This commit is contained in:
Anthony Samms
2025-10-24 00:08:53 -04:00
parent 21c90d8530
commit 8b7ba3acbd
13 changed files with 2597 additions and 2070 deletions

View File

@@ -1,6 +1,6 @@
import pyray as ray
from libs import utils
from libs.global_data import reset_session
from libs.audio import audio
from libs.chara_2d import Chara2D
from libs.global_objects import AllNetIcon, CoinOverlay, Nameplate
@@ -10,8 +10,7 @@ from libs.utils import (
get_current_ms,
global_data,
is_l_don_pressed,
is_r_don_pressed,
session_data,
is_r_don_pressed
)
@@ -34,60 +33,127 @@ class ResultScreen:
tex.load_screen_textures('result')
audio.load_screen_sounds('result')
self.screen_init = True
self.song_info = OutlinedText(session_data.song_title, 40, ray.WHITE, ray.BLACK, outline_thickness=5)
self.song_info = OutlinedText(global_data.session_data[0].song_title, 40, ray.WHITE, ray.BLACK, outline_thickness=5)
audio.play_sound('bgm', 'music')
self.fade_in = FadeIn()
self.fade_in = FadeIn(str(global_data.player_num))
self.fade_out = tex.get_animation(0)
self.fade_in_bottom = tex.get_animation(1)
self.gauge = None
self.score_delay = None
self.bottom_characters = BottomCharacters()
self.crown = None
self.state = None
self.high_score_indicator = None
plate_info = global_data.config['nameplate']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold'])
self.chara = Chara2D(global_data.player_num - 1, 100)
self.score_animator = ScoreAnimator(session_data.result_score)
self.coin_overlay = CoinOverlay()
self.allnet_indicator = AllNetIcon()
self.score = ''
self.good = ''
self.ok = ''
self.bad = ''
self.max_combo = ''
self.total_drumroll = ''
self.update_list = [['score', session_data.result_score],
['good', session_data.result_good],
['ok', session_data.result_ok],
['bad', session_data.result_bad],
['max_combo', session_data.result_max_combo],
['total_drumroll', session_data.result_total_drumroll]]
self.update_index = 0
self.is_skipped = False
self.start_ms = get_current_ms()
if session_data.result_ok == 0 and session_data.result_bad == 0:
self.crown_type = 'crown_dfc'
elif session_data.result_bad == 0:
self.crown_type = 'crown_fc'
else:
self.crown_type = 'crown_clear'
self.is_skipped = False
self.background = Background(str(global_data.player_num), self.width)
self.player_1 = ResultPlayer(str(global_data.player_num), False, False)
def on_screen_end(self):
def on_screen_end(self, next_screen: str):
self.screen_init = False
global_data.songs_played += 1
tex.unload_textures()
audio.stop_sound('bgm')
audio.unload_all_sounds()
audio.unload_all_music()
utils.session_data = utils.reset_session()
return "SONG_SELECT"
reset_session()
return next_screen
def update_score_animation(self):
def handle_input(self):
if is_r_don_pressed() or is_l_don_pressed():
if not self.is_skipped:
self.is_skipped = True
else:
self.fade_out.start()
audio.play_sound('don', 'sound')
def update(self):
self.on_screen_start()
current_time = get_current_ms()
self.fade_in.update(current_time)
self.player_1.update(current_time, self.fade_in.is_finished, self.is_skipped)
if current_time >= self.start_ms + 5000 and not self.fade_out.is_started:
self.handle_input()
self.fade_out.update(current_time)
if self.fade_out.is_finished:
self.fade_out.update(current_time)
return self.on_screen_end("SONG_SELECT")
def draw_overlay(self):
self.fade_in.draw()
ray.draw_rectangle(0, 0, self.width, self.height, ray.fade(ray.BLACK, self.fade_out.attribute))
self.coin_overlay.draw()
self.allnet_indicator.draw()
def draw_song_info(self):
tex.draw_texture('song_info', 'song_num', frame=global_data.songs_played%4)
dest = ray.Rectangle(1252 - self.song_info.texture.width, 35 - self.song_info.texture.height / 2, self.song_info.texture.width, self.song_info.texture.height)
