many optimizations and bug fixes

This commit is contained in:
Anthony Samms
2025-09-18 10:26:12 -04:00
parent 3fc0c80e0a
commit 92e6197fd2
17 changed files with 398 additions and 300 deletions

View File

@@ -68,7 +68,7 @@ def main():
if global_data.config["video"]["target_fps"] != -1: if global_data.config["video"]["target_fps"] != -1:
ray.set_target_fps(global_data.config["video"]["target_fps"]) ray.set_target_fps(global_data.config["video"]["target_fps"])
ray.set_config_flags(ray.ConfigFlags.FLAG_MSAA_4X_HINT) ray.set_config_flags(ray.ConfigFlags.FLAG_MSAA_4X_HINT)
ray.set_trace_log_level(ray.TraceLogLevel.LOG_WARNING) ray.set_trace_log_level(ray.TraceLogLevel.LOG_INFO)
camera = ray.Camera3D() camera = ray.Camera3D()
camera.position = ray.Vector3(0.0, 0.0, 10.0) # Camera position camera.position = ray.Vector3(0.0, 0.0, 10.0) # Camera position

View File

@@ -4,6 +4,7 @@ judge_offset = 0
visual_offset = 0 visual_offset = 0
language = "ja" language = "ja"
hard_judge = 108 hard_judge = 108
touch_enabled = false
[nameplate] [nameplate]
name = 'どんちゃん' name = 'どんちゃん'
@@ -31,6 +32,7 @@ right_kat = [12]
[audio] [audio]
device_type = 0 device_type = 0
sample_rate = -1 sample_rate = -1
buffer_size = 0
exclusive = false exclusive = false
[video] [video]

View File

@@ -44,7 +44,7 @@ ffi.cdef("""
// Device management // Device management
void list_host_apis(void); void list_host_apis(void);
void init_audio_device(PaHostApiIndex host_api, double sample_rate); void init_audio_device(PaHostApiIndex host_api, double sample_rate, unsigned long buffer_size);
void close_audio_device(void); void close_audio_device(void);
bool is_audio_device_ready(void); bool is_audio_device_ready(void);
void set_master_volume(float volume); void set_master_volume(float volume);
@@ -128,11 +128,12 @@ except OSError as e:
raise raise
class AudioEngine: class AudioEngine:
def __init__(self, device_type: int, sample_rate: float): def __init__(self, device_type: int, sample_rate: float, buffer_size: int):
self.device_type = device_type self.device_type = device_type
if sample_rate == -1: if sample_rate == -1:
sample_rate = 44100 sample_rate = 44100
self.target_sample_rate = sample_rate self.target_sample_rate = sample_rate
self.buffer_size = buffer_size
self.sounds = {} # sound_id -> sound struct self.sounds = {} # sound_id -> sound struct
self.music_streams = {} # music_id -> music struct self.music_streams = {} # music_id -> music struct
self.sound_counter = 0 self.sound_counter = 0
@@ -145,7 +146,7 @@ class AudioEngine:
def init_audio_device(self) -> bool: def init_audio_device(self) -> bool:
"""Initialize the audio device""" """Initialize the audio device"""
try: try:
lib.init_audio_device(self.device_type, self.target_sample_rate) # type: ignore lib.init_audio_device(self.device_type, self.target_sample_rate, self.buffer_size) # type: ignore
self.audio_device_ready = lib.is_audio_device_ready() # type: ignore self.audio_device_ready = lib.is_audio_device_ready() # type: ignore
if self.audio_device_ready: if self.audio_device_ready:
print("Audio device initialized successfully") print("Audio device initialized successfully")
@@ -361,5 +362,5 @@ class AudioEngine:
return 0.0 return 0.0
# Create the global audio instance # Create the global audio instance
audio = AudioEngine(get_config()["audio"]["device_type"], get_config()["audio"]["sample_rate"]) audio = AudioEngine(get_config()["audio"]["device_type"], get_config()["audio"]["sample_rate"], get_config()["audio"]["buffer_size"])
audio.set_master_volume(0.75) audio.set_master_volume(0.75)

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@@ -114,7 +114,7 @@ typedef struct AudioData {
// Function declarations // Function declarations
// Device management // Device management
void list_host_apis(void); void list_host_apis(void);
void init_audio_device(PaHostApiIndex host_api, double sample_rate); void init_audio_device(PaHostApiIndex host_api, double sample_rate, unsigned long buffer_size);
void close_audio_device(void); void close_audio_device(void);
bool is_audio_device_ready(void); bool is_audio_device_ready(void);
void set_master_volume(float volume); void set_master_volume(float volume);
@@ -322,7 +322,7 @@ PaDeviceIndex get_best_output_device_for_host_api(PaHostApiIndex hostApi)
} }
// Device management implementations // Device management implementations
void init_audio_device(PaHostApiIndex host_api, double sample_rate) void init_audio_device(PaHostApiIndex host_api, double sample_rate, unsigned long buffer_size)
{ {
// Initialize PortAudio // Initialize PortAudio
PaError err = Pa_Initialize(); PaError err = Pa_Initialize();
@@ -358,7 +358,7 @@ void init_audio_device(PaHostApiIndex host_api, double sample_rate)
NULL, // No input NULL, // No input
&AUDIO.System.outputParameters, // Output parameters &AUDIO.System.outputParameters, // Output parameters
sample_rate, // Sample rate sample_rate, // Sample rate
paFramesPerBufferUnspecified, // Frames per buffer (let PortAudio decide) buffer_size, // Frames per buffer (let PortAudio decide)
paClipOff, // No clipping paClipOff, // No clipping
port_audio_callback, // Callback function port_audio_callback, // Callback function
NULL); // User data NULL); // User data

