mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 19:50:12 +01:00
many optimizations and bug fixes
This commit is contained in:
@@ -2,6 +2,7 @@ import pyray as ray
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from libs.global_objects import Indicator
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from libs.utils import get_current_ms
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from libs.texture import tex
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class DevScreen:
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@@ -9,10 +10,12 @@ class DevScreen:
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self.width = 1280
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self.height = 720
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self.screen_init = False
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self.length = 100
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def on_screen_start(self):
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if not self.screen_init:
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self.screen_init = True
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tex.load_screen_textures('game')
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self.indicator = Indicator(Indicator.State.SELECT)
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def on_screen_end(self, next_screen: str):
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@@ -24,10 +27,27 @@ class DevScreen:
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self.indicator.update(get_current_ms())
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if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
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return self.on_screen_end('GAME')
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
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self.length += 1
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print(self.length)
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT):
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self.length -= 1
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print(self.length)
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_UP):
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self.length += 10
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print(self.length)
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_DOWN):
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self.length -= 10
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print(self.length)
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def draw(self):
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ray.draw_rectangle(0, 0, 1280, 720, ray.GREEN)
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self.indicator.draw(430, 575)
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start_position = 100
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end_position = start_position + self.length
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color = ray.WHITE
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tex.draw_texture('notes', "8", frame=0, x=start_position+64, y=192, x2=self.length-47, color=color)
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tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192, color=color)
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tex.draw_texture('notes', str(5), frame=0, x=start_position, y=192, color=color)
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def draw_3d(self):
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pass
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@@ -282,16 +282,11 @@ class Box:
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def _draw_highlighted(self, color):
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texture_left = tex.textures['mode_select']['box_highlight_left'].texture
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texture_center = tex.textures['mode_select']['box_highlight_center'].texture
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texture_right = tex.textures['mode_select']['box_highlight_right'].texture
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if isinstance(texture_center, list) or isinstance(texture_left, list):
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if isinstance(texture_left, list):
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raise Exception("highlight textures cannot be iterable")
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center_src = ray.Rectangle(0, 0, texture_center.width, texture_center.height)
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center_dest = ray.Rectangle(self.left_x + texture_left.width, self.y, self.right_x - self.left_x, texture_center.height)
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ray.draw_texture_pro(texture_center, center_src, center_dest, ray.Vector2(0, 0), 0, color)
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ray.draw_texture(texture_center, self.left_x, self.y, color)
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ray.draw_texture(texture_left, self.left_x, self.y, color)
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ray.draw_texture(texture_right, self.right_x, self.y, color)
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tex.draw_texture('mode_select', 'box_highlight_center', x=self.left_x + texture_left.width, y=self.y, x2=self.right_x - self.left_x -15, color=color)
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tex.draw_texture('mode_select', 'box_highlight_left', x=self.left_x, y=self.y, color=color)
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tex.draw_texture('mode_select', 'box_highlight_right', x=self.right_x, y=self.y, color=color)
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def _draw_text(self, color):
