preliminary AI battle support

This commit is contained in:
Yonokid
2025-12-31 00:29:52 -05:00
parent f384de454f
commit ac7c7abf82
8 changed files with 431 additions and 28 deletions

View File

@@ -323,6 +323,7 @@ def main():
global_tex.load_screen_textures('global')
global_tex.load_zip('chara', 'chara_0')
global_tex.load_zip('chara', 'chara_1')
global_tex.load_zip('chara', 'chara_4')
if global_data.config["video"]["borderless"]:
ray.ToggleBorderlessWindowed()
logger.info("Borderless window enabled")

View File

@@ -107,7 +107,7 @@ class Chara2D:
self.current_anim = self.past_anim
self.anims[self.current_anim].restart()
def draw(self, x: float = 0, y: float = 0, mirror=False):
def draw(self, x: float = 0, y: float = 0, mirror=False, scale=1.0):
"""
Draw the character on the screen.
@@ -117,9 +117,9 @@ class Chara2D:
mirror (bool): Whether to mirror the character horizontally.
"""
if self.is_rainbow and self.current_anim not in {'soul_in', 'balloon_pop', 'balloon_popping'}:
self.tex.draw_texture(self.name, self.current_anim + '_max', frame=self.anims[self.current_anim].attribute, x=x, y=y)
self.tex.draw_texture(self.name, self.current_anim + '_max', frame=self.anims[self.current_anim].attribute, x=x, y=y, scale=scale)
else:
if mirror:
self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y, mirror='horizontal')
self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y, mirror='horizontal', scale=scale)
else:
self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y)
self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y, scale=scale)

View File

@@ -14,6 +14,7 @@ class PlayerNum(IntEnum):
P2 = 2
TWO_PLAYER = 3
DAN = 4
AI = 5
class ScoreMethod():
GEN3 = "gen3"

View File

@@ -58,6 +58,9 @@ class Nameplate:
"""
tex = global_tex
tex.draw_texture('nameplate', 'shadow', x=x, y=y, fade=min(0.5, fade))
if self.player_num == PlayerNum.AI:
tex.draw_texture('nameplate', 'ai', x=x, y=y)
return
if self.player_num == 0:
frame = 2
title_offset = 0

View File

@@ -297,7 +297,7 @@ class TextureWrapper:
else:
ray.DrawTexturePro(tex_object.texture, source_rect, dest_rect, origin, rotation, final_color)
if tex_object.controllable[index] or controllable:
self.control(tex_object)
self.control(tex_object, index)
def draw_texture(self, subset: str, texture: str, color: Color = Color(255, 255, 255, 255), frame: int = 0, scale: float = 1.0, center: bool = False,
mirror: str = '', x: float = 0, y: float = 0, x2: float = 0, y2: float = 0,