View File

@@ -79,7 +79,7 @@ void list_host_apis(void);
* Initialize the audio device and system * Initialize the audio device and system
* Must be called before using any other audio functions * Must be called before using any other audio functions
*/ */
void init_audio_device(PaHostApiIndex host_api, double sample_rate); void init_audio_device(PaHostApiIndex host_api, double sample_rate, unsigned long buffer_size);
/** /**
* Close the audio device and cleanup resources * Close the audio device and cleanup resources

View File

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

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@@ -76,13 +76,6 @@ def build_song_hashes(output_dir=Path("cache")):
all_tja_files: list[Path] = [] all_tja_files: list[Path] = []
for root_dir in tja_paths: for root_dir in tja_paths:
root_path = Path(root_dir) root_path = Path(root_dir)
'''
if (root_path / '.git').exists():
repo = Repo(root_path)
origin = repo.remotes.origin
origin.pull()
print('Pulled latest from', root_path)
'''
all_tja_files.extend(root_path.rglob("*.tja")) all_tja_files.extend(root_path.rglob("*.tja"))
global_data.total_songs = len(all_tja_files) global_data.total_songs = len(all_tja_files)

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@@ -153,6 +153,7 @@ class TextureWrapper:
self.load_zip(screen_name, zip.name) self.load_zip(screen_name, zip.name)
def control(self, tex_object: Texture, index: int = 0): def control(self, tex_object: Texture, index: int = 0):
'''debug function'''
distance = 1 distance = 1
if ray.is_key_down(ray.KeyboardKey.KEY_LEFT_SHIFT): if ray.is_key_down(ray.KeyboardKey.KEY_LEFT_SHIFT):
distance = 10 distance = 10

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@@ -39,27 +39,6 @@ def force_dedicated_gpu():
except Exception as e: except Exception as e:
print(e) print(e)
def load_all_textures_from_zip(zip_path: Path) -> dict[str, list[ray.Texture]]:
result_dict = dict()
with zipfile.ZipFile(zip_path, 'r') as zip_ref:
files = zip_ref.namelist()
for file in files:
with zip_ref.open(file) as image_file:
with tempfile.NamedTemporaryFile(delete=False, suffix='.png') as temp_file:
temp_file.write(image_file.read())
temp_file_path = temp_file.name
texture = ray.load_texture(temp_file_path)
os.remove(temp_file_path)
true_filename, index = file.split('_img')
index = int(index.split('.')[0])
if true_filename not in result_dict:
result_dict[true_filename] = []
while len(result_dict[true_filename]) <= index:
result_dict[true_filename].append(None)
result_dict[true_filename][index] = texture
return result_dict
def rounded(num: float) -> int: def rounded(num: float) -> int:
sign = 1 if (num >= 0) else -1 sign = 1 if (num >= 0) else -1
num = abs(num) num = abs(num)
@@ -143,6 +122,8 @@ def is_r_don_pressed() -> bool:
if ray.is_gamepad_button_pressed(0, button): if ray.is_gamepad_button_pressed(0, button):
return True return True
if not global_data.config["general"]["touch_enabled"]:
return False
mid_x, mid_y = (1280//2, 720) mid_x, mid_y = (1280//2, 720)
allowed_gestures = {ray.Gesture.GESTURE_TAP, ray.Gesture.GESTURE_DOUBLETAP} allowed_gestures = {ray.Gesture.GESTURE_TAP, ray.Gesture.GESTURE_DOUBLETAP}
if ray.get_gesture_detected() in allowed_gestures and ray.is_gesture_detected(ray.get_gesture_detected()): if ray.get_gesture_detected() in allowed_gestures and ray.is_gesture_detected(ray.get_gesture_detected()):
@@ -165,6 +146,8 @@ def is_l_kat_pressed() -> bool:
if ray.is_gamepad_button_pressed(0, button): if ray.is_gamepad_button_pressed(0, button):
return True return True
if not global_data.config["general"]["touch_enabled"]:
return False
mid_x, mid_y = (1280//2, 720) mid_x, mid_y = (1280//2, 720)
allowed_gestures = {ray.Gesture.GESTURE_TAP, ray.Gesture.GESTURE_DOUBLETAP} allowed_gestures = {ray.Gesture.GESTURE_TAP, ray.Gesture.GESTURE_DOUBLETAP}
if ray.get_gesture_detected() in allowed_gestures and ray.is_gesture_detected(ray.get_gesture_detected()): if ray.get_gesture_detected() in allowed_gestures and ray.is_gesture_detected(ray.get_gesture_detected()):
@@ -187,6 +170,8 @@ def is_r_kat_pressed() -> bool:
if ray.is_gamepad_button_pressed(0, button): if ray.is_gamepad_button_pressed(0, button):
return True return True
if not global_data.config["general"]["touch_enabled"]:
return False
mid_x, mid_y = (1280//2, 720) mid_x, mid_y = (1280//2, 720)
allowed_gestures = {ray.Gesture.GESTURE_TAP, ray.Gesture.GESTURE_DOUBLETAP} allowed_gestures = {ray.Gesture.GESTURE_TAP, ray.Gesture.GESTURE_DOUBLETAP}
if ray.get_gesture_detected() in allowed_gestures and ray.is_gesture_detected(ray.get_gesture_detected()): if ray.get_gesture_detected() in allowed_gestures and ray.is_gesture_detected(ray.get_gesture_detected()):