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text_x = self.x + (self.texture.width//2) - (self.text.texture.width//2)
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404
scenes/game.py
404
scenes/game.py
@@ -284,17 +284,10 @@ class Player:
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self.autoplay_hit_side = 'L'
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self.last_subdivision = -1
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# Performance optimization: cache frequently used string conversions
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self._cached_combo_str = ""
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self._cached_combo = -1
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self._cached_score_str = ""
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self._cached_score = -1
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def get_result_score(self):
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return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll
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def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int:
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# Cache frequently used calculations
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time_diff = load_ms - current_ms
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return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset
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@@ -306,16 +299,15 @@ class Player:
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if not animation_list:
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return
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# More efficient: collect finished animations and remove them in one pass
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finished_indices = []
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for i, animation in enumerate(animation_list):
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# More efficient: use list comprehension to filter out finished animations
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remaining_animations = []
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for animation in animation_list:
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animation.update(current_time)
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if animation.is_finished:
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finished_indices.append(i)
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if not animation.is_finished:
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remaining_animations.append(animation)
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# Remove in reverse order to maintain indices
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for i in reversed(finished_indices):
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animation_list.pop(i)
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# Replace the original list contents
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animation_list[:] = remaining_animations
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def bar_manager(self, current_ms: float):
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#Add bar to current_bars list if it is ready to be shown on screen
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@@ -370,7 +362,7 @@ class Player:
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if 5 <= current_note.type <= 7:
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bisect.insort_left(self.current_notes_draw, current_note, key=lambda x: x.index)
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try:
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tail_note = next(note for note in self.draw_note_list if note.type == 8)
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tail_note = next((note for note in self.draw_note_list if note.type == 8))
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bisect.insort_left(self.current_notes_draw, tail_note, key=lambda x: x.index)
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self.draw_note_list.remove(tail_note)
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except Exception as e:
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@@ -648,11 +640,12 @@ class Player:
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length = end_position - start_position
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color = ray.Color(255, head.color, head.color, 255)
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if head.display:
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tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192, x2=length-64-32, color=color)
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if is_big:
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tex.draw_texture('notes', "drumroll_big_tail", x=end_position, y=192, color=color)
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else:
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tex.draw_texture('notes', "drumroll_tail", x=end_position, y=192, color=color)
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if length > 0:
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tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192, x2=length-47, color=color)
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if is_big:
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tex.draw_texture('notes', "drumroll_big_tail", x=end_position+64, y=192, color=color)
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else:
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tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192, color=color)
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tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=start_position, y=192, color=color)
