mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
many optimizations and bug fixes
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@@ -51,13 +51,26 @@ class BGFever1(BGFeverBase):
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self.overlay_move_down.delay_saved = 300
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self.wave_spin = tex.get_animation(28)
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self.wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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self.circle = {
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"center_x": 100,
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"center_y": 130,
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"radius": 200,
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}
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self.lookup_table_size = 360 # One entry per degree
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self._precomputed_positions: list[tuple[float, float]] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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self._precomputed_positions.append((x, y))
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self.bg_move = tex.get_animation(16)
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def _get_wave_position(self):
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normalized = (self.wave_spin.attribute % 180) / 180.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_positions[index]
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def start(self):
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self.corner_move_up.start()
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self.corner_move_down.start()
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@@ -94,11 +107,8 @@ class BGFever1(BGFeverBase):
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for i, tile in enumerate(self.bg_tiles):
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tile.draw(tex, self.name, (i*128)-self.bg_move.attribute, i % 10)
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tex.draw_texture(self.name, 'mountain', y=-self.mountain_move_up.attribute+self.mountain_move_down.attribute)
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angle = math.radians(self.wave_spin.attribute*2)
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wave_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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wave_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, origin=wave_origin)
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wave_x, wave_y = self._get_wave_position()
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, origin=self.wave_origin)
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tex.draw_texture(self.name, 'footer', y=-self.footer_move_up.attribute+self.footer_move_down.attribute)
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tex.draw_texture(self.name, 'corner', y=-self.corner_move_up.attribute+self.corner_move_down.attribute)
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tex.draw_texture(self.name, 'overlay', y=self.overlay_move_up.attribute-self.overlay_move_down.attribute)
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@@ -112,6 +122,7 @@ class BGFever2(BGFeverBase):
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self.ship_rotation.start()
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self.move_in = tex.get_animation(22)
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self.move_out = tex.get_animation(23)
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self.ship_origin = ray.Vector2(tex.textures[self.name]['ship'].width/2, tex.textures[self.name]['ship'].height/2)
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def start(self):
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self.fadein.start()
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@@ -133,8 +144,7 @@ class BGFever2(BGFeverBase):
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tex.draw_texture(self.name, 'footer_2', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'bird', index=0, x=self.move_in.attribute-self.move_out.attribute, mirror='horizontal', y=self.ship_rotation.attribute*180)
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tex.draw_texture(self.name, 'bird', index=1, x=-self.move_in.attribute+self.move_out.attribute, y=self.ship_rotation.attribute*180)
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origin = ray.Vector2(tex.textures[self.name]['ship'].width/2, tex.textures[self.name]['ship'].height/2)
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tex.draw_texture(self.name, 'ship', x=origin.x, y=origin.y + self.move_in.attribute-self.move_out.attribute, origin=origin, rotation=self.ship_rotation.attribute*100, center=True)
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tex.draw_texture(self.name, 'ship', x=self.ship_origin.x, y=self.ship_origin.y + self.move_in.attribute-self.move_out.attribute, origin=self.ship_origin, rotation=self.ship_rotation.attribute*100, center=True)
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class BGFever3(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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@@ -152,10 +162,53 @@ class BGFever3(BGFeverBase):
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"center_y": 300,
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"radius": 300,
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}
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self.num_fish = 8
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self.fish_spacing = (2 * math.pi) / self.num_fish # 45 degrees in radians
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self.wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2, tex.textures[self.name]['wave'].height/2)
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self.fish_origin = ray.Vector2(tex.textures[self.name]['fish'].width/2, tex.textures[self.name]['fish'].height/2)
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self.circle_origin = ray.Vector2(tex.textures[self.name]['circle'].width/2,tex.textures[self.name]['circle'].height/2)
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self.fish_phase_offsets = [i * self.fish_spacing for i in range(self.num_fish)]
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self.lookup_table_size = 360 # One entry per degree
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self._precomputed_main_positions: list[tuple[float, float]] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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self._precomputed_main_positions.append((x, y))
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self._precomputed_small_positions: list[tuple[float, float]] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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x = self.circle["center_x"] + math.cos(angle) * 20
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y = self.circle["center_y"] + math.sin(angle) * 20
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self._precomputed_small_positions.append((x, y))
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self._precomputed_rotations: list[float] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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swimming_angle = angle + math.pi/2
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swimming_rotation = math.degrees(swimming_angle)
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self._precomputed_rotations.append(swimming_rotation)
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def _get_main_circle_position(self, spin_value: float, multiplier: float = 1.0):
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normalized = ((spin_value * multiplier) % 360) / 360.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_main_positions[index]
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def _get_small_circle_position(self, spin_value: float, multiplier: float = 1.0):
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normalized = ((spin_value * multiplier) % 360) / 360.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_small_positions[index]
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def _get_fish_position_and_rotation(self, spin_value: float, phase_offset: float):
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angle_degrees = spin_value + math.degrees(phase_offset)
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normalized = (angle_degrees % 360) / 360.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_main_positions[index], self._precomputed_rotations[index]
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def start(self):
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self.fadein.start()
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self.move_in.start()
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@@ -174,43 +227,26 @@ class BGFever3(BGFeverBase):
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background', x=-self.move_in.attribute)
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tex.draw_texture(self.name, 'overlay', frame=self.overlay_tc.attribute, fade=self.fadein.attribute)
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origin = ray.Vector2(tex.textures[self.name]['circle'].width/2, tex.textures[self.name]['circle'].height/2)
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tex.draw_texture(self.name, 'circle', x=origin.x, y=origin.y, fade=self.fadein.attribute, origin=origin, rotation=self.circle_rotate.attribute)
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angle = math.radians(self.fish_spin.attribute*2)