View File

@@ -8,8 +8,6 @@ dependencies = [
"moviepy>=2.1.2", "moviepy>=2.1.2",
"raylib-sdl>=5.5.0.2", "raylib-sdl>=5.5.0.2",
"tomlkit>=0.13.3", "tomlkit>=0.13.3",
"dotenv>=0.9.9",
"gitpython>=3.1.44",
] ]
[tool.vulture] [tool.vulture]

View File

@@ -2,6 +2,7 @@ import pyray as ray
from libs.global_objects import Indicator from libs.global_objects import Indicator
from libs.utils import get_current_ms from libs.utils import get_current_ms
from libs.texture import tex
class DevScreen: class DevScreen:
@@ -9,10 +10,12 @@ class DevScreen:
self.width = 1280 self.width = 1280
self.height = 720 self.height = 720
self.screen_init = False self.screen_init = False
self.length = 100
def on_screen_start(self): def on_screen_start(self):
if not self.screen_init: if not self.screen_init:
self.screen_init = True self.screen_init = True
tex.load_screen_textures('game')
self.indicator = Indicator(Indicator.State.SELECT) self.indicator = Indicator(Indicator.State.SELECT)
def on_screen_end(self, next_screen: str): def on_screen_end(self, next_screen: str):
@@ -24,10 +27,27 @@ class DevScreen:
self.indicator.update(get_current_ms()) self.indicator.update(get_current_ms())
if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER): if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
return self.on_screen_end('GAME') return self.on_screen_end('GAME')
elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
self.length += 1
print(self.length)
elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT):
self.length -= 1
print(self.length)
elif ray.is_key_pressed(ray.KeyboardKey.KEY_UP):
self.length += 10
print(self.length)
elif ray.is_key_pressed(ray.KeyboardKey.KEY_DOWN):
self.length -= 10
print(self.length)
def draw(self): def draw(self):
ray.draw_rectangle(0, 0, 1280, 720, ray.GREEN) ray.draw_rectangle(0, 0, 1280, 720, ray.GREEN)
self.indicator.draw(430, 575) start_position = 100
end_position = start_position + self.length
color = ray.WHITE
tex.draw_texture('notes', "8", frame=0, x=start_position+64, y=192, x2=self.length-47, color=color)
tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192, color=color)
tex.draw_texture('notes', str(5), frame=0, x=start_position, y=192, color=color)
def draw_3d(self): def draw_3d(self):
pass pass

View File

@@ -282,16 +282,11 @@ class Box:
def _draw_highlighted(self, color): def _draw_highlighted(self, color):
texture_left = tex.textures['mode_select']['box_highlight_left'].texture texture_left = tex.textures['mode_select']['box_highlight_left'].texture
texture_center = tex.textures['mode_select']['box_highlight_center'].texture if isinstance(texture_left, list):
texture_right = tex.textures['mode_select']['box_highlight_right'].texture
if isinstance(texture_center, list) or isinstance(texture_left, list):
raise Exception("highlight textures cannot be iterable") raise Exception("highlight textures cannot be iterable")
center_src = ray.Rectangle(0, 0, texture_center.width, texture_center.height) 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)
center_dest = ray.Rectangle(self.left_x + texture_left.width, self.y, self.right_x - self.left_x, texture_center.height) tex.draw_texture('mode_select', 'box_highlight_left', x=self.left_x, y=self.y, color=color)
ray.draw_texture_pro(texture_center, center_src, center_dest, ray.Vector2(0, 0), 0, color) tex.draw_texture('mode_select', 'box_highlight_right', x=self.right_x, y=self.y, color=color)
ray.draw_texture(texture_center, self.left_x, self.y, color)
ray.draw_texture(texture_left, self.left_x, self.y, color)
ray.draw_texture(texture_right, self.right_x, self.y, color)
def _draw_text(self, color): def _draw_text(self, color):
text_x = self.x + (self.texture.width//2) - (self.text.texture.width//2) text_x = self.x + (self.texture.width//2) - (self.text.texture.width//2)