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tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position + 60, y=323, x2=length)
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@@ -679,12 +672,18 @@ class Player:
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if not self.current_bars:
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return
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# Batch bar draws by pre-calculating positions
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bar_draws = []
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for bar in reversed(self.current_bars):
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if not bar.display:
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continue
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x_position = self.get_position_x(SCREEN_WIDTH, current_ms, bar.load_ms, bar.pixels_per_frame_x)
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y_position = self.get_position_y(current_ms, bar.load_ms, bar.pixels_per_frame_y, bar.pixels_per_frame_x)
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tex.draw_texture('notes', str(bar.type), x=x_position+60, y=y_position+190)
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bar_draws.append((str(bar.type), x_position+60, y_position+190))
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# Draw all bars in one batch
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for bar_type, x, y in bar_draws:
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tex.draw_texture('notes', bar_type, x=x, y=y)
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def draw_notes(self, current_ms: float, start_ms: float):
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if not self.current_notes_draw:
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@@ -695,71 +694,116 @@ class Player:
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if self.combo >= 50 and eighth_in_ms != 0:
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current_eighth = int((current_ms - start_ms) // eighth_in_ms)
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# Separate notes by type for better batching
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regular_notes = []
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drumrolls = []
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balloons = []
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for note in reversed(self.current_notes_draw):
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if self.is_balloon and note == self.current_notes_draw[0]:
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continue
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if note.type == 8:
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continue
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if isinstance(note, Drumroll):
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drumrolls.append(note)
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elif isinstance(note, Balloon) and not note.is_kusudama:
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balloons.append(note)
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else:
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regular_notes.append(note)
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# Draw drumrolls first
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for note in drumrolls:
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self.draw_drumroll(current_ms, note, current_eighth)
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# Draw balloons
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for note in balloons:
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x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
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y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
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if isinstance(note, Drumroll):
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self.draw_drumroll(current_ms, note, current_eighth)
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elif isinstance(note, Balloon) and not note.is_kusudama:
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self.draw_balloon(current_ms, note, current_eighth)
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tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
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else:
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if note.display:
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tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192, center=True)
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tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
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self.draw_balloon(current_ms, note, current_eighth)
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tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
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# Draw regular notes in batches
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for note in regular_notes:
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x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
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y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
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if note.display:
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tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192, center=True)
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tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
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def draw_modifiers(self):
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tex.draw_texture('lane', 'mod_shinuchi')