View File

@@ -1,15 +1,38 @@
import copy
import logging
import random
from pathlib import Path
from typing import Optional
import pyray as ray
from libs.animation import Animation
from libs.audio import audio
from libs.global_data import global_data
from libs.utils import get_current_ms
from scenes.game import GameScreen
from libs.background import Background
from libs.chara_2d import Chara2D
from libs.global_data import Difficulty, Modifiers, PlayerNum, global_data
from libs.global_objects import Nameplate
from libs.texture import tex
from libs.tja import Note, TJAParser
from libs.utils import get_current_ms, global_tex
from scenes.game import (
DrumType,
GameScreen,
Gauge,
Player,
Side,
SongInfo,
)
logger = logging.getLogger(__name__)
class AIBattleGameScreen(GameScreen):
def on_screen_start(self):
super().on_screen_start()
session_data = global_data.session_data[global_data.player_num]
self.song_info = SongInfoAI(session_data.song_title, session_data.genre_index)
self.background = AIBackground(session_data.selected_difficulty)
def global_keys(self):
if ray.is_key_pressed(global_data.config["keys"]["restart_key"]):
if self.song_music is not None:
@@ -26,11 +49,64 @@ class AIBattleGameScreen(GameScreen):
if ray.is_key_pressed(global_data.config["keys"]["pause_key"]):
self.pause_song()
def load_hitsounds(self):
"""Load the hit sounds"""
sounds_dir = Path(f"Skins/{global_data.config["paths"]["skin"]}/Sounds")
# Load hitsounds for 1P
if global_data.hit_sound[global_data.player_num] == -1:
audio.load_sound(Path('none.wav'), 'hitsound_don_1p')
audio.load_sound(Path('none.wav'), 'hitsound_kat_1p')
logger.info("Loaded default (none) hit sounds for 1P")
elif global_data.hit_sound[global_data.player_num] == 0:
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "don.wav", 'hitsound_don_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "ka.wav", 'hitsound_kat_1p')
logger.info("Loaded wav hit sounds for 1P")
else:
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "don.ogg", 'hitsound_don_1p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "ka.ogg", 'hitsound_kat_1p')
logger.info("Loaded ogg hit sounds for 1P")
audio.set_sound_pan('hitsound_don_1p', 0.0)
audio.set_sound_pan('hitsound_kat_1p', 0.0)
# Load hitsounds for 2P
if global_data.hit_sound[global_data.player_num] == -1:
audio.load_sound(Path('none.wav'), 'hitsound_don_5p')
audio.load_sound(Path('none.wav'), 'hitsound_kat_5p')
logger.info("Loaded default (none) hit sounds for 5P")
elif global_data.hit_sound[global_data.player_num] == 0:
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "don_2p.wav", 'hitsound_don_5p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "ka_2p.wav", 'hitsound_kat_5p')
logger.info("Loaded wav hit sounds for 5P")
else:
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "don.ogg", 'hitsound_don_5p')
audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound[global_data.player_num]) / "ka.ogg", 'hitsound_kat_5p')
logger.info("Loaded ogg hit sounds for 5P")
audio.set_sound_pan('hitsound_don_5p', 1.0)
audio.set_sound_pan('hitsound_kat_5p', 1.0)
def init_tja(self, song: Path):
"""Initialize the TJA file"""
self.tja = TJAParser(song, start_delay=self.start_delay)
self.movie = None
global_data.session_data[global_data.player_num].song_title = self.tja.metadata.title.get(global_data.config['general']['language'].lower(), self.tja.metadata.title['en'])
if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
tja_copy = copy.deepcopy(self.tja)
self.player_1 = PlayerNoChara(self.tja, global_data.player_num, global_data.session_data[global_data.player_num].selected_difficulty, False, global_data.modifiers[global_data.player_num])
self.player_1.gauge = AIGauge(self.player_1.player_num, self.player_1.difficulty, self.tja.metadata.course_data[self.player_1.difficulty].level, self.player_1.total_notes, self.player_1.is_2p)
ai_modifiers = copy.deepcopy(global_data.modifiers[global_data.player_num])
ai_modifiers.auto = True
self.player_2 = AIPlayer(tja_copy, PlayerNum.AI, global_data.session_data[global_data.player_num].selected_difficulty, True, ai_modifiers)
self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
self.total_notes = len(self.player_1.don_notes) + len(self.player_1.kat_notes)
logger.info(f"TJA initialized for two-player song: {song}")
def update(self):
super(GameScreen, self).update()
current_time = get_current_ms()
self.transition.update(current_time)
if not self.paused:
self.current_ms = current_time - self.start_ms
if self.transition.is_finished:
self.start_song(self.current_ms)
@@ -41,17 +117,24 @@ class AIBattleGameScreen(GameScreen):
if self.song_music is not None:
audio.update_music_stream(self.song_music)
self.player_1.update(self.current_ms, current_time, self.background)
self.player_1.update(self.current_ms, current_time, None)
self.player_2.update(self.current_ms, current_time, None)
section_notes = self.total_notes // 5
if self.player_1.good_count + self.player_1.ok_count + self.player_1.bad_count == section_notes:
self.player_2.good_percentage = self.player_1.good_count / section_notes
self.player_2.ok_percentage = self.player_1.ok_count / section_notes
logger.info(f"AI Good Percentage: {self.player_2.good_percentage}, AI OK Percentage: {self.player_2.ok_percentage}")
self.player_1.good_count, self.player_1.ok_count, self.player_1.bad_count = 0, 0, 0
self.player_2.good_count, self.player_2.ok_count, self.player_2.bad_count = 0, 0, 0