self.song_info.draw(self.song_info.default_src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
def draw(self):
self.background.draw()
self.draw_song_info()
self.player_1.draw()
self.draw_overlay()
class Background:
def __init__(self, player_num: str, width: int):
self.player_num = player_num
self.width = width
def draw(self):
x = 0
if self.player_num == '3':
while x < self.width:
tex.draw_texture('background', 'background_1p', x=x, y=-360)
tex.draw_texture('background', 'background_2p', x=x, y=360)
tex.draw_texture('background', 'footer_1p', x=x, y=-72)
tex.draw_texture('background', 'footer_2p', x=x, y=648)
x += 256
else:
while x < self.width:
tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=-360)
tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=360)
tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=-72)
tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=648)
x += 256
tex.draw_texture('background', 'result_text')
class ResultPlayer:
def __init__(self, player_num: str, has_2p: bool, is_2p: bool):
self.player_num = player_num
self.has_2p = has_2p
self.is_2p = is_2p
self.fade_in_finished = False
self.fade_in_bottom = tex.get_animation(1, is_copy=True)
self.bottom_characters = BottomCharacters()
self.gauge = None
self.score_delay = None
self.crown = None
self.state = None
self.high_score_indicator = None
self.chara = Chara2D(int(self.player_num) - 1, 100)
session_data = global_data.session_data[int(self.player_num)-1]
self.score_animator = ScoreAnimator(session_data.result_score)
plate_info = global_data.config[f'nameplate_{self.player_num}p']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], int(self.player_num), plate_info['dan'], plate_info['gold'])
self.score, self.good, self.ok, self.bad, self.max_combo, self.total_drumroll= '', '', '', '', '', ''
self.update_list = [['score', session_data.result_score],
['good', session_data.result_good],
['ok', session_data.result_ok],
['bad', session_data.result_bad],
['max_combo', session_data.result_max_combo],
['total_drumroll', session_data.result_total_drumroll]]
self.update_index = 0
if session_data.result_ok == 0 and session_data.result_bad == 0:
self.crown_type = 'crown_dfc'
elif session_data.result_bad == 0:
self.crown_type = 'crown_fc'
else:
self.crown_type = 'crown_clear'
def update_score_animation(self, is_skipped: bool):
"""
Update the score animation if a high score is achieved.
"""
if self.is_skipped:
if is_skipped:
if self.update_index == len(self.update_list) - 1:
return
setattr(self, self.update_list[self.update_index][0], self.update_list[self.update_index][1])
@@ -109,146 +175,102 @@ class ResultScreen:
self.score_animator = ScoreAnimator(self.update_list[self.update_index][1])
self.score_delay += 16.67 * 3
if self.update_index > 0 and self.high_score_indicator is None:
session_data = global_data.session_data[int(self.player_num)-1]
if session_data.result_score > session_data.prev_score:
self.high_score_indicator = HighScoreIndicator(session_data.prev_score, session_data.result_score)
self.high_score_indicator = HighScoreIndicator(session_data.prev_score, session_data.result_score, self.is_2p)
def handle_input(self):
if is_r_don_pressed() or is_l_don_pressed():
if not self.is_skipped:
self.is_skipped = True
else:
self.fade_out.start()
audio.play_sound('don', 'sound')
def update(self):
self.on_screen_start()
current_time = get_current_ms()
self.fade_in.update(current_time)
if self.fade_in.is_finished and self.gauge is None:
self.gauge = Gauge(str(global_data.player_num), session_data.result_gauge_length)
def update(self, current_ms: float, fade_in_finished: bool, is_skipped: bool):