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# Batch modifier texture draws to reduce state changes
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modifiers_to_draw = ['mod_shinuchi']
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# Speed modifiers
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if global_data.modifiers.speed >= 4:
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tex.draw_texture('lane', 'mod_yonbai')
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modifiers_to_draw.append('mod_yonbai')
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elif global_data.modifiers.speed >= 3:
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tex.draw_texture('lane', 'mod_sanbai')
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modifiers_to_draw.append('mod_sanbai')
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elif global_data.modifiers.speed > 1:
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tex.draw_texture('lane', 'mod_baisaku')
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modifiers_to_draw.append('mod_baisaku')
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# Other modifiers
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if global_data.modifiers.display:
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tex.draw_texture('lane', 'mod_doron')
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modifiers_to_draw.append('mod_doron')
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if global_data.modifiers.inverse:
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tex.draw_texture('lane', 'mod_abekobe')
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modifiers_to_draw.append('mod_abekobe')
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if global_data.modifiers.random == 2:
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tex.draw_texture('lane', 'mod_detarame')
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modifiers_to_draw.append('mod_detarame')
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elif global_data.modifiers.random == 1:
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tex.draw_texture('lane', 'mod_kimagure')
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modifiers_to_draw.append('mod_kimagure')
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# Draw all modifiers in one batch
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for modifier in modifiers_to_draw:
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tex.draw_texture('lane', modifier)
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def draw(self, game_screen: GameScreen):
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current_ms = game_screen.current_ms
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# Group 1: Background and lane elements
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tex.draw_texture('lane', 'lane_background')
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self.gauge.draw()
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if self.lane_hit_effect is not None:
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self.lane_hit_effect.draw()
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tex.draw_texture('lane', 'lane_hit_circle')
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# Group 2: Judgement and hit effects
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for anim in self.draw_judge_list:
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anim.draw()
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current_ms = game_screen.current_ms
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# Group 3: Notes and bars (game content)
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self.draw_bars(current_ms)
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self.draw_notes(current_ms, game_screen.start_ms)
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# Group 4: Lane covers and UI elements (batch similar textures)
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tex.draw_texture('lane', f'{self.player_number}p_lane_cover')
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tex.draw_texture('lane', 'drum')
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if global_data.modifiers.auto:
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tex.draw_texture('lane', 'auto_icon')
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# Group 5: Hit effects and animations
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for anim in self.draw_drum_hit_list:
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anim.draw()
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self.combo_display.draw()
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tex.draw_texture('lane', 'lane_score_cover')
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tex.draw_texture('lane', f'{self.player_number}p_icon')
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tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty)
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if not global_data.modifiers.auto:
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self.nameplate.draw(-62, 285)
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self.draw_modifiers()
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self.chara.draw()
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if self.drumroll_counter is not None:
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self.drumroll_counter.draw()
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for anim in self.draw_arc_list:
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anim.draw(game_screen)
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for anim in self.gauge_hit_effect:
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anim.draw()