View File

@@ -284,17 +284,10 @@ class Player:
self.autoplay_hit_side = 'L' self.autoplay_hit_side = 'L'
self.last_subdivision = -1 self.last_subdivision = -1
# Performance optimization: cache frequently used string conversions
self._cached_combo_str = ""
self._cached_combo = -1
self._cached_score_str = ""
self._cached_score = -1
def get_result_score(self): def get_result_score(self):
return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll
def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int: def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int:
# Cache frequently used calculations
time_diff = load_ms - current_ms time_diff = load_ms - current_ms
return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset
@@ -306,16 +299,15 @@ class Player:
if not animation_list: if not animation_list:
return return
# More efficient: collect finished animations and remove them in one pass # More efficient: use list comprehension to filter out finished animations
finished_indices = [] remaining_animations = []
for i, animation in enumerate(animation_list): for animation in animation_list:
animation.update(current_time) animation.update(current_time)
if animation.is_finished: if not animation.is_finished:
finished_indices.append(i) remaining_animations.append(animation)
# Remove in reverse order to maintain indices # Replace the original list contents
for i in reversed(finished_indices): animation_list[:] = remaining_animations
animation_list.pop(i)
def bar_manager(self, current_ms: float): def bar_manager(self, current_ms: float):
#Add bar to current_bars list if it is ready to be shown on screen #Add bar to current_bars list if it is ready to be shown on screen
@@ -370,7 +362,7 @@ class Player:
if 5 <= current_note.type <= 7: if 5 <= current_note.type <= 7:
bisect.insort_left(self.current_notes_draw, current_note, key=lambda x: x.index) bisect.insort_left(self.current_notes_draw, current_note, key=lambda x: x.index)
try: try:
tail_note = next(note for note in self.draw_note_list if note.type == 8) tail_note = next((note for note in self.draw_note_list if note.type == 8))
bisect.insort_left(self.current_notes_draw, tail_note, key=lambda x: x.index) bisect.insort_left(self.current_notes_draw, tail_note, key=lambda x: x.index)
self.draw_note_list.remove(tail_note) self.draw_note_list.remove(tail_note)
except Exception as e: except Exception as e:
@@ -648,11 +640,12 @@ class Player:
length = end_position - start_position length = end_position - start_position
color = ray.Color(255, head.color, head.color, 255) color = ray.Color(255, head.color, head.color, 255)
if head.display: if head.display:
tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192, x2=length-64-32, color=color) if length > 0:
if is_big: tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192, x2=length-47, color=color)
tex.draw_texture('notes', "drumroll_big_tail", x=end_position, y=192, color=color) if is_big:
else: tex.draw_texture('notes', "drumroll_big_tail", x=end_position+64, y=192, color=color)
tex.draw_texture('notes', "drumroll_tail", x=end_position, y=192, color=color) else:
tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192, color=color)
tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=start_position, y=192, color=color) tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=start_position, y=192, color=color)
tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position + 60, y=323, x2=length) tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position + 60, y=323, x2=length)
@@ -679,12 +672,18 @@ class Player:
if not self.current_bars: if not self.current_bars:
return return
# Batch bar draws by pre-calculating positions
bar_draws = []
for bar in reversed(self.current_bars): for bar in reversed(self.current_bars):
if not bar.display: if not bar.display:
continue continue
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, bar.load_ms, bar.pixels_per_frame_x) x_position = self.get_position_x(SCREEN_WIDTH, current_ms, bar.load_ms, bar.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, bar.load_ms, bar.pixels_per_frame_y, bar.pixels_per_frame_x) y_position = self.get_position_y(current_ms, bar.load_ms, bar.pixels_per_frame_y, bar.pixels_per_frame_x)
tex.draw_texture('notes', str(bar.type), x=x_position+60, y=y_position+190) bar_draws.append((str(bar.type), x_position+60, y_position+190))
# Draw all bars in one batch
for bar_type, x, y in bar_draws:
tex.draw_texture('notes', bar_type, x=x, y=y)
def draw_notes(self, current_ms: float, start_ms: float): def draw_notes(self, current_ms: float, start_ms: float):
if not self.current_notes_draw: if not self.current_notes_draw:
@@ -695,71 +694,116 @@ class Player:
if self.combo >= 50 and eighth_in_ms != 0: if self.combo >= 50 and eighth_in_ms != 0:
current_eighth = int((current_ms - start_ms) // eighth_in_ms) current_eighth = int((current_ms - start_ms) // eighth_in_ms)
# Separate notes by type for better batching
regular_notes = []
drumrolls = []
balloons = []
for note in reversed(self.current_notes_draw): for note in reversed(self.current_notes_draw):
if self.is_balloon and note == self.current_notes_draw[0]: if self.is_balloon and note == self.current_notes_draw[0]:
continue continue
if note.type == 8: if note.type == 8:
continue continue
if isinstance(note, Drumroll):
drumrolls.append(note)
elif isinstance(note, Balloon) and not note.is_kusudama:
balloons.append(note)
else:
regular_notes.append(note)
# Draw drumrolls first
for note in drumrolls:
self.draw_drumroll(current_ms, note, current_eighth)
# Draw balloons
for note in balloons:
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x) x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x) y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
if isinstance(note, Drumroll): self.draw_balloon(current_ms, note, current_eighth)
self.draw_drumroll(current_ms, note, current_eighth) tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
elif isinstance(note, Balloon) and not note.is_kusudama:
self.draw_balloon(current_ms, note, current_eighth) # Draw regular notes in batches
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position) for note in regular_notes:
else: x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
if note.display: y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192, center=True) if note.display:
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position) tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192, center=True)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
def draw_modifiers(self): def draw_modifiers(self):
tex.draw_texture('lane', 'mod_shinuchi') # Batch modifier texture draws to reduce state changes
modifiers_to_draw = ['mod_shinuchi']
# Speed modifiers
if global_data.modifiers.speed >= 4: if global_data.modifiers.speed >= 4:
tex.draw_texture('lane', 'mod_yonbai') modifiers_to_draw.append('mod_yonbai')
elif global_data.modifiers.speed >= 3: elif global_data.modifiers.speed >= 3:
tex.draw_texture('lane', 'mod_sanbai') modifiers_to_draw.append('mod_sanbai')
elif global_data.modifiers.speed > 1: elif global_data.modifiers.speed > 1:
tex.draw_texture('lane', 'mod_baisaku') modifiers_to_draw.append('mod_baisaku')
# Other modifiers
if global_data.modifiers.display: if global_data.modifiers.display:
tex.draw_texture('lane', 'mod_doron') modifiers_to_draw.append('mod_doron')