self.fade_in_finished = fade_in_finished
if self.fade_in_finished and self.gauge is None:
self.gauge = Gauge(self.player_num, global_data.session_data[int(self.player_num)-1].result_gauge_length, self.is_2p)
self.bottom_characters.start()
self.bottom_characters.update(self.state)
self.update_score_animation(is_skipped)
if self.bottom_characters.is_finished and self.crown is None:
if self.gauge is not None and self.gauge.gauge_length > 69:
self.crown = Crown()
self.crown = Crown(self.is_2p)
if self.high_score_indicator is not None:
self.high_score_indicator.update(current_ms)
self.fade_in_bottom.update(current_ms)
self.nameplate.update(current_ms)
if self.gauge is not None:
self.gauge.update(current_time)
self.gauge.update(current_ms)
if self.gauge.is_finished and self.score_delay is None:
self.score_delay = current_time + 1883
self.score_delay = current_ms + 1883
if self.score_delay is not None:
if current_time > self.score_delay and not self.fade_in_bottom.is_started:
if current_ms > self.score_delay and not self.fade_in_bottom.is_started:
self.fade_in_bottom.start()
if self.gauge is not None:
self.state = self.gauge.state
if self.high_score_indicator is not None:
self.high_score_indicator.update(current_time)
self.fade_in_bottom.update(current_time)
if current_time >= self.start_ms + 5000 and not self.fade_out.is_started:
self.handle_input()
self.update_score_animation()
self.fade_out.update(current_time)
if self.fade_out.is_finished:
self.fade_out.update(current_time)
return self.on_screen_end()
if self.crown is not None:
self.crown.update(current_time)
self.crown.update(current_ms)
self.nameplate.update(current_time)
self.chara.update(current_time, 100, False, False)
self.chara.update(current_ms, 100, False, False)
def draw_score_info(self):
"""
Draw the score information.
"""
if 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)
if self.ok != '':
for i in range(len(str(self.ok))):
tex.draw_texture('score', 'judge_num', frame=int(str(self.ok)[::-1][i]), x=943-(i*24), y=227)
if self.bad != '':
for i in range(len(str(self.bad))):
tex.draw_texture('score', 'judge_num', frame=int(str(self.bad)[::-1][i]), x=943-(i*24), y=267)
if self.max_combo != '':
for i in range(len(str(self.max_combo))):
tex.draw_texture('score', 'judge_num', frame=int(str(self.max_combo)[::-1][i]), x=1217-(i*24), y=186)
if self.total_drumroll != '':
for i in range(len(str(self.total_drumroll))):
tex.draw_texture('score', 'judge_num', frame=int(str(self.total_drumroll)[::-1][i]), x=1217-(i*24), y=227)
"""Draw the score information."""
for j, score in enumerate([self.good, self.ok, self.bad, self.max_combo, self.total_drumroll]):
if score == '':
continue
score_str = str(score)[::-1]
for i, digit in enumerate(score_str):
tex.draw_texture('score', 'judge_num', frame=int(digit), x=-(i*24), index=j+(self.is_2p*5))
def draw_total_score(self):
"""
Draw the total score.
"""
if not self.fade_in.is_finished:
if not self.fade_in_finished:
return
tex.draw_texture('score', 'score_shinuchi')
tex.draw_texture('score', 'score_shinuchi', index=self.is_2p)
if self.score != '':
for i in range(len(str(self.score))):
tex.draw_texture('score', 'score_num', x=-(i*21), frame=int(str(self.score)[::-1][i]))
def draw_bottom_textures(self):
"""Draw the bottom textures."""
if self.state == State.FAIL:
tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute))
else:
tex.draw_texture('background', 'gradient_clear', fade=min(0.4, self.fade_in_bottom.attribute))
self.bottom_characters.draw()
tex.draw_texture('score', 'score_num', x=-(i*21), frame=int(str(self.score)[::-1][i]), index=self.is_2p)
def draw_modifiers(self):
"""Draw the modifiers if enabled."""
