705,6 +825,7 @@ class TJAParser:
return master_notes, branch_m, branch_e, branch_n return master_notes, branch_m, branch_e, branch_n
def hash_note_data(self, notes: NoteList): def hash_note_data(self, notes: NoteList):
"""Hashes the note data for the given NoteList."""
n = hashlib.sha256() n = hashlib.sha256()
list1 = notes.play_notes list1 = notes.play_notes
list2 = notes.bars list2 = notes.bars
@@ -726,6 +847,7 @@ class TJAParser:
return n.hexdigest() return n.hexdigest()
def modifier_speed(notes: NoteList, value: float): def modifier_speed(notes: NoteList, value: float):
"""Modifies the speed of the notes in the given NoteList."""
modded_notes = notes.draw_notes.copy() modded_notes = notes.draw_notes.copy()
modded_bars = notes.bars.copy() modded_bars = notes.bars.copy()
for note in modded_notes: for note in modded_notes:
@@ -737,12 +859,14 @@ def modifier_speed(notes: NoteList, value: float):
return modded_notes, modded_bars return modded_notes, modded_bars
def modifier_display(notes: NoteList): def modifier_display(notes: NoteList):
"""Modifies the display of the notes in the given NoteList."""
modded_notes = notes.draw_notes.copy() modded_notes = notes.draw_notes.copy()
for note in modded_notes: for note in modded_notes:
note.display = False note.display = False
return modded_notes return modded_notes
def modifier_inverse(notes: NoteList): def modifier_inverse(notes: NoteList):
"""Inverts the type of the notes in the given NoteList."""
modded_notes = notes.play_notes.copy() modded_notes = notes.play_notes.copy()
type_mapping = {1: 2, 2: 1, 3: 4, 4: 3} type_mapping = {1: 2, 2: 1, 3: 4, 4: 3}
for note in modded_notes: for note in modded_notes:
@@ -751,6 +875,8 @@ def modifier_inverse(notes: NoteList):
return modded_notes return modded_notes
def modifier_random(notes: NoteList, value: int): def modifier_random(notes: NoteList, value: int):
"""Randomly modifies the type of the notes in the given NoteList.
value: 1 == kimagure, 2 == detarame"""
#value: 1 == kimagure, 2 == detarame #value: 1 == kimagure, 2 == detarame
modded_notes = notes.play_notes.copy() modded_notes = notes.play_notes.copy()
percentage = int(len(modded_notes) / 5) * value percentage = int(len(modded_notes) / 5) * value
@@ -762,6 +888,7 @@ def modifier_random(notes: NoteList, value: int):
return modded_notes return modded_notes
def apply_modifiers(notes: NoteList): def apply_modifiers(notes: NoteList):
"""Applies all selected modifiers from global_data to the given NoteList."""
if global_data.modifiers.display: if global_data.modifiers.display:
draw_notes = modifier_display(notes) draw_notes = modifier_display(notes)
if global_data.modifiers.inverse: if global_data.modifiers.inverse:

View File

@@ -4,7 +4,12 @@ from libs.utils import OutlinedText, global_tex
class Transition: class Transition:
"""Transition class for the game."""
def __init__(self, title: str, subtitle: str, is_second: bool = False) -> None: def __init__(self, title: str, subtitle: str, is_second: bool = False) -> None:
"""Initialize the transition object.
title: str - The title of the chart.
subtitle: str - The subtitle of the chart.
is_second: bool - Whether this is the second half of the transition."""
self.is_finished = False self.is_finished = False
self.rainbow_up = global_tex.get_animation(0) self.rainbow_up = global_tex.get_animation(0)
self.mini_up = global_tex.get_animation(1) self.mini_up = global_tex.get_animation(1)
@@ -16,6 +21,7 @@ class Transition:
self.is_second = is_second self.is_second = is_second
def start(self): def start(self):
"""Start the transition effect."""
self.rainbow_up.start() self.rainbow_up.start()
self.mini_up.start() self.mini_up.start()
self.chara_down.start() self.chara_down.start()
@@ -23,6 +29,7 @@ class Transition:
self.song_info_fade_out.start() self.song_info_fade_out.start()
def update(self, current_time_ms: float): def update(self, current_time_ms: float):
"""Update the transition effect."""
self.rainbow_up.update(current_time_ms) self.rainbow_up.update(current_time_ms)
self.chara_down.update(current_time_ms) self.chara_down.update(current_time_ms)
self.mini_up.update(current_time_ms) self.mini_up.update(current_time_ms)
@@ -30,7 +37,7 @@ class Transition:
self.song_info_fade_out.update(current_time_ms) self.song_info_fade_out.update(current_time_ms)
self.is_finished = self.song_info_fade.is_finished self.is_finished = self.song_info_fade.is_finished
def draw_song_info(self): def _draw_song_info(self):
color_1 = ray.fade(ray.WHITE, self.song_info_fade.attribute) color_1 = ray.fade(ray.WHITE, self.song_info_fade.attribute)
color_2 = ray.fade(ray.WHITE, min(0.70, self.song_info_fade.attribute)) color_2 = ray.fade(ray.WHITE, min(0.70, self.song_info_fade.attribute))
offset = 0 offset = 0
@@ -50,6 +57,7 @@ class Transition:
self.subtitle.draw(self.subtitle.default_src, dest, ray.Vector2(0, 0), 0, color_1) self.subtitle.draw(self.subtitle.default_src, dest, ray.Vector2(0, 0), 0, color_1)
def draw(self): def draw(self):
"""Draw the transition effect."""
total_offset = 0 total_offset = 0
if self.is_second: if self.is_second:
total_offset = 816 total_offset = 816
@@ -65,4 +73,4 @@ class Transition:
global_tex.draw_texture('rainbow_transition', 'chara_right', x=self.mini_up.attribute//2 + chara_offset, y=-self.mini_up.attribute + offset - total_offset) global_tex.draw_texture('rainbow_transition', 'chara_right', x=self.mini_up.attribute//2 + chara_offset, y=-self.mini_up.attribute + offset - total_offset)
global_tex.draw_texture('rainbow_transition', 'chara_center', y=-self.rainbow_up.attribute + offset - total_offset) global_tex.draw_texture('rainbow_transition', 'chara_center', y=-self.rainbow_up.attribute + offset - total_offset)
self.draw_song_info() self._draw_song_info()

View File

@@ -39,6 +39,7 @@ def force_dedicated_gpu():
print(e) print(e)
def rounded(num: float) -> int: def rounded(num: float) -> int:
"""Round a number to the nearest integer"""
sign = 1 if (num >= 0) else -1 sign = 1 if (num >= 0) else -1
num = abs(num) num = abs(num)
result = int(num) result = int(num)
@@ -47,9 +48,11 @@ def rounded(num: float) -> int:
return sign * result return sign * result
def get_current_ms() -> int: def get_current_ms() -> int:
"""Get the current time in milliseconds"""
return rounded(time.time() * 1000) return rounded(time.time() * 1000)
def strip_comments(code: str) -> str: def strip_comments(code: str) -> str:
"""Strip comments from a string of code"""
result = '' result = ''
index = 0 index = 0
for line in code.splitlines(): for line in code.splitlines():
@@ -63,6 +66,7 @@ def strip_comments(code: str) -> str:
@lru_cache @lru_cache
def get_pixels_per_frame(bpm: float, time_signature: float, distance: float) -> float: def get_pixels_per_frame(bpm: float, time_signature: float, distance: float) -> float:
"""Calculate the number of pixels per frame"""
if bpm == 0: if bpm == 0:
return 0 return 0
beat_duration = 60 / bpm beat_duration = 60 / bpm
@@ -71,6 +75,7 @@ def get_pixels_per_frame(bpm: float, time_signature: float, distance: float) ->
return (distance / total_frames) return (distance / total_frames)
def get_config() -> dict[str, Any]: def get_config() -> dict[str, Any]:
"""Get the configuration from the TOML file"""
config_path = Path('dev-config.toml') if Path('dev-config.toml').exists() else Path('config.toml') config_path = Path('dev-config.toml') if Path('dev-config.toml').exists() else Path('config.toml')
with open(config_path, "r", encoding="utf-8") as f: with open(config_path, "r", encoding="utf-8") as f:
@@ -79,6 +84,7 @@ def get_config() -> dict[str, Any]:
return json.loads(json.dumps(config_file)) return json.loads(json.dumps(config_file))
def save_config(config: dict[str, Any]) -> None: def save_config(config: dict[str, Any]) -> None:
"""Save the configuration to the TOML file"""
if Path('dev-config.toml').exists(): if Path('dev-config.toml').exists():
with open(Path('dev-config.toml'), "w", encoding="utf-8") as f: with open(Path('dev-config.toml'), "w", encoding="utf-8") as f:
tomlkit.dump(config, f) tomlkit.dump(config, f)
@@ -87,6 +93,7 @@ def save_config(config: dict[str, Any]) -> None:
tomlkit.dump(config, f) tomlkit.dump(config, f)
def is_l_don_pressed() -> bool: def is_l_don_pressed() -> bool:
"""Check if the left don button is pressed"""
if global_data.input_locked: if global_data.input_locked:
return False return False
keys = global_data.config["keys"]["left_don"] keys = global_data.config["keys"]["left_don"]
@@ -111,6 +118,7 @@ def is_l_don_pressed() -> bool:
return False return False
def is_r_don_pressed() -> bool: def is_r_don_pressed() -> bool:
"""Check if the right don button is pressed"""
if global_data.input_locked: if global_data.input_locked:
return False return False
keys = global_data.config["keys"]["right_don"] keys = global_data.config["keys"]["right_don"]
@@ -137,6 +145,7 @@ def is_r_don_pressed() -> bool:
return False return False
def is_l_kat_pressed() -> bool: def is_l_kat_pressed() -> bool:
"""Check if the left kat button is pressed"""
if global_data.input_locked: if global_data.input_locked:
return False return False
keys = global_data.config["keys"]["left_kat"] keys = global_data.config["keys"]["left_kat"]
@@ -163,6 +172,7 @@ def is_l_kat_pressed() -> bool:
return False return False
def is_r_kat_pressed() -> bool: def is_r_kat_pressed() -> bool:
"""Check if the right kat button is pressed"""
if global_data.input_locked: if global_data.input_locked:
return False return False
keys = global_data.config["keys"]["right_kat"] keys = global_data.config["keys"]["right_kat"]
@@ -190,6 +200,18 @@ def is_r_kat_pressed() -> bool:
@dataclass @dataclass
class SessionData: class SessionData:
"""Data class for storing session data. Wiped after the result screen.
selected_difficulty: The difficulty level selected by the user.
song_title: The title of the song being played.
genre_index: The index of the genre being played.
result_score: The score achieved in the game.
result_good: The number of good notes achieved in the game.
result_ok: The number of ok notes achieved in the game.
result_bad: The number of bad notes achieved in the game.
result_max_combo: The maximum combo achieved in the game.
result_total_drumroll: The total drumroll achieved in the game.
result_gauge_length: The length of the gauge achieved in the game.
prev_score: The previous score pulled from the database."""
selected_difficulty: int = 0 selected_difficulty: int = 0
song_title: str = '' song_title: str = ''
genre_index: int = 0 genre_index: int = 0
@@ -206,6 +228,7 @@ session_data = SessionData()
global_tex = TextureWrapper() global_tex = TextureWrapper()
def reset_session(): def reset_session():
"""Reset the session data."""
return SessionData() return SessionData()
text_cache = set() text_cache = set()
@@ -218,7 +241,19 @@ for file in Path('cache/image').iterdir():
text_cache.add(file.stem) text_cache.add(file.stem)
class OutlinedText: class OutlinedText:
"""Create an outlined text object."""
def __init__(self, text: str, font_size: int, color: ray.Color, outline_color: ray.Color, outline_thickness=5.0, vertical=False): def __init__(self, text: str, font_size: int, color: ray.Color, outline_color: ray.Color, outline_thickness=5.0, vertical=False):
"""
Create an outlined text object.