if global_data.modifiers.inverse: if global_data.modifiers.inverse:
tex.draw_texture('lane', 'mod_abekobe') modifiers_to_draw.append('mod_abekobe')
if global_data.modifiers.random == 2: if global_data.modifiers.random == 2:
tex.draw_texture('lane', 'mod_detarame') modifiers_to_draw.append('mod_detarame')
elif global_data.modifiers.random == 1: elif global_data.modifiers.random == 1:
tex.draw_texture('lane', 'mod_kimagure') modifiers_to_draw.append('mod_kimagure')
# Draw all modifiers in one batch
for modifier in modifiers_to_draw:
tex.draw_texture('lane', modifier)
def draw(self, game_screen: GameScreen): def draw(self, game_screen: GameScreen):
current_ms = game_screen.current_ms
# Group 1: Background and lane elements
tex.draw_texture('lane', 'lane_background') tex.draw_texture('lane', 'lane_background')
self.gauge.draw() self.gauge.draw()
if self.lane_hit_effect is not None: if self.lane_hit_effect is not None:
self.lane_hit_effect.draw() self.lane_hit_effect.draw()
tex.draw_texture('lane', 'lane_hit_circle') tex.draw_texture('lane', 'lane_hit_circle')
# Group 2: Judgement and hit effects
for anim in self.draw_judge_list: for anim in self.draw_judge_list:
anim.draw() anim.draw()
current_ms = game_screen.current_ms
# Group 3: Notes and bars (game content)
self.draw_bars(current_ms) self.draw_bars(current_ms)
self.draw_notes(current_ms, game_screen.start_ms) self.draw_notes(current_ms, game_screen.start_ms)
# Group 4: Lane covers and UI elements (batch similar textures)
tex.draw_texture('lane', f'{self.player_number}p_lane_cover') tex.draw_texture('lane', f'{self.player_number}p_lane_cover')
tex.draw_texture('lane', 'drum') tex.draw_texture('lane', 'drum')
if global_data.modifiers.auto: if global_data.modifiers.auto:
tex.draw_texture('lane', 'auto_icon') tex.draw_texture('lane', 'auto_icon')
# Group 5: Hit effects and animations
for anim in self.draw_drum_hit_list: for anim in self.draw_drum_hit_list:
anim.draw() anim.draw()
self.combo_display.draw()
tex.draw_texture('lane', 'lane_score_cover')
tex.draw_texture('lane', f'{self.player_number}p_icon')
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty)
if not global_data.modifiers.auto:
self.nameplate.draw(-62, 285)
self.draw_modifiers()
self.chara.draw()
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
for anim in self.draw_arc_list: for anim in self.draw_arc_list:
anim.draw(game_screen) anim.draw(game_screen)
for anim in self.gauge_hit_effect: for anim in self.gauge_hit_effect:
anim.draw() anim.draw()
# Group 6: UI overlays
self.combo_display.draw()
tex.draw_texture('lane', 'lane_score_cover')
tex.draw_texture('lane', f'{self.player_number}p_icon')
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty)
# Group 7: Player-specific elements
if not global_data.modifiers.auto:
self.nameplate.draw(-62, 285)
self.draw_modifiers()
self.chara.draw()
# Group 8: Special animations and counters
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
if self.balloon_anim is not None: if self.balloon_anim is not None:
self.balloon_anim.draw() self.balloon_anim.draw()
if self.kusudama_anim is not None: if self.kusudama_anim is not None:
@@ -791,7 +835,6 @@ class Judgement:
self.texture_animation.start() self.texture_animation.start()
def update(self, current_ms): def update(self, current_ms):
# Batch animation updates for better performance
animations = [self.fade_animation_1, self.fade_animation_2, self.move_animation, self.texture_animation] animations = [self.fade_animation_1, self.fade_animation_2, self.move_animation, self.texture_animation]
for anim in animations: for anim in animations:
anim.update(current_ms) anim.update(current_ms)
@@ -801,32 +844,27 @@ class Judgement:
def draw(self): def draw(self):
y = self.move_animation.attribute y = self.move_animation.attribute
index = int(self.texture_animation.attribute) index = self.texture_animation.attribute
hit_color = ray.fade(ray.WHITE, self.fade_animation_1.attribute) hit_fade = self.fade_animation_1.attribute
color = ray.fade(ray.WHITE, self.fade_animation_2.attribute) fade = self.fade_animation_2.attribute
if self.curr_hit_ms is not None:
if float(self.curr_hit_ms) < -(global_data.config['general']['hard_judge']):
color = ray.fade(ray.BLUE, self.fade_animation_2.attribute)
elif float(self.curr_hit_ms) > (global_data.config['general']['hard_judge']):
color = ray.fade(ray.RED, self.fade_animation_2.attribute)
if self.type == 'GOOD': if self.type == 'GOOD':
if self.big: if self.big:
tex.draw_texture('hit_effect', 'hit_effect_good_big', color=color) tex.draw_texture('hit_effect', 'hit_effect_good_big', fade=fade)
tex.draw_texture('hit_effect', 'outer_good_big', frame=index, color=hit_color) tex.draw_texture('hit_effect', 'outer_good_big', frame=index, fade=hit_fade)
else: else:
tex.draw_texture('hit_effect', 'hit_effect_good', color=color) tex.draw_texture('hit_effect', 'hit_effect_good', fade=fade)
tex.draw_texture('hit_effect', 'outer_good', frame=index, color=hit_color) tex.draw_texture('hit_effect', 'outer_good', frame=index, fade=hit_fade)
tex.draw_texture('hit_effect', 'judge_good', y=y, color=color) tex.draw_texture('hit_effect', 'judge_good', y=y, fade=fade)
elif self.type == 'OK': elif self.type == 'OK':
if self.big: if self.big:
tex.draw_texture('hit_effect', 'hit_effect_ok_big', color=color) tex.draw_texture('hit_effect', 'hit_effect_ok_big', fade=fade)
tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, color=hit_color) tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, fade=hit_fade)
else: else:
tex.draw_texture('hit_effect', 'hit_effect_ok', color=color) tex.draw_texture('hit_effect', 'hit_effect_ok', fade=fade)
tex.draw_texture('hit_effect', 'outer_ok', frame=index, color=hit_color) tex.draw_texture('hit_effect', 'outer_ok', frame=index, fade=hit_fade)
tex.draw_texture('hit_effect', 'judge_ok', y=y, color=color) tex.draw_texture('hit_effect', 'judge_ok', y=y, fade=fade)
elif self.type == 'BAD': elif self.type == 'BAD':
tex.draw_texture('hit_effect', 'judge_bad', y=y, color=color) tex.draw_texture('hit_effect', 'judge_bad', y=y, fade=fade)
class LaneHitEffect: class LaneHitEffect:
def __init__(self, type: str): def __init__(self, type: str):
@@ -874,6 +912,9 @@ class DrumHitEffect:
tex.draw_texture('lane', 'drum_kat_r', fade=self.fade.attribute) tex.draw_texture('lane', 'drum_kat_r', fade=self.fade.attribute)
class GaugeHitEffect: class GaugeHitEffect:
# Pre-define color thresholds for better performance
_COLOR_THRESHOLDS = [(0.70, ray.WHITE), (0.80, ray.YELLOW), (0.90, ray.ORANGE), (1.00, ray.RED)]
def __init__(self, note_type: int, big: bool): def __init__(self, note_type: int, big: bool):
self.note_type = note_type self.note_type = note_type
self.is_big = big self.is_big = big
@@ -889,53 +930,104 @@ class GaugeHitEffect:
self.rotation.start() self.rotation.start()
self.color = ray.fade(ray.YELLOW, self.circle_fadein.attribute) self.color = ray.fade(ray.YELLOW, self.circle_fadein.attribute)
self.is_finished = False 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): def update(self, current_ms):
# Update all animations
self.texture_change.update(current_ms) self.texture_change.update(current_ms)
self.circle_fadein.update(current_ms) self.circle_fadein.update(current_ms)
self.fade_out.update(current_ms) self.fade_out.update(current_ms)
self.resize.update(current_ms) self.resize.update(current_ms)
self.rotation.update(current_ms) self.rotation.update(current_ms)