if global_data.modifiers.display:
tex.draw_texture('score', 'mod_doron')
if global_data.modifiers.inverse:
tex.draw_texture('score', 'mod_abekobe')
if global_data.modifiers.random == 1:
tex.draw_texture('score', 'mod_kimagure')
elif global_data.modifiers.random == 2:
tex.draw_texture('score', 'mod_detarame')
if global_data.modifiers.speed >= 4:
tex.draw_texture('score', 'mod_yonbai')
elif global_data.modifiers.speed >= 3:
tex.draw_texture('score', 'mod_sanbai')
elif global_data.modifiers.speed > 1:
tex.draw_texture('score', 'mod_baisaku')
if global_data.modifiers[int(self.player_num)-1].display:
tex.draw_texture('score', 'mod_doron', index=self.is_2p)
if global_data.modifiers[int(self.player_num)-1].inverse:
tex.draw_texture('score', 'mod_abekobe', index=self.is_2p)
if global_data.modifiers[int(self.player_num)-1].random == 1:
tex.draw_texture('score', 'mod_kimagure', index=self.is_2p)
elif global_data.modifiers[int(self.player_num)-1].random == 2:
tex.draw_texture('score', 'mod_detarame', index=self.is_2p)
if global_data.modifiers[int(self.player_num)-1].speed >= 4:
tex.draw_texture('score', 'mod_yonbai', index=self.is_2p)
elif global_data.modifiers[int(self.player_num)-1].speed >= 3:
tex.draw_texture('score', 'mod_sanbai', index=self.is_2p)
elif global_data.modifiers[int(self.player_num)-1].speed > 1:
tex.draw_texture('score', 'mod_baisaku', index=self.is_2p)
def draw(self):
x = 0
while x < self.width:
tex.draw_texture('background', f'background_{str(global_data.player_num)}p', x=x, y=-360)
tex.draw_texture('background', f'background_{str(global_data.player_num)}p', x=x, y=360)
tex.draw_texture('background', f'footer_{str(global_data.player_num)}p', x=x, y=-72)
tex.draw_texture('background', f'footer_{str(global_data.player_num)}p', x=x, y=648)
x += 256
if self.is_2p:
if self.state == State.FAIL:
tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute))
elif self.state == State.CLEAR:
tex.draw_texture('background', 'gradient_clear', fade=min(0.4, self.fade_in_bottom.attribute))
else:
y = -288 if self.has_2p else 0
if self.state == State.FAIL:
tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute), y=y)
elif self.state == State.CLEAR:
tex.draw_texture('background', 'gradient_clear', fade=min(0.4, self.fade_in_bottom.attribute), y=y)
tex.draw_texture('score', 'overlay', color=ray.fade(ray.WHITE, 0.75), index=self.is_2p)
tex.draw_texture('score', 'difficulty', frame=global_data.session_data[int(self.player_num)-1].selected_difficulty, index=self.is_2p)
if not self.has_2p:
self.bottom_characters.draw()
tex.draw_texture('background', 'result_text')
tex.draw_texture('song_info', 'song_num', frame=global_data.songs_played%4)
dest = ray.Rectangle(1252 - self.song_info.texture.width, 35 - self.song_info.texture.height / 2, self.song_info.texture.width, self.song_info.texture.height)
self.song_info.draw(self.song_info.default_src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
tex.draw_texture('score', 'overlay', color=ray.fade(ray.WHITE, 0.75))
tex.draw_texture('score', 'difficulty', frame=session_data.selected_difficulty)
self.draw_bottom_textures()
if self.gauge is not None:
self.gauge.draw()
tex.draw_texture('score', 'judge_good')
tex.draw_texture('score', 'judge_ok')
tex.draw_texture('score', 'judge_bad')
tex.draw_texture('score', 'max_combo')
tex.draw_texture('score', 'drumroll')
tex.draw_texture('score', 'judge_good', index=self.is_2p)
tex.draw_texture('score', 'judge_ok', index=self.is_2p)
tex.draw_texture('score', 'judge_bad', index=self.is_2p)
tex.draw_texture('score', 'max_combo', index=self.is_2p)
tex.draw_texture('score', 'drumroll', index=self.is_2p)
self.draw_score_info()
self.draw_total_score()
@@ -256,31 +278,25 @@ class ResultScreen:
if self.crown is not None:
self.crown.draw(self.crown_type)
self.nameplate.draw(265, 80)
self.draw_modifiers()
if self.high_score_indicator is not None:
self.high_score_indicator.draw()
self.chara.draw(y=100)