Args:
text (str): The text to be displayed.
font_size (int): The size of the font.
color (ray.Color): The color of the text.
outline_color (ray.Color): The color of the outline.
outline_thickness (float): The thickness of the outline.
vertical (bool): Whether the text is vertical or not.
"""
self.text = text self.text = text
self.hash = self._hash_text(text, font_size, color, vertical) self.hash = self._hash_text(text, font_size, color, vertical)
self.outline_thickness = outline_thickness self.outline_thickness = outline_thickness
@@ -463,6 +498,16 @@ class OutlinedText:
return texture return texture
def draw(self, src: ray.Rectangle, dest: ray.Rectangle, origin: ray.Vector2, rotation: float, color: ray.Color): def draw(self, src: ray.Rectangle, dest: ray.Rectangle, origin: ray.Vector2, rotation: float, color: ray.Color):
"""
Draw the outlined text object.
Args:
src (ray.Rectangle): The source rectangle of the texture.
dest (ray.Rectangle): The destination rectangle of the texture.
origin (ray.Vector2): The origin of the texture.
rotation (float): The rotation of the texture.
color (ray.Color): The color of the text.
"""
if isinstance(color, tuple): if isinstance(color, tuple):
alpha_value = ray.ffi.new('float*', color[3] / 255.0) alpha_value = ray.ffi.new('float*', color[3] / 255.0)
else: else:
@@ -475,5 +520,11 @@ class OutlinedText:
ray.end_shader_mode() ray.end_shader_mode()
def unload(self): def unload(self):
"""
Unload the outlined text object.
Args:
None
"""
ray.unload_shader(self.shader) ray.unload_shader(self.shader)
ray.unload_texture(self.texture) ray.unload_texture(self.texture)

View File

@@ -16,6 +16,7 @@ from libs.utils import (
class State: class State:
"""State enum for the entry screen"""
SELECT_SIDE = 0 SELECT_SIDE = 0
SELECT_MODE = 1 SELECT_MODE = 1
@@ -234,6 +235,7 @@ class EntryScreen:
pass pass
class Box: class Box:
"""Box class for the entry screen"""
def __init__(self, text: tuple[OutlinedText, OutlinedText], location: str): def __init__(self, text: tuple[OutlinedText, OutlinedText], location: str):
self.text, self.text_highlight = text self.text, self.text_highlight = text
self.location = location self.location = location
@@ -250,6 +252,7 @@ class Box:
self.moving_right = False self.moving_right = False
def set_positions(self, x: int): def set_positions(self, x: int):
"""Set the positions of the box"""
self.x = x self.x = x
self.static_x = self.x self.static_x = self.x
self.left_x = self.x self.left_x = self.x
@@ -277,11 +280,13 @@ class Box:
self.open.update(current_time_ms) self.open.update(current_time_ms)
def move_left(self): def move_left(self):
"""Move the box left"""
if not self.move.is_started: if not self.move.is_started:
self.move.start() self.move.start()
self.moving_left = True self.moving_left = True
def move_right(self): def move_right(self):
"""Move the box right"""
if not self.move.is_started: if not self.move.is_started:
self.move.start() self.move.start()
self.moving_right = True self.moving_right = True
@@ -313,6 +318,7 @@ class Box:
self._draw_text(color) self._draw_text(color)
class BoxManager: class BoxManager:
"""BoxManager class for the entry screen"""
def __init__(self): def __init__(self):
self.box_titles: list[tuple[OutlinedText, OutlinedText]] = [ self.box_titles: list[tuple[OutlinedText, OutlinedText]] = [
(OutlinedText('演奏ゲーム', 50, ray.WHITE, ray.Color(109, 68, 24, 255), outline_thickness=5, vertical=True), (OutlinedText('演奏ゲーム', 50, ray.WHITE, ray.Color(109, 68, 24, 255), outline_thickness=5, vertical=True),
@@ -335,18 +341,23 @@ class BoxManager:
box.move_right() box.move_right()
def select_box(self): def select_box(self):
"""Select the currently selected box"""
self.fade_out.start() self.fade_out.start()
def is_box_selected(self): def is_box_selected(self):
"""Check if the box is selected"""
return self.fade_out.is_started return self.fade_out.is_started
def is_finished(self): def is_finished(self):
"""Check if the animation is finished"""
return self.fade_out.is_finished return self.fade_out.is_finished
def selected_box(self): def selected_box(self):
"""Get the location of the currently selected box"""
return self.boxes[self.selected_box_index].location return self.boxes[self.selected_box_index].location
def move_left(self): def move_left(self):
"""Move the cursor to the left"""
prev_selection = self.selected_box_index prev_selection = self.selected_box_index
if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished: if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished:
return return
@@ -358,6 +369,7 @@ class BoxManager:
self.boxes[self.selected_box_index].move_right() self.boxes[self.selected_box_index].move_right()
def move_right(self): def move_right(self):
"""Move the cursor to the right"""
prev_selection = self.selected_box_index prev_selection = self.selected_box_index
if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished: if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished:
return return

View File

@@ -51,6 +51,7 @@ class GameScreen:
self.mask_shader = ray.load_shader("", "shader/mask.fs") self.mask_shader = ray.load_shader("", "shader/mask.fs")
def load_hitsounds(self): def load_hitsounds(self):
"""Load the hit sounds"""
sounds_dir = Path("Sounds") sounds_dir = Path("Sounds")
if global_data.hit_sound == -1: if global_data.hit_sound == -1:
self.sound_don = audio.load_sound(Path('none.wav'), 'hitsound_don') self.sound_don = audio.load_sound(Path('none.wav'), 'hitsound_don')
@@ -63,6 +64,7 @@ class GameScreen:
self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat') self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat')
def init_tja(self, song: Path, difficulty: int): 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) 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(): if self.tja.metadata.bgmovie != Path() and self.tja.metadata.bgmovie.exists():
self.movie = VideoPlayer(self.tja.metadata.bgmovie) self.movie = VideoPlayer(self.tja.metadata.bgmovie)
@@ -73,7 +75,9 @@ class GameScreen:
if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None: 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.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
self.player_1 = Player(self.tja, global_data.player_num, difficulty) #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) self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
def on_screen_start(self): def on_screen_start(self):
@@ -92,7 +96,10 @@ class GameScreen:
subtitle = self.tja.metadata.subtitle.get(global_data.config['general']['language'].lower(), '') subtitle = self.tja.metadata.subtitle.get(global_data.config['general']['language'].lower(), '')
self.bpm = self.tja.metadata.bpm self.bpm = self.tja.metadata.bpm
scene_preset = self.tja.metadata.scene_preset scene_preset = self.tja.metadata.scene_preset
self.background = Background(global_data.player_num, self.bpm, scene_preset=scene_preset) if self.movie is None:
self.background = Background(global_data.player_num, self.bpm, scene_preset=scene_preset)
else:
self.background = None
self.transition = Transition(session_data.song_title, subtitle, is_second=True) self.transition = Transition(session_data.song_title, subtitle, is_second=True)
self.allnet_indicator = AllNetIcon() self.allnet_indicator = AllNetIcon()
self.transition.start() self.transition.start()
@@ -111,6 +118,7 @@ class GameScreen:
return next_screen return next_screen
def write_score(self): def write_score(self):
"""Write the score to the database"""
if self.tja is None: if self.tja is None:
return return
if global_data.modifiers.auto: if global_data.modifiers.auto:
@@ -178,7 +186,8 @@ class GameScreen:
if self.song_music is not None: if self.song_music is not None:
audio.update_music_stream(self.song_music) audio.update_music_stream(self.song_music)
self.player_1.update(self, current_time) 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.song_info.update(current_time)
self.result_transition.update(current_time) self.result_transition.update(current_time)
if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'): if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
@@ -215,16 +224,20 @@ class GameScreen:
audio.stop_music_stream(self.song_music) audio.stop_music_stream(self.song_music)
return self.on_screen_end('SONG_SELECT') return self.on_screen_end('SONG_SELECT')
def draw_overlay(self):
self.song_info.draw()
self.transition.draw()
self.result_transition.draw()
self.allnet_indicator.draw()
def draw(self): def draw(self):
if self.movie is not None: if self.movie is not None:
self.movie.draw() self.movie.draw()
elif self.background is not None: elif self.background is not None:
self.background.draw() self.background.draw()
self.player_1.draw(self) self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader)
self.song_info.draw() #self.player_2.draw(self.current_ms, self.start_ms, self.mask_shader)
self.transition.draw() self.draw_overlay()
self.result_transition.draw()
self.allnet_indicator.draw()
class Player: class Player:
TIMING_GOOD = 25.0250015258789 TIMING_GOOD = 25.0250015258789
@@ -235,8 +248,8 @@ class Player:
TIMING_OK_EASY = 108.441665649414 TIMING_OK_EASY = 108.441665649414
TIMING_BAD_EASY = 125.125 TIMING_BAD_EASY = 125.125
def __init__(self, tja: TJAParser, player_number: int, difficulty: int): def __init__(self, tja: TJAParser, player_number: int, difficulty: int, is_2p: bool):
self.is_2p = is_2p
self.player_number = str(player_number) self.player_number = str(player_number)
self.difficulty = difficulty self.difficulty = difficulty
self.visual_offset = global_data.config["general"]["visual_offset"] self.visual_offset = global_data.config["general"]["visual_offset"]
@@ -303,8 +316,8 @@ class Player:
self.balloon_anim: Optional[BalloonAnimation] = None self.balloon_anim: Optional[BalloonAnimation] = None
self.kusudama_anim: Optional[KusudamaAnimation] = None self.kusudama_anim: Optional[KusudamaAnimation] = None
self.base_score_list: list[ScoreCounterAnimation] = [] self.base_score_list: list[ScoreCounterAnimation] = []
self.combo_display = Combo(self.combo, 0) self.combo_display = Combo(self.combo, 0, self.is_2p)
self.score_counter = ScoreCounter(self.score) self.score_counter = ScoreCounter(self.score, self.is_2p)
self.gogo_time: Optional[GogoTime] = None self.gogo_time: Optional[GogoTime] = None
self.combo_announce = ComboAnnounce(self.combo, 0) 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.branch_indicator = BranchIndicator() if tja and tja.metadata.course_data[self.difficulty].is_branching else None
@@ -320,13 +333,14 @@ class Player:
self.input_log: dict[float, tuple] = dict() self.input_log: dict[float, tuple] = dict()
stars = tja.metadata.course_data[self.difficulty].level stars = tja.metadata.course_data[self.difficulty].level
self.gauge = Gauge(self.player_number, self.difficulty, stars, self.total_notes) self.gauge = Gauge(self.player_number, self.difficulty, stars, self.total_notes, self.is_2p)
self.gauge_hit_effect: list[GaugeHitEffect] = [] self.gauge_hit_effect: list[GaugeHitEffect] = []
self.autoplay_hit_side = 'L' self.autoplay_hit_side = 'L'
self.last_subdivision = -1 self.last_subdivision = -1
def merge_branch_section(self, branch_section: NoteList, current_ms: float): 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) self.play_notes.extend(branch_section.play_notes)
self.draw_note_list.extend(branch_section.draw_notes) self.draw_note_list.extend(branch_section.draw_notes)