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wave_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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wave_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
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tex.draw_texture(self.name, 'circle', x=self.circle_origin.x, y=self.circle_origin.y, fade=self.fadein.attribute, origin=self.circle_origin, rotation=self.circle_rotate.attribute)
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wave_x, wave_y = self._get_main_circle_position(self.fish_spin.attribute, 2.0)
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, fade=self.fadein.attribute, origin=self.wave_origin)
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for j in range(2):
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for i in range(self.num_fish):
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fish_phase_offset = i * self.fish_spacing
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angle = math.radians(self.fish_spin.attribute) + fish_phase_offset
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fish_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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fish_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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fish_pos, fish_rotation = self._get_fish_position_and_rotation(
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self.fish_spin.attribute, self.fish_phase_offsets[i])
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fish_x, fish_y = fish_pos
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# Fish should face the direction they're swimming (tangent to circle)
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swimming_angle = angle + math.pi/2 # Perpendicular to radius
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swimming_rotation = math.degrees(swimming_angle)
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tex.draw_texture(self.name, 'fish', x=fish_x, y=fish_y, fade=self.fadein.attribute, origin=self.fish_origin, rotation=fish_rotation, index=j)
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fish_origin = ray.Vector2(tex.textures[self.name]['fish'].width/2,tex.textures[self.name]['fish'].height/2)
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tex.draw_texture(self.name, 'fish', x=fish_x, y=fish_y, fade=self.fadein.attribute,
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origin=fish_origin,
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rotation=swimming_rotation,
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index=j
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)
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angle = math.radians(self.fish_spin.attribute*3)
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wave_x = self.circle["center_x"] + math.cos(angle) * 20
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wave_y = self.circle["center_y"] + math.sin(angle) * 20
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wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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footer_wave_x, footer_wave_y = self._get_small_circle_position(self.fish_spin.attribute, 3.0)
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for i in range(3):
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tex.draw_texture(self.name, 'footer_2', x=wave_x + (i*600), y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
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tex.draw_texture(self.name, 'footer_2',
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x=footer_wave_x + (i*600), y=footer_wave_y,
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fade=self.fadein.attribute, origin=self.wave_origin)
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for i in range(3):
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tex.draw_texture(self.name, 'footer_1', x=i*450, y=-self.footer_move_up.attribute)
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tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=0, x=-self.move_in.attribute)
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tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=1, x=-self.move_in.attribute)
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@@ -7,15 +7,14 @@ import pyray as ray
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class Renda:
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@staticmethod
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def create(tex: TextureWrapper, index: int, path: str):
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def create(tex: TextureWrapper, index: int):
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map = [Renda0, Renda1, Renda2]
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selected_obj = map[index]
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return selected_obj(tex, index, path)
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return selected_obj(tex, index)
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class BaseRenda:
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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def __init__(self, tex: TextureWrapper, index: int):
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self.name = 'renda_' + str(index)
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tex.load_zip(path, 'renda')
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self.hori_move = Animation.create_move(1500, total_distance=1280)
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self.hori_move.start()
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@@ -23,8 +22,8 @@ class BaseRenda:
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self.hori_move.update(current_time_ms)
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class Renda0(BaseRenda):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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super().__init__(tex, index, path)
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.vert_move = Animation.create_move(1500, total_distance=800)
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self.vert_move.start()
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self.frame = random.randint(0, 5)
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@@ -39,12 +38,13 @@ class Renda0(BaseRenda):
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tex.draw_texture('renda', self.name, frame=self.frame, x=self.hori_move.attribute+self.x, y=-self.vert_move.attribute+self.y)
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class Renda1(BaseRenda):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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super().__init__(tex, index, path)
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.frame = random.randint(0, 5)
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self.y = random.randint(0, 200)
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self.rotate = Animation.create_move(800, total_distance=360)
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self.rotate.start()
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self.origin = ray.Vector2(64, 64)
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def update(self, current_time_ms: float):
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super().update(current_time_ms)
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@@ -53,12 +53,11 @@ class Renda1(BaseRenda):
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self.rotate.restart()
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def draw(self, tex: TextureWrapper):
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origin = ray.Vector2(64, 64)
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tex.draw_texture('renda', self.name, frame=self.frame, x=self.hori_move.attribute+origin.x, y=self.y+origin.y, origin=origin, rotation=self.rotate.attribute)
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tex.draw_texture('renda', self.name, frame=self.frame, x=self.hori_move.attribute+self.origin.x, y=self.y+self.origin.y, origin=self.origin, rotation=self.rotate.attribute)
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class Renda2(BaseRenda):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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super().__init__(tex, index, path)
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.vert_move = Animation.create_move(1500, total_distance=800)
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self.vert_move.start()
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self.x = random.randint(0, 500)
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@@ -74,12 +73,13 @@ class Renda2(BaseRenda):
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class RendaController:
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def __init__(self, tex: TextureWrapper, index: int, path: str ='background'):
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self.rendas = set()
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tex.load_zip(path, 'renda')
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self.tex = tex
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self.index = index
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self.path = path
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def add_renda(self):
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self.rendas.add(Renda.create(self.tex, self.index, self.path))
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self.rendas.add(Renda.create(self.tex, self.index))
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def update(self, current_time_ms: float):
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remove = set()
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