self.fade_in.draw()
ray.draw_rectangle(0, 0, self.width, self.height, ray.fade(ray.BLACK, self.fade_out.attribute))
self.coin_overlay.draw()
self.allnet_indicator.draw()
def draw_3d(self):
pass
self.chara.draw(y=100+(self.is_2p*360))
if self.gauge is not None:
self.gauge.draw()
self.nameplate.draw(265, 80+(self.is_2p*300))
class Crown:
"""Represents a crown animation"""
def __init__(self):
self.resize = tex.get_animation(2)
self.resize_fix = tex.get_animation(3)
self.white_fadein = tex.get_animation(4)
self.gleam = tex.get_animation(5)
self.fadein = tex.get_animation(6)
def __init__(self, is_2p: bool):
self.is_2p = is_2p
self.resize = tex.get_animation(2, is_copy=True)
self.resize_fix = tex.get_animation(3, is_copy=True)
self.white_fadein = tex.get_animation(4, is_copy=True)
self.gleam = tex.get_animation(5, is_copy=True)
self.fadein = tex.get_animation(6, is_copy=True)
self.resize.start()
self.resize_fix.start()
self.white_fadein.start()
@@ -302,10 +318,10 @@ class Crown:
scale = self.resize.attribute
if self.resize.is_finished:
scale = self.resize_fix.attribute
tex.draw_texture('crown', crown_name, scale=scale, center=True)
tex.draw_texture('crown', 'crown_fade', fade=self.white_fadein.attribute)
tex.draw_texture('crown', crown_name, scale=scale, center=True, index=self.is_2p)
tex.draw_texture('crown', 'crown_fade', fade=self.white_fadein.attribute, index=self.is_2p)
if self.gleam.attribute >= 0:
tex.draw_texture('crown', 'gleam', frame=self.gleam.attribute)
tex.draw_texture('crown', 'gleam', frame=self.gleam.attribute, index=self.is_2p)
class BottomCharacters:
"""Represents the bottom characters animation"""
@@ -387,10 +403,11 @@ class BottomCharacters:
class FadeIn:
"""A fade out disguised as a fade in"""
def __init__(self):
def __init__(self, player_num: str):
self.fadein = tex.get_animation(15)
self.fadein.start()
self.is_finished = False
self.player_num = player_num
def update(self, current_ms: float):
self.fadein.update(current_ms)
@@ -398,12 +415,20 @@ class FadeIn:
def draw(self):
x = 0
while x < 1280:
tex.draw_texture('background', f'background_{str(global_data.player_num)}p', x=x, y=-360, fade=self.fadein.attribute)
tex.draw_texture('background', f'background_{str(global_data.player_num)}p', x=x, y=360, fade=self.fadein.attribute)
tex.draw_texture('background', f'footer_{str(global_data.player_num)}p', x=x, y=-72, fade=self.fadein.attribute)
tex.draw_texture('background', f'footer_{str(global_data.player_num)}p', x=x, y=648, fade=self.fadein.attribute)
x += 256
if self.player_num == '3':
while x < 1280:
tex.draw_texture('background', 'background_1p', x=x, y=-360, fade=self.fadein.attribute)
tex.draw_texture('background', 'background_2p', x=x, y=360, fade=self.fadein.attribute)
tex.draw_texture('background', 'footer_1p', x=x, y=-72, fade=self.fadein.attribute)
tex.draw_texture('background', 'footer_2p', x=x, y=648, fade=self.fadein.attribute)
x += 256
else:
while x < 1280:
tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=-360, fade=self.fadein.attribute)
tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=360, fade=self.fadein.attribute)
tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=-72, fade=self.fadein.attribute)
tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=648, fade=self.fadein.attribute)
x += 256
class ScoreAnimator:
"""Animates a number from left to right"""
@@ -434,7 +459,8 @@ class ScoreAnimator:
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, is_2p: bool):
self.is_2p = is_2p
self.score_diff = new_score - old_score
self.move = tex.get_animation(18)
self.fade = tex.get_animation(19)
@@ -446,16 +472,17 @@ class HighScoreIndicator:
self.fade.update(current_ms)
def draw(self):
tex.draw_texture('score', 'high_score', y=self.move.attribute, fade=self.fade.attribute)
tex.draw_texture('score', 'high_score', y=self.move.attribute, fade=self.fade.attribute, index=self.is_2p)
for i in range(len(str(self.score_diff))):