self.draw_bar_list.extend(branch_section.bars) self.draw_bar_list.extend(branch_section.bars)
@@ -343,13 +357,16 @@ class Player:
self.other_notes = deque([note for note in total_other if note.hit_ms > timing_threshold]) self.other_notes = deque([note for note in total_other if note.hit_ms > timing_threshold])
def get_result_score(self): def get_result_score(self):
"""Returns the score, good count, ok count, bad count, max combo, and total drumroll"""
return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll
def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int: def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int:
"""Calculates the x-coordinate of a note based on its load time and current time"""
time_diff = load_ms - current_ms time_diff = load_ms - current_ms
return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset
def get_position_y(self, current_ms: float, load_ms: float, pixels_per_frame: float, pixels_per_frame_x) -> int: def get_position_y(self, current_ms: float, load_ms: float, pixels_per_frame: float, pixels_per_frame_x) -> int:
"""Calculates the y-coordinate of a note based on its load time and current time"""
time_diff = load_ms - current_ms time_diff = load_ms - current_ms
return int((pixels_per_frame * 0.06 * time_diff) + ((866 * pixels_per_frame) / pixels_per_frame_x)) return int((pixels_per_frame * 0.06 * time_diff) + ((866 * pixels_per_frame) / pixels_per_frame_x))
@@ -368,6 +385,8 @@ class Player:
animation_list[:] = remaining_animations animation_list[:] = remaining_animations
def bar_manager(self, current_ms: float): def bar_manager(self, current_ms: float):
"""Manages the bars and removes if necessary
Also sets branch conditions"""
#Add bar to current_bars list if it is ready to be shown on screen #Add bar to current_bars list if it is ready to be shown on screen
if self.draw_bar_list and current_ms > self.draw_bar_list[0].load_ms: if self.draw_bar_list and current_ms > self.draw_bar_list[0].load_ms:
self.current_bars.append(self.draw_bar_list.popleft()) self.current_bars.append(self.draw_bar_list.popleft())
@@ -432,10 +451,14 @@ class Player:
self.curr_branch_reqs = [e_req, m_req, branch_start_time, max(len(seen_notes), 1)] self.curr_branch_reqs = [e_req, m_req, branch_start_time, max(len(seen_notes), 1)]
def play_note_manager(self, current_ms: float, background: Optional[Background]): def play_note_manager(self, current_ms: float, background: Optional[Background]):
"""Manages the play_notes and removes if necessary"""
if self.don_notes and self.don_notes[0].hit_ms + Player.TIMING_BAD < current_ms: if self.don_notes and self.don_notes[0].hit_ms + Player.TIMING_BAD < current_ms:
self.combo = 0 self.combo = 0
if background is not None: if background is not None:
background.add_chibi(True) if self.is_2p:
background.add_chibi(True, 2)
else:
background.add_chibi(True, 1)
self.bad_count += 1 self.bad_count += 1
self.gauge.add_bad() self.gauge.add_bad()
self.don_notes.popleft() self.don_notes.popleft()
@@ -445,7 +468,10 @@ class Player:
if self.kat_notes and self.kat_notes[0].hit_ms + Player.TIMING_BAD < current_ms: if self.kat_notes and self.kat_notes[0].hit_ms + Player.TIMING_BAD < current_ms:
self.combo = 0 self.combo = 0
if background is not None: if background is not None:
background.add_chibi(True) if self.is_2p:
background.add_chibi(True, 2)
else:
background.add_chibi(True, 1)
self.bad_count += 1 self.bad_count += 1
self.gauge.add_bad() self.gauge.add_bad()
self.kat_notes.popleft() self.kat_notes.popleft()
@@ -475,6 +501,7 @@ class Player:
self.is_balloon = True self.is_balloon = True
def draw_note_manager(self, current_ms: float): def draw_note_manager(self, current_ms: float):
"""Manages the draw_notes and removes if necessary"""
if self.draw_note_list and current_ms + 1000 >= self.draw_note_list[0].load_ms: if self.draw_note_list and current_ms + 1000 >= self.draw_note_list[0].load_ms:
current_note = self.draw_note_list.popleft() current_note = self.draw_note_list.popleft()
if 5 <= current_note.type <= 7: if 5 <= current_note.type <= 7:
@@ -501,14 +528,13 @@ class Player:
if position < GameScreen.JUDGE_X + 650: if position < GameScreen.JUDGE_X + 650:
self.current_notes_draw.pop(0) self.current_notes_draw.pop(0)
def note_manager(self, current_ms: float, background: Optional[Background], current_time: float): def note_manager(self, current_ms: float, background: Optional[Background]):
self.bar_manager(current_ms) self.bar_manager(current_ms)
self.play_note_manager(current_ms, background) self.play_note_manager(current_ms, background)
self.draw_note_manager(current_ms) self.draw_note_manager(current_ms)
def note_correct(self, note: Note, current_time: float): def note_correct(self, note: Note, current_time: float):
"""Removes a note from the appropriate separated list"""
# Remove from the appropriate separated list
if note.type in {1, 3} and self.don_notes and self.don_notes[0] == note: if note.type in {1, 3} and self.don_notes and self.don_notes[0] == note:
self.don_notes.popleft() self.don_notes.popleft()
elif note.type in {2, 4} and self.kat_notes and self.kat_notes[0] == note: elif note.type in {2, 4} and self.kat_notes and self.kat_notes[0] == note:
@@ -531,14 +557,15 @@ class Player:
self.max_combo = self.combo self.max_combo = self.combo
if note.type != 9: if note.type != 9:
self.draw_arc_list.append(NoteArc(note.type, current_time, 1, note.type == 3 or note.type == 4 or note.type == 7, note.type == 7)) self.draw_arc_list.append(NoteArc(note.type, current_time, self.is_2p + 1, note.type == 3 or note.type == 4 or note.type == 7, note.type == 7))
if note in self.current_notes_draw: if note in self.current_notes_draw:
index = self.current_notes_draw.index(note) index = self.current_notes_draw.index(note)
self.current_notes_draw.pop(index) self.current_notes_draw.pop(index)
def check_drumroll(self, drum_type: int, background: Optional[Background], current_time: float): def check_drumroll(self, drum_type: int, background: Optional[Background], current_time: float):
self.draw_arc_list.append(NoteArc(drum_type, current_time, 1, drum_type == 3 or drum_type == 4, False)) """Checks if a note has been hit during a drumroll"""
self.draw_arc_list.append(NoteArc(drum_type, current_time, self.is_2p + 1, drum_type == 3 or drum_type == 4, False))
self.curr_drumroll_count += 1 self.curr_drumroll_count += 1
self.total_drumroll += 1 self.total_drumroll += 1
if self.is_branch and self.branch_condition == 'r': if self.is_branch and self.branch_condition == 'r':
@@ -546,23 +573,24 @@ class Player:
if background is not None: if background is not None:
background.add_renda() background.add_renda()
self.score += 100 self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100)) self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100, self.is_2p))
if not isinstance(self.current_notes_draw[0], Drumroll): if not isinstance(self.current_notes_draw[0], Drumroll):
return return
self.current_notes_draw[0].color = max(0, 255 - (self.curr_drumroll_count * 10)) self.current_notes_draw[0].color = max(0, 255 - (self.curr_drumroll_count * 10))
def check_balloon(self, game_screen: GameScreen, drum_type: int, note: Balloon, current_time: float): def check_balloon(self, drum_type: int, note: Balloon, current_time: float):
"""Checks if the player has popped a balloon"""
if drum_type != 1: if drum_type != 1:
return return
if note.is_kusudama: if note.is_kusudama:
self.check_kusudama(game_screen, note) self.check_kusudama(note)
return return
if self.balloon_anim is None: if self.balloon_anim is None:
self.balloon_anim = BalloonAnimation(current_time, note.count) self.balloon_anim = BalloonAnimation(current_time, note.count)
self.curr_balloon_count += 1 self.curr_balloon_count += 1
self.total_drumroll += 1 self.total_drumroll += 1
self.score += 100 self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100)) self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100, self.is_2p))
if self.curr_balloon_count == note.count: if self.curr_balloon_count == note.count:
self.is_balloon = False self.is_balloon = False
note.popped = True note.popped = True
@@ -571,20 +599,22 @@ class Player:
self.note_correct(note, current_time) self.note_correct(note, current_time)
self.curr_balloon_count = 0 self.curr_balloon_count = 0
def check_kusudama(self, game_screen: GameScreen, note: Balloon): def check_kusudama(self, note: Balloon):
"""Checks if the player has popped a kusudama"""
if self.kusudama_anim is None: if self.kusudama_anim is None:
self.kusudama_anim = KusudamaAnimation(note.count) self.kusudama_anim = KusudamaAnimation(note.count)
self.curr_balloon_count += 1 self.curr_balloon_count += 1
self.total_drumroll += 1 self.total_drumroll += 1
self.score += 100 self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100)) self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100, self.is_2p))
if self.curr_balloon_count == note.count: if self.curr_balloon_count == note.count:
audio.play_sound('kusudama_pop', 'hitsound') audio.play_sound('kusudama_pop', 'hitsound')
self.is_balloon = False self.is_balloon = False
note.popped = True note.popped = True
self.curr_balloon_count = 0 self.curr_balloon_count = 0
def check_note(self, game_screen: GameScreen, drum_type: int, current_time: float): def check_note(self, ms_from_start: float, drum_type: int, current_time: float, background: Optional[Background]):
"""Checks if the player has hit a note"""
if len(self.don_notes) == 0 and len(self.kat_notes) == 0 and len(self.other_notes) == 0: if len(self.don_notes) == 0 and len(self.kat_notes) == 0 and len(self.other_notes) == 0:
return return
@@ -599,11 +629,11 @@ class Player:
curr_note = self.other_notes[0] if self.other_notes else None curr_note = self.other_notes[0] if self.other_notes else None
if self.is_drumroll: if self.is_drumroll:
self.check_drumroll(drum_type, game_screen.background, current_time) self.check_drumroll(drum_type, background, current_time)
elif self.is_balloon: elif self.is_balloon:
if not isinstance(curr_note, Balloon): if not isinstance(curr_note, Balloon):
raise Exception("Balloon mode entered but current note is not balloon") raise Exception("Balloon mode entered but current note is not balloon")
self.check_balloon(game_screen, drum_type, curr_note, current_time) self.check_balloon(drum_type, curr_note, current_time)
else: else:
self.curr_drumroll_count = 0 self.curr_drumroll_count = 0
@@ -619,37 +649,43 @@ class Player:
return return
#If the note is too far away, stop checking #If the note is too far away, stop checking
if game_screen.current_ms > (curr_note.hit_ms + bad_window_ms): if ms_from_start > (curr_note.hit_ms + bad_window_ms):
return return
big = curr_note.type == 3 or curr_note.type == 4 big = curr_note.type == 3 or curr_note.type == 4
if (curr_note.hit_ms - good_window_ms) <= game_screen.current_ms <= (curr_note.hit_ms + good_window_ms): if (curr_note.hit_ms - good_window_ms) <= ms_from_start <= (curr_note.hit_ms + good_window_ms):
self.draw_judge_list.append(Judgement('GOOD', big, ms_display=game_screen.current_ms - curr_note.hit_ms)) self.draw_judge_list.append(Judgement('GOOD', big, self.is_2p, ms_display=ms_from_start - curr_note.hit_ms))
self.lane_hit_effect = LaneHitEffect('GOOD') self.lane_hit_effect = LaneHitEffect('GOOD', self.is_2p)
self.good_count += 1 self.good_count += 1
self.score += self.base_score self.score += self.base_score