color = ray.YELLOW
if self.circle_fadein.is_finished: # Update circle color with optimized calculation
color = ray.WHITE base_color = ray.WHITE if self.circle_fadein.is_finished else ray.YELLOW
self.color = ray.fade(color, min(self.fade_out.attribute, self.circle_fadein.attribute)) 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: if self.fade_out.is_finished:
self.is_finished = True 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: def draw(self):
texture_color = color fade_value = self.fade_out.attribute
elif self.resize.attribute >= upper_bound:
texture_color = ray.RED # Main hit effect texture
dest_width = 152 * self.resize.attribute tex.draw_texture('gauge', 'hit_effect',
dest_height = 152 * self.resize.attribute frame=self.texture_change.attribute,
origin = ray.Vector2(dest_width / 2, dest_height / 2) x2=self.x2_pos,
rotation = self.rotation.attribute*100 y2=self.y2_pos,
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) color=ray.fade(self.texture_color, fade_value),
tex.draw_texture('notes', str(self.note_type), x=1158, y=101, fade=self.fade_out.attribute) origin=self.origin,
if self.is_big: rotation=self.rotation_angle,
tex.draw_texture('gauge', 'hit_effect_circle_big', color=self.color) center=True)
else:
tex.draw_texture('gauge', 'hit_effect_circle', color=self.color) # 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: class NoteArc:
def __init__(self, note_type: int, current_ms: float, player_number: int, big: bool, is_balloon: bool): def __init__(self, note_type: int, current_ms: float, player_number: int, big: bool, is_balloon: bool):
self.note_type = note_type self.note_type = note_type
self.is_big = big self.is_big = big
self.is_balloon = is_balloon self.is_balloon = is_balloon
self.arc_points = 22 self.arc_points = 100
self.arc_duration = 22
self.current_progress = 0 self.current_progress = 0
self.create_ms = current_ms self.create_ms = current_ms
self.player_number = player_number self.player_number = player_number
curve_height = 425 curve_height = 425
self.start_x, self.start_y = 350, 192 self.start_x, self.start_y = 350, 192
self.end_x, self.end_y = 1158, 101 self.end_x, self.end_y = 1158, 101
if self.player_number == 1: if self.player_number == 1:
# Control point influences the curve shape # Control point influences the curve shape
self.control_x = (self.start_x + self.end_x) // 2 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) # For player 2 (assumed to be a downward arc)
self.control_x = (self.start_x + self.end_x) // 2 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.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.x_i = self.start_x
self.y_i = self.start_y self.y_i = self.start_y
self.is_finished = False 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): 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 = (current_ms - self.create_ms) / 16.67
ms_since_call = max(0, min(ms_since_call, self.arc_points)) ms_since_call = max(0, min(ms_since_call, self.arc_duration))
self.current_progress = ms_since_call / self.arc_duration
self.current_progress = ms_since_call / self.arc_points if self.current_progress >= 1.0:
self.is_finished = True
t = self.current_progress self.x_i, self.y_i = self.arc_points_cache[-1]
t_inv = 1.0 - t return
point_index = int(self.current_progress * self.arc_points)
# Quadratic Bezier: B(t) = (1-t)²P₀ + 2(1-t)tP₁ + t²P₂ if point_index < len(self.arc_points_cache):
self.x_i = int(t_inv * t_inv * self.start_x + 2 * t_inv * t * self.control_x + t * t * self.end_x) self.x_i, self.y_i = self.arc_points_cache[point_index]
self.y_i = int(t_inv * t_inv * self.start_y + 2 * t_inv * t * self.control_y + t * t * self.end_y) else:
self.x_i, self.y_i = self.arc_points_cache[-1]
def draw(self, game_screen: GameScreen): def draw(self, game_screen: GameScreen):
if self.is_balloon: if self.is_balloon:
@@ -1250,10 +1339,16 @@ class ScoreCounterAnimation:
self.move_animation_4.start() self.move_animation_4.start()
if player_num == '2': 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: 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 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 = [] self.y_pos_list = []
def update(self, current_ms: float): def update(self, current_ms: float):
@@ -1264,35 +1359,34 @@ class ScoreCounterAnimation:
self.move_animation_4.update(current_ms) self.move_animation_4.update(current_ms)
self.fade_animation_2.update(current_ms) self.fade_animation_2.update(current_ms)
if self.fade_animation_1.is_finished: 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.color, self.fade_animation_2.attribute) self.color = ray.fade(self.base_color, fade_value)
else:
self.color = ray.fade(self.color, self.fade_animation_1.attribute)
if self.fade_animation_2.is_finished: if self.fade_animation_2.is_finished:
self.is_finished = True self.is_finished = True
self.y_pos_list = []
for i in range(1, len(str(self.counter))+1): # Cache y positions
self.y_pos_list.append(self.move_animation_4.attribute + i*5) self.y_pos_list = [self.move_animation_4.attribute + i*5 for i in range(1, len(self.counter_str)+1)]
def draw(self): def draw(self):
if self.move_animation_1.is_finished: x = self.move_animation_2.attribute if self.move_animation_1.is_finished else self.move_animation_1.attribute
x = self.move_animation_2.attribute
else:
x = self.move_animation_1.attribute
if x == 0: if x == 0:
return return
counter = str(self.counter)
margin = 20 start_x = x - self.total_width
total_width = len(counter) * margin
start_x = x - total_width for i, digit in enumerate(self.counter_str):
for i, digit in enumerate(counter):
if self.move_animation_3.is_finished: if self.move_animation_3.is_finished:
y = self.y_pos_list[i] y = self.y_pos_list[i]
elif self.move_animation_2.is_finished: elif self.move_animation_2.is_finished:
y = self.move_animation_3.attribute y = self.move_animation_3.attribute
else: else:
y = 148 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: class SongInfo:
def __init__(self, song_name: str, genre: int): 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', 'border' + self.string_diff)
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff) tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff)
gauge_length = int(self.gauge_length) gauge_length = int(self.gauge_length)
for i in range(gauge_length): clear_point = self.clear_start[self.difficulty]
if i == self.clear_start[self.difficulty] - 1:
tex.draw_texture('gauge', 'bar_clear_transition', x=i*8) # Batch draw gauge bars by type instead of individual draws
elif i > self.clear_start[self.difficulty] - 1: if gauge_length > 0:
tex.draw_texture('gauge', 'bar_clear_top', x=i*8) # Draw pre-clear bars as a batch
tex.draw_texture('gauge', 'bar_clear_bottom', x=i*8) pre_clear_length = min(gauge_length, clear_point - 1)
else: if pre_clear_length > 0:
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=i*8) 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 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: 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) 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: 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', 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) 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', 'clear', index=min(2, self.difficulty))
tex.draw_texture('gauge', 'tamashii') tex.draw_texture('gauge', 'tamashii')
else: else:

View File

@@ -35,6 +35,7 @@ class SettingsScreen:
audio.close_audio_device() audio.close_audio_device()
audio.device_type = global_data.config["audio"]["device_type"] audio.device_type = global_data.config["audio"]["device_type"]
audio.target_sample_rate = global_data.config["audio"]["sample_rate"] audio.target_sample_rate = global_data.config["audio"]["sample_rate"]
audio.buffer_size = global_data.config["audio"]["buffer_size"]
audio.init_audio_device() audio.init_audio_device()
return "ENTRY" return "ENTRY"

View File

@@ -601,7 +601,7 @@ class SongBox:
cursor = con.cursor() cursor = con.cursor()
# Batch database query for all diffs at once # Batch database query for all diffs at once
if self.tja.metadata.course_data: 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)) placeholders = ','.join('?' * len(hash_values))
batch_query = f""" batch_query = f"""
@@ -614,6 +614,8 @@ class SongBox:
hash_to_score = {row[0]: row[1:] for row in cursor.fetchall()} hash_to_score = {row[0]: row[1:] for row in cursor.fetchall()}
for diff in self.tja.metadata.course_data: for diff in self.tja.metadata.course_data:
if diff not in self.hash:
continue
diff_hash = self.hash[diff] diff_hash = self.hash[diff]
self.scores[diff] = hash_to_score.get(diff_hash) self.scores[diff] = hash_to_score.get(diff_hash)
@@ -707,19 +709,19 @@ class SongBox:
highest_key = max(valid_scores.keys()) highest_key = max(valid_scores.keys())
score = self.scores[highest_key] score = self.scores[highest_key]
if score and score[2] == 0 and score[3] == 0: 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: 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: 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 if self.crown: #Folder lamp
highest_crown = max(self.crown) highest_crown = max(self.crown)
if self.crown[highest_crown] == 'DFC': 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': 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: 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]): def _draw_open(self, x: int, y: int, fade_override: Optional[float]):
color = ray.WHITE color = ray.WHITE