tex.draw_texture('score', 'high_score_num', x=-(i*14), frame=int(str(self.score_diff)[::-1][i]), y=self.move.attribute, fade=self.fade.attribute)
tex.draw_texture('score', 'high_score_num', x=-(i*14), frame=int(str(self.score_diff)[::-1][i]), y=self.move.attribute, fade=self.fade.attribute, index=self.is_2p)
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, is_2p: bool):
self.is_2p = is_2p
self.player_num = player_num
self.difficulty = min(2, session_data.selected_difficulty)
self.difficulty = min(2, global_data.session_data[int(player_num)-1].selected_difficulty)
self.gauge_length = gauge_length
self.clear_start = [69, 69, 69]
self.gauge_max = 87
@@ -488,37 +515,37 @@ class Gauge:
def draw(self):
scale = 10/11
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
gauge_length = int(self.gauge_length)
if gauge_length == self.gauge_max:
if 0 < self.rainbow_animation.attribute < 8:
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
else:
for i in range(gauge_length+1):
width = int(i * 7.2)
if i == self.clear_start[self.difficulty] - 1:
tex.draw_texture('gauge', 'bar_clear_transition', x=width, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'bar_clear_transition', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
elif i > self.clear_start[self.difficulty] - 1:
if i % 5 == 0:
tex.draw_texture('gauge', 'bar_clear_top', x=width, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'bar_clear_bottom', x=width, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'bar_clear_top', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'bar_clear_bottom', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'bar_clear_top', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'bar_clear_bottom', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'bar_clear_top', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'bar_clear_bottom', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
else:
if i % 5 == 0:
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=width, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'overlay' + self.string_diff, scale=scale, fade=min(0.15, self.gauge_fade_in.attribute))
tex.draw_texture('gauge', 'footer', scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'overlay' + self.string_diff, scale=scale, fade=min(0.15, self.gauge_fade_in.attribute), index=self.is_2p)
tex.draw_texture('gauge', 'footer', scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
if gauge_length >= self.clear_start[self.difficulty]:
tex.draw_texture('gauge', 'clear', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty)
tex.draw_texture('gauge', 'clear', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty+(self.is_2p*3))
if self.state == State.RAINBOW:
tex.draw_texture('gauge', 'tamashii_fire', scale=0.75 * scale, center=True, frame=self.tamashii_fire_change.attribute, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'tamashii', scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'tamashii_fire', scale=0.75 * scale, center=True, frame=self.tamashii_fire_change.attribute, fade=self.gauge_fade_in.attribute, index=self.is_2p)
tex.draw_texture('gauge', 'tamashii', scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)
if self.state == State.RAINBOW and self.tamashii_fire_change.attribute in (0, 1, 4, 5):
tex.draw_texture('gauge', 'tamashii_overlay', scale=scale, fade=min(0.5, self.gauge_fade_in.attribute))
tex.draw_texture('gauge', 'tamashii_overlay', scale=scale, fade=min(0.5, self.gauge_fade_in.attribute), index=self.is_2p)
else:
tex.draw_texture('gauge', 'clear_dark', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty)
tex.draw_texture('gauge', 'tamashii_dark', scale=scale, fade=self.gauge_fade_in.attribute)
tex.draw_texture('gauge', 'clear_dark', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty+(self.is_2p*3))
tex.draw_texture('gauge', 'tamashii_dark', scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)