self.base_score_list.append(ScoreCounterAnimation(self.player_number, self.base_score)) self.base_score_list.append(ScoreCounterAnimation(self.player_number, self.base_score, self.is_2p))
self.note_correct(curr_note, current_time) self.note_correct(curr_note, current_time)
self.gauge.add_good() self.gauge.add_good()
if self.is_branch and self.branch_condition == 'p': if self.is_branch and self.branch_condition == 'p':
self.branch_condition_count += 1 self.branch_condition_count += 1
if game_screen.background is not None: if background is not None:
game_screen.background.add_chibi(False) if self.is_2p:
background.add_chibi(False, 2)
else:
background.add_chibi(False, 1)
elif (curr_note.hit_ms - ok_window_ms) <= game_screen.current_ms <= (curr_note.hit_ms + ok_window_ms): elif (curr_note.hit_ms - ok_window_ms) <= ms_from_start <= (curr_note.hit_ms + ok_window_ms):
self.draw_judge_list.append(Judgement('OK', big, ms_display=game_screen.current_ms - curr_note.hit_ms)) self.draw_judge_list.append(Judgement('OK', big, self.is_2p, ms_display=ms_from_start - curr_note.hit_ms))
self.ok_count += 1 self.ok_count += 1
self.score += 10 * math.floor(self.base_score / 2 / 10) self.score += 10 * math.floor(self.base_score / 2 / 10)
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 10 * math.floor(self.base_score / 2 / 10))) self.base_score_list.append(ScoreCounterAnimation(self.player_number, 10 * math.floor(self.base_score / 2 / 10), self.is_2p))
self.note_correct(curr_note, current_time) self.note_correct(curr_note, current_time)
self.gauge.add_ok() self.gauge.add_ok()
if self.is_branch and self.branch_condition == 'p': if self.is_branch and self.branch_condition == 'p':
self.branch_condition_count += 0.5 self.branch_condition_count += 0.5
if game_screen.background is not None: if background is not None:
game_screen.background.add_chibi(False) if self.is_2p:
background.add_chibi(False, 2)
else:
background.add_chibi(False, 1)
elif (curr_note.hit_ms - bad_window_ms) <= game_screen.current_ms <= (curr_note.hit_ms + bad_window_ms): elif (curr_note.hit_ms - bad_window_ms) <= ms_from_start <= (curr_note.hit_ms + bad_window_ms):
self.draw_judge_list.append(Judgement('BAD', big, ms_display=game_screen.current_ms - curr_note.hit_ms)) self.draw_judge_list.append(Judgement('BAD', big, self.is_2p, ms_display=ms_from_start - curr_note.hit_ms))
self.bad_count += 1 self.bad_count += 1
self.combo = 0 self.combo = 0
# Remove from both the specific note list and the main play_notes list # Remove from both the specific note list and the main play_notes list
@@ -658,10 +694,14 @@ class Player:
else: else:
self.kat_notes.popleft() self.kat_notes.popleft()
self.gauge.add_bad() self.gauge.add_bad()
if game_screen.background is not None: if background is not None:
game_screen.background.add_chibi(True) if self.is_2p:
background.add_chibi(True, 2)
else:
background.add_chibi(True, 1)
def drumroll_counter_manager(self, current_time: float): 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: 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)
@@ -672,6 +712,7 @@ class Player:
self.drumroll_counter.update(current_time, self.curr_drumroll_count) self.drumroll_counter.update(current_time, self.curr_drumroll_count)
def balloon_manager(self, current_time: float): def balloon_manager(self, current_time: float):
"""Manages balloon and kusudama behavior"""
if self.balloon_anim is not None: if self.balloon_anim is not None:
self.chara.set_animation('balloon_popping') self.chara.set_animation('balloon_popping')
self.balloon_anim.update(current_time, self.curr_balloon_count, not self.is_balloon) self.balloon_anim.update(current_time, self.curr_balloon_count, not self.is_balloon)
@@ -684,25 +725,26 @@ class Player:
if self.kusudama_anim.is_finished: if self.kusudama_anim.is_finished:
self.kusudama_anim = None self.kusudama_anim = None
def handle_input(self, game_screen: GameScreen, current_time: float): def handle_input(self, ms_from_start: float, current_time: float, background: Optional[Background]):
input_checks = [ input_checks = [
(is_l_don_pressed, 'DON', 'L', game_screen.sound_don), (is_l_don_pressed, 'DON', 'L', 'hitsound_don'),
(is_r_don_pressed, 'DON', 'R', game_screen.sound_don), (is_r_don_pressed, 'DON', 'R', 'hitsound_don'),
(is_l_kat_pressed, 'KAT', 'L', game_screen.sound_kat), (is_l_kat_pressed, 'KAT', 'L', 'hitsound_kat'),
(is_r_kat_pressed, 'KAT', 'R', game_screen.sound_kat) (is_r_kat_pressed, 'KAT', 'R', 'hitsound_kat')
] ]
for check_func, note_type, side, sound in input_checks: for check_func, note_type, side, sound in input_checks:
if check_func(): if check_func():
self.lane_hit_effect = LaneHitEffect(note_type) self.lane_hit_effect = LaneHitEffect(note_type, self.is_2p)
self.draw_drum_hit_list.append(DrumHitEffect(note_type, side)) self.draw_drum_hit_list.append(DrumHitEffect(note_type, side, self.is_2p))
audio.play_sound(sound, 'hitsound') audio.play_sound(sound, 'hitsound')
drum_value = 1 if note_type == 'DON' else 2 drum_value = 1 if note_type == 'DON' else 2
self.check_note(game_screen, drum_value, current_time) self.check_note(ms_from_start, drum_value, current_time, background)
self.input_log[game_screen.current_ms] = (note_type, side) self.input_log[ms_from_start] = (note_type, side)
def autoplay_manager(self, game_screen: GameScreen, current_time: float): def autoplay_manager(self, ms_from_start: float, current_time: float, background: Optional[Background]):
"""Manages autoplay behavior"""
if not global_data.modifiers.auto: if not global_data.modifiers.auto:
return return
@@ -715,38 +757,39 @@ class Player:
if bpm == 0: if bpm == 0:
subdivision_in_ms = 0 subdivision_in_ms = 0
else: else:
subdivision_in_ms = game_screen.current_ms // ((60000 * 4 / bpm) / 24) subdivision_in_ms = ms_from_start // ((60000 * 4 / bpm) / 24)
if subdivision_in_ms > self.last_subdivision: if subdivision_in_ms > self.last_subdivision:
self.last_subdivision = subdivision_in_ms self.last_subdivision = subdivision_in_ms
hit_type = 'DON' hit_type = 'DON'
self.lane_hit_effect = LaneHitEffect(hit_type) self.lane_hit_effect = LaneHitEffect(hit_type, self.is_2p)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L' 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.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side, self.is_2p))
audio.play_sound(game_screen.sound_don, 'hitsound') audio.play_sound('hitsound_don', 'hitsound')
note_type = 3 if note.type == 6 else 1 note_type = 3 if note.type == 6 else 1
self.check_note(game_screen, note_type, current_time) self.check_note(ms_from_start, note_type, current_time, background)
else: else:
# Handle DON notes # Handle DON notes
while self.don_notes and game_screen.current_ms >= self.don_notes[0].hit_ms: while self.don_notes and ms_from_start >= self.don_notes[0].hit_ms:
note = self.don_notes[0] note = self.don_notes[0]
hit_type = 'DON' hit_type = 'DON'
self.lane_hit_effect = LaneHitEffect(hit_type) self.lane_hit_effect = LaneHitEffect(hit_type, self.is_2p)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L' 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.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side, self.is_2p))
audio.play_sound(game_screen.sound_don, 'hitsound') audio.play_sound('hitsound_don', 'hitsound')
self.check_note(game_screen, 1, current_time) self.check_note(ms_from_start, 1, current_time, background)
# Handle KAT notes # Handle KAT notes
while self.kat_notes and game_screen.current_ms >= self.kat_notes[0].hit_ms: while self.kat_notes and ms_from_start >= self.kat_notes[0].hit_ms:
note = self.kat_notes[0] note = self.kat_notes[0]
hit_type = 'KAT' hit_type = 'KAT'
self.lane_hit_effect = LaneHitEffect(hit_type) self.lane_hit_effect = LaneHitEffect(hit_type, self.is_2p)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L' 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.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side, self.is_2p))
audio.play_sound(game_screen.sound_kat, 'hitsound') audio.play_sound('hitsound_kat', 'hitsound')
self.check_note(game_screen, 2, current_time) self.check_note(ms_from_start, 2, current_time, background)
def evaluate_branch(self, current_ms): def evaluate_branch(self, current_ms):
"""Evaluates the branch condition and updates the branch status"""
e_req, m_req, end_time, total_notes = self.curr_branch_reqs e_req, m_req, end_time, total_notes = self.curr_branch_reqs
if current_ms >= end_time: if current_ms >= end_time:
self.is_branch = False self.is_branch = False
@@ -775,8 +818,8 @@ class Player:
self.branch_e.pop(0) self.branch_e.pop(0)
self.branch_condition_count = 0 self.branch_condition_count = 0
def update(self, game_screen: GameScreen, current_time: float): def update(self, ms_from_start: float, current_time: float, background: Optional[Background]):
self.note_manager(game_screen.current_ms, game_screen.background, current_time) self.note_manager(ms_from_start, background)
self.combo_display.update(current_time, self.combo) self.combo_display.update(current_time, self.combo)
self.combo_announce.update(current_time) self.combo_announce.update(current_time)
self.drumroll_counter_manager(current_time) self.drumroll_counter_manager(current_time)
@@ -793,7 +836,7 @@ class Player:
for i, anim in enumerate(self.draw_arc_list): for i, anim in enumerate(self.draw_arc_list):
anim.update(current_time) anim.update(current_time)
if anim.is_finished: if anim.is_finished:
self.gauge_hit_effect.append(GaugeHitEffect(anim.note_type, anim.is_big)) self.gauge_hit_effect.append(GaugeHitEffect(anim.note_type, anim.is_big, self.is_2p))
finished_arcs.append(i) finished_arcs.append(i)
for i in reversed(finished_arcs): for i in reversed(finished_arcs):
self.draw_arc_list.pop(i) self.draw_arc_list.pop(i)
@@ -801,8 +844,8 @@ class Player:
self.animation_manager(self.gauge_hit_effect, current_time) self.animation_manager(self.gauge_hit_effect, current_time)
self.animation_manager(self.base_score_list, current_time) self.animation_manager(self.base_score_list, current_time)
self.score_counter.update(current_time, self.score) self.score_counter.update(current_time, self.score)
self.autoplay_manager(game_screen, current_time) self.autoplay_manager(ms_from_start, current_time, background)
self.handle_input(game_screen, current_time) self.handle_input(ms_from_start, current_time, background)
self.nameplate.update(current_time) self.nameplate.update(current_time)
self.gauge.update(current_time) self.gauge.update(current_time)
if self.judge_counter is not None: if self.judge_counter is not None:
@@ -813,7 +856,7 @@ class Player:
self.ending_anim.update(current_time) self.ending_anim.update(current_time)
if self.is_branch: if self.is_branch:
self.evaluate_branch(game_screen.current_ms) self.evaluate_branch(ms_from_start)
# Get the next note from any of the three lists for BPM and gogo time updates # Get the next note from any of the three lists for BPM and gogo time updates
next_note = None next_note = None
@@ -832,7 +875,7 @@ class Player:
self.bpm = next_note.bpm self.bpm = next_note.bpm
if next_note.gogo_time and not self.is_gogo_time: if next_note.gogo_time and not self.is_gogo_time:
self.is_gogo_time = True self.is_gogo_time = True
self.gogo_time = GogoTime() self.gogo_time = GogoTime(self.is_2p)
self.chara.set_animation('gogo_start') self.chara.set_animation('gogo_start')
if not next_note.gogo_time and self.is_gogo_time: if not next_note.gogo_time and self.is_gogo_time:
self.is_gogo_time = False self.is_gogo_time = False
@@ -841,6 +884,7 @@ class Player:
self.chara.update(current_time, self.bpm, self.gauge.is_clear, self.gauge.is_rainbow) self.chara.update(current_time, self.bpm, self.gauge.is_clear, self.gauge.is_rainbow)
def draw_drumroll(self, current_ms: float, head: Drumroll, current_eighth: int): def draw_drumroll(self, current_ms: float, head: Drumroll, current_eighth: int):
"""Draws a drumroll in the player's lane"""
start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x) start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x)
tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), self.current_notes_draw[1]) tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), self.current_notes_draw[1])
is_big = int(head.type == 6) is_big = int(head.type == 6)
@@ -849,18 +893,19 @@ class Player:
color = ray.Color(255, head.color, head.color, 255) color = ray.Color(255, head.color, head.color, 255)
if head.display: if head.display:
if length > 0: if length > 0:
tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192, x2=length-47, color=color) tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192+(self.is_2p*176), x2=length-47, color=color)
if is_big: if is_big:
tex.draw_texture('notes', "drumroll_big_tail", x=end_position+64, y=192, color=color) tex.draw_texture('notes', "drumroll_big_tail", x=end_position+64, y=192+(self.is_2p*176), color=color)
else: else:
tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192, color=color) tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192+(self.is_2p*176), color=color)
tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=start_position, y=192, color=color) tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=start_position, y=192+(self.is_2p*176), color=color)
tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position + 60, y=323, x2=length) tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position + 60, y=323+(self.is_2p*176), x2=length)
tex.draw_texture('notes', 'moji', frame=head.moji, x=(start_position - (168//2)) + 64, y=323) tex.draw_texture('notes', 'moji', frame=head.moji, x=(start_position - (168//2)) + 64, y=323+(self.is_2p*176))
tex.draw_texture('notes', 'moji', frame=tail.moji, x=(end_position - (168//2)) + 32, y=323) tex.draw_texture('notes', 'moji', frame=tail.moji, x=(end_position - (168//2)) + 32, y=323+(self.is_2p*176))
def draw_balloon(self, current_ms: float, head: Balloon, current_eighth: int): def draw_balloon(self, current_ms: float, head: Balloon, current_eighth: int):
"""Draws a balloon in the player's lane"""
offset = 12 offset = 12
start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x) start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x)
tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), self.current_notes_draw[1]) tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), self.current_notes_draw[1])
@@ -873,10 +918,11 @@ class Player:
else: else:
position = start_position position = start_position
if head.display: if head.display:
tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=position-offset, y=192) tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=position-offset, y=192+(self.is_2p*176))
tex.draw_texture('notes', '10', frame=current_eighth % 2, x=position-offset+128, y=192) tex.draw_texture('notes', '10', frame=current_eighth % 2, x=position-offset+128, y=192+(self.is_2p*176))
def draw_bars(self, current_ms: float): def draw_bars(self, current_ms: float):
"""Draw bars in the player's lane"""
if not self.current_bars: if not self.current_bars:
return return
@@ -891,13 +937,14 @@ class Player:
frame = 1 frame = 1
else: else:
frame = 0 frame = 0
bar_draws.append((str(bar.type), frame, x_position+60, y_position+190)) bar_draws.append((str(bar.type), frame, x_position+60, y_position+190+(self.is_2p*176)))
# Draw all bars in one batch # Draw all bars in one batch
for bar_type, frame, x, y in bar_draws: for bar_type, frame, x, y in bar_draws:
tex.draw_texture('notes', bar_type, frame=frame, x=x, y=y) tex.draw_texture('notes', bar_type, frame=frame, x=x, y=y)
def draw_notes(self, current_ms: float, start_ms: float): def draw_notes(self, current_ms: float, start_ms: float):
"""Draw notes in the player's lane"""
if not self.current_notes_draw: if not self.current_notes_draw:
return return
@@ -918,17 +965,17 @@ class Player:
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x) x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x) y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
self.draw_balloon(current_ms, note, current_eighth) self.draw_balloon(current_ms, note, current_eighth)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position) tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position+(self.is_2p*176))
else: else:
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x) x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x) y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
if note.display: if note.display:
tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192, center=True) tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192+(self.is_2p*176), center=True)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position) tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position+(self.is_2p*176))
def draw_modifiers(self): def draw_modifiers(self):
# Batch modifier texture draws to reduce state changes """Shows the currently selected modifiers"""
modifiers_to_draw = ['mod_shinuchi'] modifiers_to_draw = ['mod_shinuchi']
# Speed modifiers # Speed modifiers
@@ -951,19 +998,17 @@ class Player:
# Draw all modifiers in one batch # Draw all modifiers in one batch
for modifier in modifiers_to_draw: for modifier in modifiers_to_draw:
tex.draw_texture('lane', modifier) tex.draw_texture('lane', modifier, index=self.is_2p)
def draw(self, game_screen: GameScreen):
current_ms = game_screen.current_ms
def draw(self, ms_from_start: float, start_ms: float, mask_shader: ray.Shader):
# Group 1: Background and lane elements # Group 1: Background and lane elements
tex.draw_texture('lane', 'lane_background') tex.draw_texture('lane', 'lane_background', index=self.is_2p)
if self.branch_indicator is not None: if self.branch_indicator is not None:
self.branch_indicator.draw() self.branch_indicator.draw()
self.gauge.draw() self.gauge.draw()
if self.lane_hit_effect is not None: if self.lane_hit_effect is not None:
self.lane_hit_effect.draw() self.lane_hit_effect.draw()
tex.draw_texture('lane', 'lane_hit_circle') tex.draw_texture('lane', 'lane_hit_circle', index=self.is_2p)
# Group 2: Judgement and hit effects # Group 2: Judgement and hit effects
if self.gogo_time is not None: if self.gogo_time is not None:
@@ -972,14 +1017,14 @@ class Player:
anim.draw() anim.draw()
# Group 3: Notes and bars (game content) # Group 3: Notes and bars (game content)
self.draw_bars(current_ms) self.draw_bars(ms_from_start)
self.draw_notes(current_ms, game_screen.start_ms) self.draw_notes(ms_from_start, start_ms)
# Group 4: Lane covers and UI elements (batch similar textures) # Group 4: Lane covers and UI elements (batch similar textures)
tex.draw_texture('lane', f'{self.player_number}p_lane_cover') tex.draw_texture('lane', f'{self.player_number}p_lane_cover', index=self.is_2p)
tex.draw_texture('lane', 'drum') tex.draw_texture('lane', 'drum', index=self.is_2p)
if global_data.modifiers.auto: if global_data.modifiers.auto:
tex.draw_texture('lane', 'auto_icon') tex.draw_texture('lane', 'auto_icon', index=self.is_2p)
if self.ending_anim is not None: if self.ending_anim is not None:
self.ending_anim.draw() self.ending_anim.draw()
@@ -987,24 +1032,27 @@ class Player:
for anim in self.draw_drum_hit_list: for anim in self.draw_drum_hit_list:
anim.draw() anim.draw()
for anim in self.draw_arc_list: for anim in self.draw_arc_list:
anim.draw(game_screen.mask_shader) anim.draw(mask_shader)
for anim in self.gauge_hit_effect: for anim in self.gauge_hit_effect:
anim.draw() anim.draw()
# Group 6: UI overlays # Group 6: UI overlays
self.combo_display.draw() self.combo_display.draw()
self.combo_announce.draw() self.combo_announce.draw()
tex.draw_texture('lane', 'lane_score_cover') tex.draw_texture('lane', 'lane_score_cover', index=self.is_2p)
tex.draw_texture('lane', f'{self.player_number}p_icon') tex.draw_texture('lane', f'{self.player_number}p_icon', index=self.is_2p)
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty) tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty, index=self.is_2p)
if self.judge_counter is not None: if self.judge_counter is not None:
self.judge_counter.draw() self.judge_counter.draw()
# Group 7: Player-specific elements # Group 7: Player-specific elements
if not global_data.modifiers.auto: if not global_data.modifiers.auto:
self.nameplate.draw(-62, 285) if self.is_2p:
self.nameplate.draw(-62, 285+461)
else:
self.nameplate.draw(-62, 285)
self.draw_modifiers() self.draw_modifiers()
self.chara.draw() self.chara.draw(y=(self.is_2p*536))
# Group 8: Special animations and counters # Group 8: Special animations and counters
if self.drumroll_counter is not None: if self.drumroll_counter is not None:
@@ -1019,7 +1067,9 @@ class Player:
#ray.draw_circle(game_screen.width//2, game_screen.height, 300, ray.ORANGE) #ray.draw_circle(game_screen.width//2, game_screen.height, 300, ray.ORANGE)
class Judgement: class Judgement:
def __init__(self, type: str, big: bool, ms_display: Optional[float]=None): """Shows the judgement of the player's hit"""
def __init__(self, type: str, big: bool, is_2p: bool, ms_display: Optional[float]=None):
self.is_2p = is_2p
self.type = type self.type = type
self.big = big self.big = big
self.is_finished = False self.is_finished = False
@@ -1051,25 +1101,27 @@ class Judgement:
fade = self.fade_animation_2.attribute fade = self.fade_animation_2.attribute
if self.type == 'GOOD': if self.type == 'GOOD':
if self.big: if self.big:
tex.draw_texture('hit_effect', 'hit_effect_good_big', fade=fade) tex.draw_texture('hit_effect', 'hit_effect_good_big', fade=fade, index=self.is_2p)
tex.draw_texture('hit_effect', 'outer_good_big', frame=index, fade=hit_fade) tex.draw_texture('hit_effect', 'outer_good_big', frame=index, fade=hit_fade, index=self.is_2p)
else: else:
tex.draw_texture('hit_effect', 'hit_effect_good', fade=fade) tex.draw_texture('hit_effect', 'hit_effect_good', fade=fade, index=self.is_2p)
tex.draw_texture('hit_effect', 'outer_good', frame=index, fade=hit_fade) tex.draw_texture('hit_effect', 'outer_good', frame=index, fade=hit_fade, index=self.is_2p)
tex.draw_texture('hit_effect', 'judge_good', y=y, fade=fade) tex.draw_texture('hit_effect', 'judge_good', y=y, fade=fade, index=self.is_2p)
elif self.type == 'OK': elif self.type == 'OK':
if self.big: if self.big:
tex.draw_texture('hit_effect', 'hit_effect_ok_big', fade=fade) tex.draw_texture('hit_effect', 'hit_effect_ok_big', fade=fade, index=self.is_2p)
tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, fade=hit_fade) tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, fade=hit_fade, index=self.is_2p)
else: else:
tex.draw_texture('hit_effect', 'hit_effect_ok', fade=fade) tex.draw_texture('hit_effect', 'hit_effect_ok', fade=fade, index=self.is_2p)
tex.draw_texture('hit_effect', 'outer_ok', frame=index, fade=hit_fade) tex.draw_texture('hit_effect', 'outer_ok', frame=index, fade=hit_fade, index=self.is_2p)