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# Group 6: UI overlays
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self.combo_display.draw()
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tex.draw_texture('lane', 'lane_score_cover')
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tex.draw_texture('lane', f'{self.player_number}p_icon')
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tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty)
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# Group 7: Player-specific elements
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if not global_data.modifiers.auto:
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self.nameplate.draw(-62, 285)
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self.draw_modifiers()
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self.chara.draw()
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# Group 8: Special animations and counters
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if self.drumroll_counter is not None:
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self.drumroll_counter.draw()
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if self.balloon_anim is not None:
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self.balloon_anim.draw()
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if self.kusudama_anim is not None:
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@@ -791,7 +835,6 @@ class Judgement:
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self.texture_animation.start()
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def update(self, current_ms):
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# Batch animation updates for better performance
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animations = [self.fade_animation_1, self.fade_animation_2, self.move_animation, self.texture_animation]
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for anim in animations:
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anim.update(current_ms)
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@@ -801,32 +844,27 @@ class Judgement:
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def draw(self):
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y = self.move_animation.attribute
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index = int(self.texture_animation.attribute)
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hit_color = ray.fade(ray.WHITE, self.fade_animation_1.attribute)
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color = ray.fade(ray.WHITE, self.fade_animation_2.attribute)
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if self.curr_hit_ms is not None:
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if float(self.curr_hit_ms) < -(global_data.config['general']['hard_judge']):
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color = ray.fade(ray.BLUE, self.fade_animation_2.attribute)
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elif float(self.curr_hit_ms) > (global_data.config['general']['hard_judge']):
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color = ray.fade(ray.RED, self.fade_animation_2.attribute)
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index = self.texture_animation.attribute
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hit_fade = self.fade_animation_1.attribute
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fade = self.fade_animation_2.attribute
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if self.type == 'GOOD':
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if self.big:
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tex.draw_texture('hit_effect', 'hit_effect_good_big', color=color)
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tex.draw_texture('hit_effect', 'outer_good_big', frame=index, color=hit_color)
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tex.draw_texture('hit_effect', 'hit_effect_good_big', fade=fade)
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tex.draw_texture('hit_effect', 'outer_good_big', frame=index, fade=hit_fade)
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else:
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tex.draw_texture('hit_effect', 'hit_effect_good', color=color)
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tex.draw_texture('hit_effect', 'outer_good', frame=index, color=hit_color)
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tex.draw_texture('hit_effect', 'judge_good', y=y, color=color)
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tex.draw_texture('hit_effect', 'hit_effect_good', fade=fade)
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tex.draw_texture('hit_effect', 'outer_good', frame=index, fade=hit_fade)
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tex.draw_texture('hit_effect', 'judge_good', y=y, fade=fade)
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elif self.type == 'OK':
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if self.big:
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tex.draw_texture('hit_effect', 'hit_effect_ok_big', color=color)
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tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, color=hit_color)
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tex.draw_texture('hit_effect', 'hit_effect_ok_big', fade=fade)
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tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, fade=hit_fade)
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else:
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tex.draw_texture('hit_effect', 'hit_effect_ok', color=color)
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tex.draw_texture('hit_effect', 'outer_ok', frame=index, color=hit_color)