48
uv.lock generated
View File

@@ -69,41 +69,6 @@ wheels = [
{ url = "https://files.pythonhosted.org/packages/4e/8c/f3147f5c4b73e7550fe5f9352eaa956ae838d5c51eb58e7a25b9f3e2643b/decorator-5.2.1-py3-none-any.whl", hash = "sha256:d316bb415a2d9e2d2b3abcc4084c6502fc09240e292cd76a76afc106a1c8e04a", size = 9190, upload-time = "2025-02-24T04:41:32.565Z" }, { url = "https://files.pythonhosted.org/packages/4e/8c/f3147f5c4b73e7550fe5f9352eaa956ae838d5c51eb58e7a25b9f3e2643b/decorator-5.2.1-py3-none-any.whl", hash = "sha256:d316bb415a2d9e2d2b3abcc4084c6502fc09240e292cd76a76afc106a1c8e04a", size = 9190, upload-time = "2025-02-24T04:41:32.565Z" },
] ]
[[package]]
name = "dotenv"
version = "0.9.9"
source = { registry = "https://pypi.org/simple" }
dependencies = [
{ name = "python-dotenv" },
]
wheels = [
{ url = "https://files.pythonhosted.org/packages/b2/b7/545d2c10c1fc15e48653c91efde329a790f2eecfbbf2bd16003b5db2bab0/dotenv-0.9.9-py2.py3-none-any.whl", hash = "sha256:29cf74a087b31dafdb5a446b6d7e11cbce8ed2741540e2339c69fbef92c94ce9", size = 1892, upload-time = "2025-02-19T22:15:01.647Z" },
]
[[package]]
name = "gitdb"
version = "4.0.12"
source = { registry = "https://pypi.org/simple" }
dependencies = [
{ name = "smmap" },
]
sdist = { url = "https://files.pythonhosted.org/packages/72/94/63b0fc47eb32792c7ba1fe1b694daec9a63620db1e313033d18140c2320a/gitdb-4.0.12.tar.gz", hash = "sha256:5ef71f855d191a3326fcfbc0d5da835f26b13fbcba60c32c21091c349ffdb571", size = 394684, upload-time = "2025-01-02T07:20:46.413Z" }
wheels = [
{ url = "https://files.pythonhosted.org/packages/a0/61/5c78b91c3143ed5c14207f463aecfc8f9dbb5092fb2869baf37c273b2705/gitdb-4.0.12-py3-none-any.whl", hash = "sha256:67073e15955400952c6565cc3e707c554a4eea2e428946f7a4c162fab9bd9bcf", size = 62794, upload-time = "2025-01-02T07:20:43.624Z" },
]
[[package]]
name = "gitpython"
version = "3.1.44"
source = { registry = "https://pypi.org/simple" }
dependencies = [
{ name = "gitdb" },
]
sdist = { url = "https://files.pythonhosted.org/packages/c0/89/37df0b71473153574a5cdef8f242de422a0f5d26d7a9e231e6f169b4ad14/gitpython-3.1.44.tar.gz", hash = "sha256:c87e30b26253bf5418b01b0660f818967f3c503193838337fe5e573331249269", size = 214196, upload-time = "2025-01-02T07:32:43.59Z" }
wheels = [
{ url = "https://files.pythonhosted.org/packages/1d/9a/4114a9057db2f1462d5c8f8390ab7383925fe1ac012eaa42402ad65c2963/GitPython-3.1.44-py3-none-any.whl", hash = "sha256:9e0e10cda9bed1ee64bc9a6de50e7e38a9c9943241cd7f585f6df3ed28011110", size = 207599, upload-time = "2025-01-02T07:32:40.731Z" },
]
[[package]] [[package]]
name = "imageio" name = "imageio"
version = "2.37.0" version = "2.37.0"
@@ -292,8 +257,6 @@ name = "pytaiko"
version = "0.1.0" version = "0.1.0"
source = { virtual = "." } source = { virtual = "." }
dependencies = [ dependencies = [
{ name = "dotenv" },
{ name = "gitpython" },
{ name = "moviepy" }, { name = "moviepy" },
{ name = "raylib-sdl" }, { name = "raylib-sdl" },
{ name = "tomlkit" }, { name = "tomlkit" },
@@ -301,8 +264,6 @@ dependencies = [
[package.metadata] [package.metadata]
requires-dist = [ requires-dist = [
{ name = "dotenv", specifier = ">=0.9.9" },
{ name = "gitpython", specifier = ">=3.1.44" },
{ name = "moviepy", specifier = ">=2.1.2" }, { name = "moviepy", specifier = ">=2.1.2" },
{ name = "raylib-sdl", specifier = ">=5.5.0.2" }, { name = "raylib-sdl", specifier = ">=5.5.0.2" },
{ name = "tomlkit", specifier = ">=0.13.3" }, { name = "tomlkit", specifier = ">=0.13.3" },
@@ -344,15 +305,6 @@ wheels = [
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