tex.draw_texture('hit_effect', 'judge_ok', y=y, fade=fade) tex.draw_texture('hit_effect', 'judge_ok', y=y, fade=fade, index=self.is_2p)
elif self.type == 'BAD': elif self.type == 'BAD':
tex.draw_texture('hit_effect', 'judge_bad', y=y, fade=fade) tex.draw_texture('hit_effect', 'judge_bad', y=y, fade=fade, index=self.is_2p)
class LaneHitEffect: class LaneHitEffect:
def __init__(self, type: str): """Display a gradient overlay when the player hits the drum"""
def __init__(self, type: str, is_2p: bool):
self.is_2p = is_2p
self.type = type self.type = type
self.fade = tex.get_animation(0, is_copy=True) self.fade = tex.get_animation(0, is_copy=True)
self.fade.start() self.fade.start()
@@ -1082,14 +1134,16 @@ class LaneHitEffect:
def draw(self): def draw(self):
if self.type == 'GOOD': if self.type == 'GOOD':
tex.draw_texture('lane', 'lane_hit_effect', frame=2, fade=self.fade.attribute) tex.draw_texture('lane', 'lane_hit_effect', frame=2, index=self.is_2p, fade=self.fade.attribute)
elif self.type == 'DON': elif self.type == 'DON':
tex.draw_texture('lane', 'lane_hit_effect', frame=0, fade=self.fade.attribute) tex.draw_texture('lane', 'lane_hit_effect', frame=0, index=self.is_2p, fade=self.fade.attribute)
elif self.type == 'KAT': elif self.type == 'KAT':
tex.draw_texture('lane', 'lane_hit_effect', frame=1, fade=self.fade.attribute) tex.draw_texture('lane', 'lane_hit_effect', frame=1, index=self.is_2p, fade=self.fade.attribute)
class DrumHitEffect: class DrumHitEffect:
def __init__(self, type: str, side: str): """Display the side of the drum hit"""
def __init__(self, type: str, side: str, is_2p: bool):
self.is_2p = is_2p
self.type = type self.type = type
self.side = side self.side = side
self.is_finished = False self.is_finished = False
@@ -1104,20 +1158,21 @@ class DrumHitEffect:
def draw(self): def draw(self):
if self.type == 'DON': if self.type == 'DON':
if self.side == 'L': if self.side == 'L':
tex.draw_texture('lane', 'drum_don_l', fade=self.fade.attribute) tex.draw_texture('lane', 'drum_don_l', index=self.is_2p, fade=self.fade.attribute)
elif self.side == 'R': elif self.side == 'R':
tex.draw_texture('lane', 'drum_don_r', fade=self.fade.attribute) tex.draw_texture('lane', 'drum_don_r', index=self.is_2p, fade=self.fade.attribute)
elif self.type == 'KAT': elif self.type == 'KAT':
if self.side == 'L': if self.side == 'L':
tex.draw_texture('lane', 'drum_kat_l', fade=self.fade.attribute) tex.draw_texture('lane', 'drum_kat_l', index=self.is_2p, fade=self.fade.attribute)
elif self.side == 'R': elif self.side == 'R':
tex.draw_texture('lane', 'drum_kat_r', fade=self.fade.attribute) tex.draw_texture('lane', 'drum_kat_r', index=self.is_2p, fade=self.fade.attribute)
class GaugeHitEffect: class GaugeHitEffect:
# Pre-define color thresholds for better performance """Effect when a note hits the gauge"""
_COLOR_THRESHOLDS = [(0.70, ray.WHITE), (0.80, ray.YELLOW), (0.90, ray.ORANGE), (1.00, ray.RED)] _COLOR_THRESHOLDS = [(0.70, ray.WHITE), (0.80, ray.YELLOW), (0.90, ray.ORANGE), (1.00, ray.RED)]
def __init__(self, note_type: int, big: bool): def __init__(self, note_type: int, big: bool, is_2p: bool):
self.is_2p = is_2p
self.note_type = note_type self.note_type = note_type
self.is_big = big self.is_big = big
self.texture_change = tex.get_animation(2, is_copy=True) self.texture_change = tex.get_animation(2, is_copy=True)
@@ -1203,6 +1258,7 @@ class GaugeHitEffect:
tex.draw_texture('gauge', 'hit_effect', tex.draw_texture('gauge', 'hit_effect',
frame=self.texture_change.attribute, frame=self.texture_change.attribute,
x2=self.x2_pos, x2=self.x2_pos,
y=(self.is_2p*435),
y2=self.y2_pos, y2=self.y2_pos,
color=ray.fade(self.texture_color, fade_value), color=ray.fade(self.texture_color, fade_value),
origin=self.origin, origin=self.origin,
@@ -1211,13 +1267,14 @@ class GaugeHitEffect:
# Note type texture # Note type texture
tex.draw_texture('notes', str(self.note_type), tex.draw_texture('notes', str(self.note_type),
x=1158, y=101, x=1158, y=101+(self.is_2p*435),
fade=fade_value) fade=fade_value)
# Circle effect texture (use cached texture name) # Circle effect texture (use cached texture name)
tex.draw_texture('gauge', self.circle_texture, color=self.color) tex.draw_texture('gauge', self.circle_texture, color=self.color, y=(self.is_2p*435))
class NoteArc: class NoteArc:
"""Note arcing from the player to the gauge"""
def __init__(self, note_type: int, current_ms: float, player_number: int, big: bool, is_balloon: bool): def __init__(self, note_type: int, current_ms: float, player_number: int, big: bool, is_balloon: bool):
self.note_type = note_type self.note_type = note_type
self.is_big = big self.is_big = big
@@ -1234,6 +1291,9 @@ class NoteArc:
curve_height = 425 curve_height = 425
self.start_x, self.start_y = 350, 192 self.start_x, self.start_y = 350, 192
self.end_x, self.end_y = 1158, 101 self.end_x, self.end_y = 1158, 101
if self.player_number == 2:
self.start_y += 176
self.end_y += 435
self.explosion_x = self.start_x self.explosion_x = self.start_x
self.explosion_y = self.start_y self.explosion_y = self.start_y
@@ -1312,6 +1372,7 @@ class NoteArc:
tex.draw_texture('notes', str(self.note_type), x=self.x_i, y=self.y_i) tex.draw_texture('notes', str(self.note_type), x=self.x_i, y=self.y_i)
class DrumrollCounter: 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):
self.create_ms = current_ms self.create_ms = current_ms
self.is_finished = False self.is_finished = False
@@ -1347,6 +1408,7 @@ class DrumrollCounter:
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, frame=int(digit), x=-(total_width//2)+(i*52), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
class BalloonAnimation: class BalloonAnimation:
"""Draws a Balloon"""
def __init__(self, current_ms: float, balloon_total: int): def __init__(self, current_ms: float, balloon_total: int):
self.create_ms = current_ms self.create_ms = current_ms
self.is_finished = False self.is_finished = False
@@ -1393,6 +1455,7 @@ class BalloonAnimation:
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, y2=self.stretch_animation.attribute)
class KusudamaAnimation: class KusudamaAnimation:
"""Draws a Kusudama"""
def __init__(self, balloon_total: int): def __init__(self, balloon_total: int):
self.balloon_total = balloon_total self.balloon_total = balloon_total
self.move_down = tex.get_animation(11) self.move_down = tex.get_animation(11)
@@ -1458,8 +1521,10 @@ class KusudamaAnimation:
tex.draw_texture('kusudama', 'counter', frame=int(digit), x=-(total_width // 2) + (i * 150), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute) tex.draw_texture('kusudama', 'counter', frame=int(digit), x=-(total_width // 2) + (i * 150), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
class Combo: class Combo:
def __init__(self, combo: int, current_ms: float): """Displays the current combo"""
def __init__(self, combo: int, current_ms: float, is_2p: bool):
self.combo = combo self.combo = combo
self.is_2p = is_2p
self.stretch_animation = tex.get_animation(5) self.stretch_animation = tex.get_animation(5)
self.color = [ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1)] self.color = [ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1)]
self.glimmer_dict = {0: 0, 1: 0, 2: 0} self.glimmer_dict = {0: 0, 1: 0, 2: 0}
@@ -1511,22 +1576,24 @@ class Combo:
if self.combo < 100: if self.combo < 100:
margin = 30 margin = 30
total_width = len(counter) * margin total_width = len(counter) * margin
tex.draw_texture('combo', 'combo') tex.draw_texture('combo', 'combo', index=self.is_2p)
for i, digit in enumerate(counter): for i, digit in enumerate(counter):
tex.draw_texture('combo', 'counter', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute) tex.draw_texture('combo', 'counter', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute, index=self.is_2p)
else: else:
margin = 35 margin = 35
total_width = len(counter) * margin total_width = len(counter) * margin
tex.draw_texture('combo', 'combo_100') tex.draw_texture('combo', 'combo_100', index=self.is_2p)
for i, digit in enumerate(counter): for i, digit in enumerate(counter):
tex.draw_texture('combo', 'counter_100', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute) tex.draw_texture('combo', 'counter_100', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute, index=self.is_2p)
glimmer_positions = [(225, 210), (200, 230), (250, 230)] glimmer_positions = [(225, 210), (200, 230), (250, 230)]
for j, (x, y) in enumerate(glimmer_positions): for j, (x, y) in enumerate(glimmer_positions):
for i in range(3): for i in range(3):
tex.draw_texture('combo', 'gleam', x=x+(i*30), y=y+self.glimmer_dict[j], color=self.color[j]) tex.draw_texture('combo', 'gleam', x=x+(i*30), y=y+self.glimmer_dict[j] + (self.is_2p*176), color=self.color[j])
class ScoreCounter: class ScoreCounter:
def __init__(self, score: int): """Displays the total score"""
def __init__(self, score: int, is_2p: bool):
self.is_2p = is_2p
self.score = score self.score = score
self.stretch = tex.get_animation(4) self.stretch = tex.get_animation(4)
@@ -1547,7 +1614,7 @@ class ScoreCounter:
self._cached_score_str = str(self.score) self._cached_score_str = str(self.score)
counter = self._cached_score_str counter = self._cached_score_str
x, y = 150, 185 x, y = 150, 185 + (self.is_2p*176)
margin = 20 margin = 20
total_width = len(counter) * margin total_width = len(counter) * margin
start_x = x - total_width start_x = x - total_width
@@ -1555,7 +1622,9 @@ class ScoreCounter:
tex.draw_texture('lane', 'score_number', frame=int(digit), x=start_x + (i * margin), y=y - self.stretch.attribute, y2=self.stretch.attribute) tex.draw_texture('lane', 'score_number', frame=int(digit), x=start_x + (i * margin), y=y - self.stretch.attribute, y2=self.stretch.attribute)
class ScoreCounterAnimation: class ScoreCounterAnimation:
def __init__(self, player_num: str, counter: int): """Displays the score init being added to the total score"""
def __init__(self, player_num: str, counter: int, is_2p: bool):
self.is_2p = is_2p
self.counter = counter self.counter = counter
self.fade_animation_1 = Animation.create_fade(50, initial_opacity=0.0, final_opacity=1.0) self.fade_animation_1 = Animation.create_fade(50, initial_opacity=0.0, final_opacity=1.0)
self.fade_animation_1.start() self.fade_animation_1.start()
@@ -1617,10 +1686,11 @@ class ScoreCounterAnimation:
tex.draw_texture('lane', 'score_number', tex.draw_texture('lane', 'score_number',
frame=int(digit), frame=int(digit),
x=start_x + (i * self.margin), x=start_x + (i * self.margin),
y=y, y=y + (self.is_2p * 535),
color=self.color) color=self.color)
class SongInfo: class SongInfo:
"""Displays the song name and genre"""
def __init__(self, song_name: str, genre: int): def __init__(self, song_name: str, genre: int):
self.song_name = song_name self.song_name = song_name
self.genre = genre self.genre = genre
@@ -1642,6 +1712,7 @@ class SongInfo:
tex.draw_texture('song_info', 'genre', fade=1 - self.fade.attribute, frame=self.genre) tex.draw_texture('song_info', 'genre', fade=1 - self.fade.attribute, frame=self.genre)
class ResultTransition: class ResultTransition:
"""Displays the result transition animation"""
def __init__(self, player_num: int): def __init__(self, player_num: int):
self.player_num = player_num self.player_num = player_num
self.move = global_tex.get_animation(5) self.move = global_tex.get_animation(5)
@@ -1668,7 +1739,9 @@ class ResultTransition:
x += 256 x += 256