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tex.draw_texture('hit_effect', 'judge_ok', y=y, color=color)
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tex.draw_texture('hit_effect', 'hit_effect_ok', fade=fade)
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tex.draw_texture('hit_effect', 'outer_ok', frame=index, fade=hit_fade)
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tex.draw_texture('hit_effect', 'judge_ok', y=y, fade=fade)
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elif self.type == 'BAD':
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tex.draw_texture('hit_effect', 'judge_bad', y=y, color=color)
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tex.draw_texture('hit_effect', 'judge_bad', y=y, fade=fade)
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class LaneHitEffect:
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def __init__(self, type: str):
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@@ -874,6 +912,9 @@ class DrumHitEffect:
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tex.draw_texture('lane', 'drum_kat_r', fade=self.fade.attribute)
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class GaugeHitEffect:
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# Pre-define color thresholds for better performance
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_COLOR_THRESHOLDS = [(0.70, ray.WHITE), (0.80, ray.YELLOW), (0.90, ray.ORANGE), (1.00, ray.RED)]
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def __init__(self, note_type: int, big: bool):
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self.note_type = note_type
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self.is_big = big
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@@ -889,53 +930,104 @@ class GaugeHitEffect:
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self.rotation.start()
|
||||
self.color = ray.fade(ray.YELLOW, self.circle_fadein.attribute)
|
||||
self.is_finished = False
|
||||
|
||||
self.texture_color = ray.WHITE
|
||||
self.dest_width = 152
|
||||
self.dest_height = 152
|
||||
self.origin = ray.Vector2(76, 76) # 152/2
|
||||
self.rotation_angle = 0
|
||||
self.x2_pos = -152
|
||||
self.y2_pos = -152
|
||||
|
||||
# Cache for texture selection
|
||||
self.circle_texture = 'hit_effect_circle_big' if self.is_big else 'hit_effect_circle'
|
||||
self._last_resize_value = -1
|
||||
self._cached_texture_color = ray.WHITE
|
||||
|
||||
def _get_texture_color_for_resize(self, resize_value):
|
||||
"""Calculate texture color based on resize attribute value with caching"""
|
||||
# Use cached value if resize hasn't changed significantly
|
||||
if abs(resize_value - self._last_resize_value) < 0.01:
|
||||
return self._cached_texture_color
|
||||
|
||||
self._last_resize_value = resize_value
|
||||
|
||||
if resize_value >= 1.00:
|
||||
self._cached_texture_color = ray.RED
|
||||
else:
|
||||
# Use pre-defined thresholds for faster lookup
|
||||
self._cached_texture_color = ray.WHITE
|
||||
for threshold, color in self._COLOR_THRESHOLDS:
|
||||
if resize_value <= threshold:
|
||||
self._cached_texture_color = color
|
||||
break
|
||||
|
||||
return self._cached_texture_color
|
||||
|
||||
def update(self, current_ms):
|
||||
# Update all animations
|
||||
self.texture_change.update(current_ms)
|
||||
self.circle_fadein.update(current_ms)
|
||||
self.fade_out.update(current_ms)
|
||||
self.resize.update(current_ms)
|
||||
self.rotation.update(current_ms)
|
||||
color = ray.YELLOW
|
||||
if self.circle_fadein.is_finished:
|
||||
color = ray.WHITE
|
||||
self.color = ray.fade(color, min(self.fade_out.attribute, self.circle_fadein.attribute))
|
||||
|
||||
# Update circle color with optimized calculation
|
||||
base_color = ray.WHITE if self.circle_fadein.is_finished else ray.YELLOW
|
||||
fade_value = min(self.fade_out.attribute, self.circle_fadein.attribute)
|
||||
self.color = ray.fade(base_color, fade_value)
|
||||
|
||||
# Pre-compute drawing values only when resize changes significantly
|
||||
resize_val = self.resize.attribute
|
||||
if abs(resize_val - getattr(self, '_last_resize_calc', -1)) > 0.005:
|
||||
self._last_resize_calc = resize_val
|
||||
self.texture_color = self._get_texture_color_for_resize(resize_val)
|
||||
self.dest_width = 152 * resize_val
|
||||
self.dest_height = 152 * resize_val
|
||||
self.origin = ray.Vector2(self.dest_width / 2, self.dest_height / 2)
|
||||
self.x2_pos = -152 + (152 * resize_val)
|
||||
self.y2_pos = -152 + (152 * resize_val)
|
||||
|
||||
self.rotation_angle = self.rotation.attribute * 100
|
||||
|
||||
# Check if finished
|
||||
if self.fade_out.is_finished:
|
||||
self.is_finished = True
|
||||
def draw(self):
|
||||
color_map = {0.70: ray.WHITE, 0.80: ray.YELLOW, 0.90: ray.ORANGE, 1.00: ray.RED}
|
||||
texture_color = ray.WHITE
|
||||
for upper_bound, color in color_map.items():
|
||||
lower_bound = list(color_map.keys())[list(color_map.keys()).index(upper_bound) - 1] if list(color_map.keys()).index(upper_bound) > 0 else 0.70
|
||||
|
||||
if lower_bound <= self.resize.attribute <= upper_bound:
|
||||
texture_color = color
|
||||
elif self.resize.attribute >= upper_bound:
|
||||
texture_color = ray.RED
|
||||
dest_width = 152 * self.resize.attribute
|
||||
dest_height = 152 * self.resize.attribute
|
||||
origin = ray.Vector2(dest_width / 2, dest_height / 2)
|
||||
rotation = self.rotation.attribute*100
|
||||
tex.draw_texture('gauge', 'hit_effect', frame=self.texture_change.attribute, x2=-152 + (152 * self.resize.attribute), y2=-152 + (152 * self.resize.attribute), color=ray.fade(texture_color, self.fade_out.attribute), origin=origin, rotation=rotation, center=True)
|
||||
tex.draw_texture('notes', str(self.note_type), x=1158, y=101, fade=self.fade_out.attribute)
|
||||
if self.is_big:
|
||||
tex.draw_texture('gauge', 'hit_effect_circle_big', color=self.color)
|
||||
else:
|
||||
tex.draw_texture('gauge', 'hit_effect_circle', color=self.color)
|
||||
def draw(self):
|
||||
fade_value = self.fade_out.attribute
|
||||
|
||||
# Main hit effect texture
|
||||
tex.draw_texture('gauge', 'hit_effect',
|
||||
frame=self.texture_change.attribute,
|
||||
x2=self.x2_pos,
|
||||
y2=self.y2_pos,
|
||||
color=ray.fade(self.texture_color, fade_value),
|
||||
origin=self.origin,
|
||||
rotation=self.rotation_angle,
|
||||
center=True)
|
||||
|
||||
# Note type texture
|
||||
tex.draw_texture('notes', str(self.note_type),
|
||||
x=1158, y=101,
|
||||
fade=fade_value)
|
||||
|
||||
# Circle effect texture (use cached texture name)
|
||||
tex.draw_texture('gauge', self.circle_texture, color=self.color)
|
||||
|
||||
class NoteArc:
|
||||
def __init__(self, note_type: int, current_ms: float, player_number: int, big: bool, is_balloon: bool):
|
||||
self.note_type = note_type
|
||||
self.is_big = big
|
||||
self.is_balloon = is_balloon
|
||||
self.arc_points = 22
|
||||
self.arc_points = 100
|
||||
self.arc_duration = 22
|
||||
self.current_progress = 0
|
||||
self.create_ms = current_ms
|
||||
self.player_number = player_number
|
||||
curve_height = 425
|
||||
|
||||
self.start_x, self.start_y = 350, 192
|
||||
self.end_x, self.end_y = 1158, 101
|
||||
|
||||
if self.player_number == 1:
|
||||
# Control point influences the curve shape
|
||||
self.control_x = (self.start_x + self.end_x) // 2
|
||||
@@ -944,34 +1036,31 @@ class NoteArc:
|
||||
# For player 2 (assumed to be a downward arc)
|
||||
self.control_x = (self.start_x + self.end_x) // 2
|
||||
self.control_y = max(self.start_y, self.end_y) + curve_height # Arc downward
|
||||
|
||||
self.x_i = self.start_x
|
||||
self.y_i = self.start_y
|
||||
self.is_finished = False
|
||||
|
||||
self.total_path_length = math.sqrt((self.end_x - self.start_x)**2 + (self.end_y - self.start_y)**2) * 1.2 # Approximate arc length
|
||||
self.x_i = self.start_x
|
||||
self.y_i = self.start_y
|
||||
self.is_finished = False
|
||||
# Pre-calculate all arc points for better performance
|
||||
self.arc_points_cache = []
|
||||
for i in range(self.arc_points + 1):
|
||||
t = i / self.arc_points
|
||||
t_inv = 1.0 - t
|
||||
x = int(t_inv * t_inv * self.start_x + 2 * t_inv * t * self.control_x + t * t * self.end_x)
|
||||
y = int(t_inv * t_inv * self.start_y + 2 * t_inv * t * self.control_y + t * t * self.end_y)
|
||||
self.arc_points_cache.append((x, y))
|
||||
|
||||
def update(self, current_ms: float):
|
||||
if self.x_i >= self.end_x:
|
||||
self.is_finished = True
|
||||
self.x_i = self.end_x
|
||||
self.y_i = self.end_y
|
||||
return
|
||||
|
||||
ms_since_call = (current_ms - self.create_ms) / 16.67
|
||||
ms_since_call = max(0, min(ms_since_call, self.arc_points))
|
||||
|
||||
self.current_progress = ms_since_call / self.arc_points
|
||||
|
||||
t = self.current_progress
|
||||
t_inv = 1.0 - t
|
||||
|
||||
# Quadratic Bezier: B(t) = (1-t)²P₀ + 2(1-t)tP₁ + t²P₂
|
||||
self.x_i = int(t_inv * t_inv * self.start_x + 2 * t_inv * t * self.control_x + t * t * self.end_x)
|
||||
self.y_i = int(t_inv * t_inv * self.start_y + 2 * t_inv * t * self.control_y + t * t * self.end_y)
|
||||
ms_since_call = max(0, min(ms_since_call, self.arc_duration))
|
||||
self.current_progress = ms_since_call / self.arc_duration
|
||||
if self.current_progress >= 1.0:
|
||||
self.is_finished = True
|
||||
self.x_i, self.y_i = self.arc_points_cache[-1]
|
||||
return
|
||||
point_index = int(self.current_progress * self.arc_points)
|
||||
if point_index < len(self.arc_points_cache):
|
||||
self.x_i, self.y_i = self.arc_points_cache[point_index]
|
||||
else:
|
||||
self.x_i, self.y_i = self.arc_points_cache[-1]
|
||||
|
||||
def draw(self, game_screen: GameScreen):
|
||||
if self.is_balloon:
|
||||
@@ -1250,10 +1339,16 @@ class ScoreCounterAnimation:
|
||||
self.move_animation_4.start()
|
||||
|
||||
if player_num == '2':
|
||||
self.color = ray.fade(ray.Color(84, 250, 238, 255), 1.0)
|
||||
self.base_color = ray.Color(84, 250, 238, 255)
|
||||
else:
|
||||
self.color = ray.fade(ray.Color(254, 102, 0, 255), 1.0)
|
||||
self.base_color = ray.Color(254, 102, 0, 255)
|
||||
self.color = ray.fade(self.base_color, 1.0)
|
||||
self.is_finished = False
|
||||
|
||||
# Cache string and layout calculations
|
||||
self.counter_str = str(counter)
|
||||
self.margin = 20
|
||||
self.total_width = len(self.counter_str) * self.margin
|
||||
self.y_pos_list = []
|
||||
|
||||
def update(self, current_ms: float):
|
||||
@@ -1264,35 +1359,34 @@ class ScoreCounterAnimation:
|
||||
self.move_animation_4.update(current_ms)
|
||||
self.fade_animation_2.update(current_ms)
|
||||
|
||||
if self.fade_animation_1.is_finished:
|
||||
self.color = ray.fade(self.color, self.fade_animation_2.attribute)
|
||||
else:
|
||||
self.color = ray.fade(self.color, self.fade_animation_1.attribute)
|
||||
fade_value = self.fade_animation_2.attribute if self.fade_animation_1.is_finished else self.fade_animation_1.attribute
|
||||
self.color = ray.fade(self.base_color, fade_value)
|
||||
|
||||
if self.fade_animation_2.is_finished:
|
||||
self.is_finished = True
|
||||
self.y_pos_list = []
|
||||
for i in range(1, len(str(self.counter))+1):
|
||||
self.y_pos_list.append(self.move_animation_4.attribute + i*5)
|
||||
|
||||
# Cache y positions
|
||||
self.y_pos_list = [self.move_animation_4.attribute + i*5 for i in range(1, len(self.counter_str)+1)]
|
||||
|
||||
def draw(self):
|
||||
if self.move_animation_1.is_finished:
|
||||
x = self.move_animation_2.attribute
|
||||
else:
|
||||
x = self.move_animation_1.attribute
|
||||
x = self.move_animation_2.attribute if self.move_animation_1.is_finished else self.move_animation_1.attribute
|
||||
if x == 0:
|
||||
return
|
||||
counter = str(self.counter)
|
||||
margin = 20
|
||||
total_width = len(counter) * margin