class GogoTime: class GogoTime:
def __init__(self): """Displays the Gogo Time fire and fireworks"""
def __init__(self, is_2p: bool):
self.is_2p = is_2p
self.explosion_anim = tex.get_animation(23) self.explosion_anim = tex.get_animation(23)
self.fire_resize = tex.get_animation(24) self.fire_resize = tex.get_animation(24)
self.fire_change = tex.get_animation(25) self.fire_change = tex.get_animation(25)
@@ -1682,12 +1755,13 @@ class GogoTime:
self.fire_change.update(current_time_ms) self.fire_change.update(current_time_ms)
def draw(self): def draw(self):
tex.draw_texture('gogo_time', 'fire', scale=self.fire_resize.attribute, frame=self.fire_change.attribute, fade=0.5, center=True) 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:
for i in range(5): for i in range(5):
tex.draw_texture('gogo_time', 'explosion', frame=self.explosion_anim.attribute, index=i) tex.draw_texture('gogo_time', 'explosion', frame=self.explosion_anim.attribute, index=i)
class ComboAnnounce: 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):
self.combo = combo self.combo = combo
self.wait = current_time_ms self.wait = current_time_ms
@@ -1702,7 +1776,7 @@ class ComboAnnounce:
self.is_finished = True self.is_finished = True
self.fade.update(current_time_ms) self.fade.update(current_time_ms)
if not self.audio_played: 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}_{global_data.player_num}p', 'voice')
self.audio_played = True self.audio_played = True
@@ -1735,6 +1809,7 @@ class ComboAnnounce:
tex.draw_texture('combo', 'announce_text', x=-text_offset/2, fade=fade) tex.draw_texture('combo', 'announce_text', x=-text_offset/2, fade=fade)
class BranchIndicator: class BranchIndicator:
"""Displays the branch difficulty and changes"""
def __init__(self): def __init__(self):
self.difficulty = 'normal' self.difficulty = 'normal'
self.diff_2 = self.difficulty self.diff_2 = self.difficulty
@@ -1781,6 +1856,7 @@ class BranchIndicator:
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', self.difficulty, y=(self.diff_up.attribute * (self.direction*-1)) - (70*self.direction*-1), fade=1 - self.diff_fade.attribute)
class FailAnimation: class FailAnimation:
"""Animates the fail effect"""
def __init__(self): def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0) self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start() self.bachio_fade_in.start()
@@ -1826,6 +1902,7 @@ class FailAnimation:
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', 'bachio_boom', index=1, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute)
class ClearAnimation: class ClearAnimation:
"""Animates the clear effect"""
def __init__(self): def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0) self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start() self.bachio_fade_in.start()
@@ -1876,6 +1953,7 @@ class ClearAnimation:
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', 'bachio_r_' + self.name, x=self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
class FCAnimation: class FCAnimation:
"""Animates the full combo effect"""
def __init__(self): def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0) self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start() self.bachio_fade_in.start()
@@ -1950,6 +2028,7 @@ class FCAnimation:
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', 'bachio_r_' + self.name, x=(self.bachio_move_out.attribute + self.bachio_move_out_2.attribute)*1.15, y=-self.bachio_move_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
class JudgeCounter: class JudgeCounter:
"""Counts the number of good, ok, bad, and drumroll notes in real time"""
def __init__(self): def __init__(self):
self.good = 0 self.good = 0
self.ok = 0 self.ok = 0
@@ -1994,7 +2073,9 @@ class JudgeCounter:
class Gauge: class Gauge:
def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int): """The player's gauge"""
def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int, is_2p: bool):
self.is_2p = is_2p
self.player_num = player_num self.player_num = player_num
self.string_diff = "_hard" self.string_diff = "_hard"
self.gauge_length = 0 self.gauge_length = 0
@@ -2062,6 +2143,7 @@ class Gauge:
self.rainbow_animation = None self.rainbow_animation = None
def add_good(self): def add_good(self):
"""Adds a good note to the gauge"""
self.gauge_update_anim.start() self.gauge_update_anim.start()
self.previous_length = int(self.gauge_length) self.previous_length = int(self.gauge_length)
self.gauge_length += (1 / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"])) self.gauge_length += (1 / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
@@ -2069,6 +2151,7 @@ class Gauge:
self.gauge_length = self.gauge_max self.gauge_length = self.gauge_max
def add_ok(self): def add_ok(self):
"""Adds an ok note to the gauge"""
self.gauge_update_anim.start() self.gauge_update_anim.start()
self.previous_length = int(self.gauge_length) self.previous_length = int(self.gauge_length)
self.gauge_length += ((1 * self.table[self.difficulty][self.level]["ok_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"])) self.gauge_length += ((1 * self.table[self.difficulty][self.level]["ok_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
@@ -2076,6 +2159,7 @@ class Gauge:
self.gauge_length = self.gauge_max self.gauge_length = self.gauge_max
def add_bad(self): def add_bad(self):
"""Adds a bad note to the gauge"""
self.previous_length = int(self.gauge_length) self.previous_length = int(self.gauge_length)
self.gauge_length += ((1 * self.table[self.difficulty][self.level]["bad_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"])) self.gauge_length += ((1 * self.table[self.difficulty][self.level]["bad_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
if self.gauge_length < 0: if self.gauge_length < 0:

View File

@@ -16,6 +16,9 @@ from libs.utils import (
class State: class State:
"""
Enum representing the state of the result screen.
"""
FAIL = 0 FAIL = 0
CLEAR = 1 CLEAR = 1
RAINBOW = 2 RAINBOW = 2
@@ -81,6 +84,9 @@ class ResultScreen:
return "SONG_SELECT" return "SONG_SELECT"
def update_score_animation(self): def update_score_animation(self):
"""
Update the score animation if a high score is achieved.
"""
if self.is_skipped: if self.is_skipped:
if self.update_index == len(self.update_list) - 1: if self.update_index == len(self.update_list) - 1:
return return
@@ -161,6 +167,9 @@ class ResultScreen:
self.chara.update(current_time, 100, False, False) self.chara.update(current_time, 100, False, False)
def draw_score_info(self): def draw_score_info(self):
"""
Draw the score information.
"""
if self.good != '': if self.good != '':
for i in range(len(str(self.good))): for i in range(len(str(self.good))):
tex.draw_texture('score', 'judge_num', frame=int(str(self.good)[::-1][i]), x=943-(i*24), y=186) tex.draw_texture('score', 'judge_num', frame=int(str(self.good)[::-1][i]), x=943-(i*24), y=186)
@@ -178,6 +187,9 @@ class ResultScreen:
tex.draw_texture('score', 'judge_num', frame=int(str(self.total_drumroll)[::-1][i]), x=1217-(i*24), y=227) tex.draw_texture('score', 'judge_num', frame=int(str(self.total_drumroll)[::-1][i]), x=1217-(i*24), y=227)
def draw_total_score(self): def draw_total_score(self):
"""
Draw the total score.
"""
if not self.fade_in.is_finished: if not self.fade_in.is_finished:
return return
tex.draw_texture('score', 'score_shinuchi') tex.draw_texture('score', 'score_shinuchi')
@@ -186,6 +198,7 @@ class ResultScreen:
tex.draw_texture('score', 'score_num', x=-(i*21), frame=int(str(self.score)[::-1][i])) tex.draw_texture('score', 'score_num', x=-(i*21), frame=int(str(self.score)[::-1][i]))
def draw_bottom_textures(self): def draw_bottom_textures(self):
"""Draw the bottom textures."""
if self.state == State.FAIL: if self.state == State.FAIL:
tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute)) tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute))
else: else:
@@ -193,6 +206,7 @@ class ResultScreen:
self.bottom_characters.draw() self.bottom_characters.draw()
def draw_modifiers(self): def draw_modifiers(self):
"""Draw the modifiers if enabled."""
if global_data.modifiers.display: if global_data.modifiers.display:
tex.draw_texture('score', 'mod_doron') tex.draw_texture('score', 'mod_doron')
if global_data.modifiers.inverse: if global_data.modifiers.inverse:
@@ -260,6 +274,7 @@ class ResultScreen:
pass pass
class Crown: class Crown:
"""Represents a crown animation"""
def __init__(self): def __init__(self):
self.resize = tex.get_animation(2) self.resize = tex.get_animation(2)
self.resize_fix = tex.get_animation(3) self.resize_fix = tex.get_animation(3)
@@ -293,6 +308,7 @@ class Crown:
tex.draw_texture('crown', 'gleam', frame=self.gleam.attribute) tex.draw_texture('crown', 'gleam', frame=self.gleam.attribute)
class BottomCharacters: class BottomCharacters:
"""Represents the bottom characters animation"""
def __init__(self): def __init__(self):
self.move_up = tex.get_animation(7) self.move_up = tex.get_animation(7)
self.move_down = tex.get_animation(8) self.move_down = tex.get_animation(8)
@@ -370,6 +386,7 @@ class BottomCharacters:
tex.draw_texture('bottom', 'chara_1', frame=self.chara_1_index, y=y) tex.draw_texture('bottom', 'chara_1', frame=self.chara_1_index, y=y)
class FadeIn: class FadeIn:
"""A fade out disguised as a fade in"""
def __init__(self): def __init__(self):
self.fadein = tex.get_animation(15) self.fadein = tex.get_animation(15)
self.fadein.start() self.fadein.start()
@@ -389,6 +406,7 @@ class FadeIn:
x += 256 x += 256
class ScoreAnimator: class ScoreAnimator:
"""Animates a number from left to right"""
def __init__(self, target_score): def __init__(self, target_score):
self.target_score = str(target_score) self.target_score = str(target_score)
self.current_score_list = [[0,0] for _ in range(len(self.target_score))] self.current_score_list = [[0,0] for _ in range(len(self.target_score))]
@@ -396,6 +414,7 @@ class ScoreAnimator:
self.is_finished = False self.is_finished = False
def next_score(self) -> str: def next_score(self) -> str:
"""Returns the next number in the animation"""
if self.digit_index == -1: if self.digit_index == -1:
self.is_finished = True self.is_finished = True
return str(int(''.join([str(item[0]) for item in self.current_score_list]))) return str(int(''.join([str(item[0]) for item in self.current_score_list])))
@@ -414,6 +433,7 @@ class ScoreAnimator:
return str(int(ret_val)) return str(int(ret_val))
class HighScoreIndicator: class HighScoreIndicator:
"""Indicates the difference between the old and new high score"""
def __init__(self, old_score: int, new_score: int): def __init__(self, old_score: int, new_score: int):
self.score_diff = new_score - old_score self.score_diff = new_score - old_score
self.move = tex.get_animation(18) self.move = tex.get_animation(18)
@@ -432,6 +452,7 @@ class HighScoreIndicator:
class Gauge: class Gauge:
"""The gauge from the game screen, at 0.9x scale"""
def __init__(self, player_num: str, gauge_length: int): def __init__(self, player_num: str, gauge_length: int):
self.player_num = player_num self.player_num = player_num
self.difficulty = min(2, session_data.selected_difficulty) self.difficulty = min(2, session_data.selected_difficulty)

View File

@@ -41,6 +41,7 @@ class SongSelectScreen:
self.indicator = Indicator(Indicator.State.SELECT) self.indicator = Indicator(Indicator.State.SELECT)
def load_navigator(self): def load_navigator(self):
"""To be called on boot."""
self.navigator = FileNavigator(self.root_dir) self.navigator = FileNavigator(self.root_dir)
def on_screen_start(self): def on_screen_start(self):
@@ -119,6 +120,7 @@ class SongSelectScreen:
return next_screen return next_screen
def reset_demo_music(self): def reset_demo_music(self):
"""Reset the preview music to the song select bgm."""
if self.demo_song is not None: if self.demo_song is not None:
audio.stop_music_stream(self.demo_song) audio.stop_music_stream(self.demo_song)
audio.unload_music_stream(self.demo_song) audio.unload_music_stream(self.demo_song)
@@ -127,6 +129,7 @@ class SongSelectScreen:
self.navigator.get_current_item().box.wait = get_current_ms() self.navigator.get_current_item().box.wait = get_current_ms()
def handle_input_browsing(self): def handle_input_browsing(self):
"""Handle input for browsing songs."""
if ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT_CONTROL) or (is_l_kat_pressed() and get_current_ms() <= self.last_moved + 50): if ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT_CONTROL) or (is_l_kat_pressed() and get_current_ms() <= self.last_moved + 50):
self.reset_demo_music() self.reset_demo_music()
for _ in range(10): for _ in range(10):
@@ -188,7 +191,7 @@ class SongSelectScreen:
audio.play_sound('add_favorite', 'sound') audio.play_sound('add_favorite', 'sound')
def handle_input_selected(self): def handle_input_selected(self):
# Handle song selection confirmation or cancel """Handle input for selecting difficulty."""
if self.neiro_selector is not None: if self.neiro_selector is not None:
if is_l_kat_pressed(): if is_l_kat_pressed():
self.neiro_selector.move_left() self.neiro_selector.move_left()
@@ -222,6 +225,9 @@ class SongSelectScreen:
self._confirm_selection() self._confirm_selection()
def get_current_song(): def get_current_song():
"""
Returns the currently selected song.
"""
selected_song = self.navigator.get_current_item() selected_song = self.navigator.get_current_item()
if isinstance(selected_song, Directory): if isinstance(selected_song, Directory):
raise Exception("Directory was chosen instead of song") raise Exception("Directory was chosen instead of song")
@@ -247,6 +253,9 @@ class SongSelectScreen:
self._toggle_ura_mode() self._toggle_ura_mode()
def handle_input_diff_sort(self): def handle_input_diff_sort(self):
"""
Handle input for sorting difficulty.
"""
if self.diff_sort_selector is None: if self.diff_sort_selector is None:
raise Exception("Diff sort selector was not able to be created") raise Exception("Diff sort selector was not able to be created")
if is_l_kat_pressed(): if is_l_kat_pressed():
@@ -592,6 +601,7 @@ class SongSelectScreen:
pass pass
class SongBox: class SongBox:
"""A box for the song select screen."""
OUTLINE_MAP = { OUTLINE_MAP = {
1: ray.Color(0, 77, 104, 255), 1: ray.Color(0, 77, 104, 255),
2: ray.Color(156, 64, 2, 255), 2: ray.Color(156, 64, 2, 255),
@@ -851,6 +861,7 @@ class SongBox:
self._draw_closed(x, y) self._draw_closed(x, y)
class YellowBox: class YellowBox:
"""A song box when it is opened."""
def __init__(self, name: OutlinedText, is_back: bool, tja: Optional[TJAParser] = None): def __init__(self, name: OutlinedText, is_back: bool, tja: Optional[TJAParser] = None):
self.is_diff_select = False self.is_diff_select = False
self.name = name self.name = name
@@ -1064,6 +1075,7 @@ class YellowBox:
self._draw_text(song_box) self._draw_text(song_box)
class GenreBG: class GenreBG:
"""The background for a genre box."""
def __init__(self, start_box: SongBox, end_box: SongBox, title: OutlinedText, diff_sort: Optional[int]): def __init__(self, start_box: SongBox, end_box: SongBox, title: OutlinedText, diff_sort: Optional[int]):
self.start_box = start_box self.start_box = start_box
self.end_box = end_box self.end_box = end_box
@@ -1117,6 +1129,7 @@ class GenreBG:
self.title.draw(self.title.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.fade_in.attribute)) self.title.draw(self.title.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.fade_in.attribute))
class UraSwitchAnimation: class UraSwitchAnimation:
"""The animation for the ura switch."""
def __init__(self) -> None: def __init__(self) -> None:
self.texture_change = tex.get_animation(7) self.texture_change = tex.get_animation(7)
self.fade_out = tex.get_animation(8) self.fade_out = tex.get_animation(8)
@@ -1134,6 +1147,7 @@ class UraSwitchAnimation:
tex.draw_texture('diff_select', 'ura_switch', frame=self.texture_change.attribute, fade=self.fade_out.attribute) tex.draw_texture('diff_select', 'ura_switch', frame=self.texture_change.attribute, fade=self.fade_out.attribute)
class DiffSortSelect: class DiffSortSelect:
"""The menu for selecting the difficulty sort and level sort."""
def __init__(self, statistics: dict[int, dict[int, list[int]]], prev_diff: int, prev_level: int): def __init__(self, statistics: dict[int, dict[int, list[int]]], prev_diff: int, prev_level: int):
self.selected_box = -1 self.selected_box = -1
self.selected_level = 1 self.selected_level = 1
@@ -1368,6 +1382,7 @@ class DiffSortSelect:
self.draw_diff_select() self.draw_diff_select()
class NeiroSelector: class NeiroSelector:
"""The menu for selecting the game hitsounds."""
def __init__(self): def __init__(self):
self.selected_sound = global_data.hit_sound self.selected_sound = global_data.hit_sound
with open(Path("Sounds") / 'hit_sounds' / 'neiro_list.txt', encoding='utf-8-sig') as neiro_list: with open(Path("Sounds") / 'hit_sounds' / 'neiro_list.txt', encoding='utf-8-sig') as neiro_list:
@@ -1477,6 +1492,7 @@ class NeiroSelector:
self.text_2.draw(self.text_2.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, 1 - self.fade_sideways.attribute)) self.text_2.draw(self.text_2.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, 1 - self.fade_sideways.attribute))
class ModifierSelector: class ModifierSelector:
"""The menu for selecting the game modifiers."""
TEX_MAP = { TEX_MAP = {
"auto": "mod_auto", "auto": "mod_auto",
"speed": "mod_baisaku", "speed": "mod_baisaku",
@@ -1671,7 +1687,15 @@ class ModifierSelector:
tex.draw_texture('modifier', 'blue_arrow', y=move + (i*50), x=x+110 + self.blue_arrow_move.attribute, mirror='horizontal', fade=self.blue_arrow_fade.attribute) tex.draw_texture('modifier', 'blue_arrow', y=move + (i*50), x=x+110 + self.blue_arrow_move.attribute, mirror='horizontal', fade=self.blue_arrow_fade.attribute)
class ScoreHistory: class ScoreHistory:
"""The score information that appears while hovering over a song"""
def __init__(self, scores: dict[int, tuple[int, int, int, int]], current_ms): def __init__(self, scores: dict[int, tuple[int, int, int, int]], current_ms):
"""
Initialize the score history with the given scores and current time.
Args:
scores (dict[int, tuple[int, int, int, int]]): A dictionary of scores for each difficulty level.
current_ms (int): The current time in milliseconds.
"""
self.scores = {k: v for k, v in scores.items() if v is not None} self.scores = {k: v for k, v in scores.items() if v is not None}
self.difficulty_keys = list(self.scores.keys()) self.difficulty_keys = list(self.scores.keys())
self.curr_difficulty_index = 0 self.curr_difficulty_index = 0
@@ -2164,8 +2188,6 @@ class FileNavigator:
self.load_current_directory() self.load_current_directory()
self.box_open = False self.box_open = False
# ... (rest of the methods remain the same: navigate_left, navigate_right, etc.)
def _count_tja_files(self, folder_path: Path): def _count_tja_files(self, folder_path: Path):
"""Count TJA files in directory""" """Count TJA files in directory"""
tja_count = 0 tja_count = 0
@@ -2389,10 +2411,12 @@ class FileNavigator:
raise Exception("No current item available") raise Exception("No current item available")
def reset_items(self): def reset_items(self):
"""Reset the items in the song select scene"""
for item in self.items: for item in self.items:
item.box.reset() item.box.reset()
def add_recent(self): def add_recent(self):
"""Add the current song to the recent list"""
song = self.get_current_item() song = self.get_current_item()
if isinstance(song, Directory): if isinstance(song, Directory):
return return
@@ -2414,6 +2438,7 @@ class FileNavigator:
print("Added recent: ", song.hash, song.tja.metadata.title['en'], song.tja.metadata.subtitle['en']) print("Added recent: ", song.hash, song.tja.metadata.title['en'], song.tja.metadata.subtitle['en'])
def add_favorite(self) -> bool: def add_favorite(self) -> bool:
"""Add the current song to the favorites list"""
song = self.get_current_item() song = self.get_current_item()
if isinstance(song, Directory): if isinstance(song, Directory):
return False return False

View File

@@ -60,6 +60,7 @@ class TitleScreen:
return "ENTRY" return "ENTRY"
def scene_manager(self, current_time): def scene_manager(self, current_time):
"""Manage the scene transitions"""
if self.state == State.OP_VIDEO: if self.state == State.OP_VIDEO:
if self.op_video is None: if self.op_video is None:
self.op_video = VideoPlayer(random.choice(self.op_video_list)) self.op_video = VideoPlayer(random.choice(self.op_video_list))
@@ -123,7 +124,9 @@ class TitleScreen:
pass pass
class WarningScreen: class WarningScreen:
"""Warning screen for the game"""
class X: class X:
"""Giant X behind the characters for the warning screen"""
def __init__(self): def __init__(self):
self.resize = tex.get_animation(0) self.resize = tex.get_animation(0)
self.resize.start() self.resize.start()
@@ -149,6 +152,7 @@ class WarningScreen:
tex.draw_texture('warning', 'x_red', fade=self.fadein.attribute, scale=self.resize.attribute, center=True) tex.draw_texture('warning', 'x_red', fade=self.fadein.attribute, scale=self.resize.attribute, center=True)
class BachiHit: class BachiHit:
"""Bachi hitting the player animation for the warning screen"""
def __init__(self): def __init__(self):
self.resize = tex.get_animation(3) self.resize = tex.get_animation(3)
self.fadein = tex.get_animation(4) self.fadein = tex.get_animation(4)
@@ -170,6 +174,7 @@ class WarningScreen:
tex.draw_texture('warning', 'bachi') tex.draw_texture('warning', 'bachi')
class Characters: class Characters:
"""Characters for the warning screen"""
def __init__(self): def __init__(self):
self.shadow_fade = tex.get_animation(5) self.shadow_fade = tex.get_animation(5)
self.chara_0_frame = tex.get_animation(7) self.chara_0_frame = tex.get_animation(7)
@@ -201,6 +206,7 @@ class WarningScreen:
tex.draw_texture('warning', 'chara_1', frame=self.chara_1_frame.attribute, fade=fade, y=y_pos) tex.draw_texture('warning', 'chara_1', frame=self.chara_1_frame.attribute, fade=fade, y=y_pos)
class Board: class Board:
"""Background Board for the warning screen"""
def __init__(self): def __init__(self):
self.move_down = tex.get_animation(10) self.move_down = tex.get_animation(10)
self.move_down.start() self.move_down.start()