|
||||
start_x = x - total_width
|
||||
for i, digit in enumerate(counter):
|
||||
|
||||
start_x = x - self.total_width
|
||||
|
||||
for i, digit in enumerate(self.counter_str):
|
||||
if self.move_animation_3.is_finished:
|
||||
y = self.y_pos_list[i]
|
||||
elif self.move_animation_2.is_finished:
|
||||
y = self.move_animation_3.attribute
|
||||
else:
|
||||
y = 148
|
||||
tex.draw_texture('lane', 'score_number', frame=int(digit), x=start_x + (i * margin), y=y, color=self.color)
|
||||
tex.draw_texture('lane', 'score_number',
|
||||
frame=int(digit),
|
||||
x=start_x + (i * self.margin),
|
||||
y=y,
|
||||
color=self.color)
|
||||
|
||||
class SongInfo:
|
||||
def __init__(self, song_name: str, genre: int):
|
||||
@@ -1451,14 +1545,30 @@ class Gauge:
|
||||
tex.draw_texture('gauge', 'border' + self.string_diff)
|
||||
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff)
|
||||
gauge_length = int(self.gauge_length)
|
||||
for i in range(gauge_length):
|
||||
if i == self.clear_start[self.difficulty] - 1:
|
||||
tex.draw_texture('gauge', 'bar_clear_transition', x=i*8)
|
||||
elif i > self.clear_start[self.difficulty] - 1:
|
||||
tex.draw_texture('gauge', 'bar_clear_top', x=i*8)
|
||||
tex.draw_texture('gauge', 'bar_clear_bottom', x=i*8)
|
||||
else:
|
||||
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=i*8)
|
||||
clear_point = self.clear_start[self.difficulty]
|
||||
|
||||
# Batch draw gauge bars by type instead of individual draws
|
||||
if gauge_length > 0:
|
||||
# Draw pre-clear bars as a batch
|
||||
pre_clear_length = min(gauge_length, clear_point - 1)
|
||||
if pre_clear_length > 0:
|
||||
for i in range(pre_clear_length):
|
||||
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=i*8)
|
||||
|
||||
# Draw clear transition bar if applicable
|
||||
if gauge_length >= clear_point - 1:
|
||||
tex.draw_texture('gauge', 'bar_clear_transition', x=(clear_point - 1)*8)
|
||||
|
||||
# Draw post-clear bars as a batch
|
||||
if gauge_length > clear_point:
|
||||
post_clear_start = clear_point
|
||||
post_clear_length = gauge_length - post_clear_start
|
||||
for i in range(post_clear_length):
|
||||
x_pos = (post_clear_start + i) * 8
|
||||
tex.draw_texture('gauge', 'bar_clear_top', x=x_pos)
|
||||
tex.draw_texture('gauge', 'bar_clear_bottom', x=x_pos)
|
||||
|
||||
# Rainbow effect for full gauge
|
||||
if gauge_length == self.gauge_max and self.rainbow_fade_in is not None and self.rainbow_animation is not None:
|
||||
if 0 < self.rainbow_animation.attribute < 8:
|
||||
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute)
|
||||
@@ -1471,7 +1581,9 @@ class Gauge:
|
||||
else:
|
||||
tex.draw_texture('gauge', f'{self.player_num}p_bar_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
|
||||
tex.draw_texture('gauge', 'overlay' + self.string_diff, fade=0.15)
|
||||
if gauge_length >= self.clear_start[self.difficulty]:
|
||||
|
||||
# Draw clear status indicators
|
||||
if gauge_length >= clear_point:
|
||||
tex.draw_texture('gauge', 'clear', index=min(2, self.difficulty))
|
||||
tex.draw_texture('gauge', 'tamashii')
|
||||
else:
|
||||
|
||||
@@ -35,6 +35,7 @@ class SettingsScreen:
|
||||
audio.close_audio_device()
|
||||
audio.device_type = global_data.config["audio"]["device_type"]
|
||||
audio.target_sample_rate = global_data.config["audio"]["sample_rate"]
|
||||
audio.buffer_size = global_data.config["audio"]["buffer_size"]
|
||||
audio.init_audio_device()
|
||||
return "ENTRY"
|
||||
|
||||
|
||||
@@ -601,7 +601,7 @@ class SongBox:
|
||||
cursor = con.cursor()
|
||||
# Batch database query for all diffs at once
|
||||
if self.tja.metadata.course_data:
|
||||
hash_values = [self.hash[diff] for diff in self.tja.metadata.course_data]
|
||||
hash_values = [self.hash[diff] for diff in self.tja.metadata.course_data if diff in self.hash]
|
||||
placeholders = ','.join('?' * len(hash_values))
|
||||
|
||||
batch_query = f"""
|
||||
@@ -614,6 +614,8 @@ class SongBox:
|
||||
hash_to_score = {row[0]: row[1:] for row in cursor.fetchall()}
|
||||
|
||||
for diff in self.tja.metadata.course_data:
|
||||
if diff not in self.hash:
|
||||
continue
|
||||
diff_hash = self.hash[diff]
|
||||
self.scores[diff] = hash_to_score.get(diff_hash)
|
||||
|
||||
@@ -707,19 +709,19 @@ class SongBox:
|
||||
highest_key = max(valid_scores.keys())
|
||||
score = self.scores[highest_key]
|
||||
if score and score[2] == 0 and score[3] == 0:
|
||||
tex.draw_texture('yellow_box', 'crown_dfc', x=x, y=y, frame=highest_key)
|
||||
tex.draw_texture('yellow_box', 'crown_dfc', x=x, y=y, frame=min(4, highest_key))
|
||||
elif score and score[3] == 0:
|
||||
tex.draw_texture('yellow_box', 'crown_fc', x=x, y=y, frame=highest_key)
|
||||
tex.draw_texture('yellow_box', 'crown_fc', x=x, y=y, frame=min(4, highest_key))
|
||||
elif score and score[4] == 1:
|
||||
tex.draw_texture('yellow_box', 'crown_clear', x=x, y=y, frame=highest_key)
|
||||
tex.draw_texture('yellow_box', 'crown_clear', x=x, y=y, frame=min(4, highest_key))
|
||||
if self.crown: #Folder lamp
|
||||
highest_crown = max(self.crown)
|
||||
if self.crown[highest_crown] == 'DFC':
|
||||
tex.draw_texture('yellow_box', 'crown_dfc', x=x, y=y, frame=highest_crown)
|
||||
tex.draw_texture('yellow_box', 'crown_dfc', x=x, y=y, frame=min(4, highest_crown))
|
||||
elif self.crown[highest_crown] == 'FC':
|
||||
tex.draw_texture('yellow_box', 'crown_fc', x=x, y=y, frame=highest_crown)
|
||||
tex.draw_texture('yellow_box', 'crown_fc', x=x, y=y, frame=min(4, highest_crown))
|
||||
else:
|
||||
tex.draw_texture('yellow_box', 'crown_clear', x=x, y=y, frame=highest_crown)
|
||||
tex.draw_texture('yellow_box', 'crown_clear', x=x, y=y, frame=min(4, highest_crown))
|
||||
|
||||
def _draw_open(self, x: int, y: int, fade_override: Optional[float]):
|
||||
color = ray.WHITE
|
||||
|
||||
Reference in New Issue
Block a user