self.song_info.update(current_time)
self.result_transition.update(current_time)
if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
logger.info("Result transition finished, moving to RESULT screen")
return self.on_screen_end('AI_SELECT')
elif self.current_ms >= self.player_1.end_time:
session_data = global_data.session_data[global_data.player_num]
session_data = global_data.session_data[PlayerNum.P1]
session_data.result_data.score, session_data.result_data.good, session_data.result_data.ok, session_data.result_data.bad, session_data.result_data.max_combo, session_data.result_data.total_drumroll = self.player_1.get_result_score()
if self.player_1.gauge is not None:
session_data.result_data.gauge_length = self.player_1.gauge.gauge_length
session_data.result_data.gauge_length = int(self.player_1.gauge.gauge_length)
if self.end_ms != 0:
if current_time >= self.end_ms + 1000:
if self.player_1.ending_anim is None:
@@ -60,8 +143,321 @@ class AIBattleGameScreen(GameScreen):
if not self.result_transition.is_started:
self.result_transition.start()
audio.play_sound('result_transition', 'voice')
logger.info("Result transition started and voice played")
else:
self.end_ms = current_time
return self.global_keys()
def update_background(self, current_time):
self.background.update(current_time, (self.player_1.good_count, self.player_1.ok_count), (self.player_2.good_count, self.player_2.ok_count))
def draw(self):
if self.movie is not None:
self.movie.draw()
elif self.background is not None:
self.background.draw(self.player_1.chara, self.player_2.chara)
self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader)
self.player_2.draw(self.current_ms, self.start_ms, self.mask_shader)
self.draw_overlay()
class PlayerNoChara(Player):
def __init__(self, tja: TJAParser, player_num: PlayerNum, difficulty: int, is_2p: bool, modifiers: Modifiers):
super().__init__(tja, player_num, difficulty, is_2p, modifiers)
self.stretch_animation = [tex.get_animation(5, is_copy=True) for _ in range(4)]
def update(self, ms_from_start: float, current_time: float, background: Optional[Background]):
good_count, ok_count, bad_count, total_drumroll = self.good_count, self.ok_count, self.bad_count, self.total_drumroll
super().update(ms_from_start, current_time, background)
for ani in self.stretch_animation:
ani.update(current_time)
if good_count != self.good_count:
self.stretch_animation[0].start()
if ok_count != self.ok_count:
self.stretch_animation[1].start()
if bad_count != self.bad_count:
self.stretch_animation[2].start()
if total_drumroll != self.total_drumroll:
self.stretch_animation[3].start()
def draw_overlays(self, mask_shader: ray.Shader):
tex.draw_texture('lane', f'{self.player_num}p_lane_cover', index=self.is_2p)
tex.draw_texture('lane', 'drum', index=self.is_2p)
if self.ending_anim is not None:
self.ending_anim.draw()
for anim in self.draw_drum_hit_list:
anim.draw()
for anim in self.draw_arc_list:
anim.draw(mask_shader)
# Group 6: UI overlays
self.combo_display.draw()
tex.draw_texture('lane', 'lane_score_cover', index=self.is_2p)
tex.draw_texture('lane', f'{self.player_num}p_icon', index=self.is_2p)
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty, index=self.is_2p)
# Group 7: Player-specific elements
if self.modifiers.auto:
tex.draw_texture('lane', 'auto_icon', index=self.is_2p)
else:
if self.is_2p:
self.nameplate.draw(tex.skin_config["game_nameplate_1p"].x, tex.skin_config["game_nameplate_1p"].y)
else:
self.nameplate.draw(tex.skin_config["game_nameplate_2p"].x, tex.skin_config["game_nameplate_2p"].y)
self.draw_modifiers()
tex.draw_texture('ai_battle', 'scoreboard')
for j, counter in enumerate([self.good_count, self.ok_count, self.bad_count, self.total_drumroll]):
margin = tex.textures["ai_battle"]["scoreboard_num"].width//2
total_width = len(str(counter)) * margin
for i, digit in enumerate(str(counter)):
tex.draw_texture('ai_battle', 'scoreboard_num', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation[j].attribute, y2=self.stretch_animation[j].attribute, index=j, controllable=True)
# Group 8: Special animations and counters
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
if self.balloon_anim is not None:
self.balloon_anim.draw()
if self.kusudama_anim is not None:
self.kusudama_anim.draw()
self.score_counter.draw()
for anim in self.base_score_list:
anim.draw()
class AIPlayer(Player):
def __init__(self, tja: TJAParser, player_num: PlayerNum, difficulty: int, is_2p: bool, modifiers: Modifiers):
super().__init__(tja, player_num, difficulty, is_2p, modifiers)
self.stretch_animation = [tex.get_animation(5, is_copy=True) for _ in range(4)]
self.chara = Chara2D(player_num - 1, self.bpm)
self.judge_counter = None
self.gauge = None
self.gauge_hit_effect = []
plate_info = global_data.config[f'nameplate_{self.is_2p+1}p']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], PlayerNum.AI, plate_info['dan'], plate_info['gold'], plate_info['rainbow'], plate_info['title_bg'])
self.good_percentage = 0.90
self.ok_percentage = 0.07
def update(self, ms_from_start: float, current_time: float, background: Optional[Background]):
good_count, ok_count, bad_count, total_drumroll = self.good_count, self.ok_count, self.bad_count, self.total_drumroll
super().update(ms_from_start, current_time, background)
for ani in self.stretch_animation:
ani.update(current_time)
if good_count != self.good_count:
self.stretch_animation[0].start()
if ok_count != self.ok_count:
self.stretch_animation[1].start()
if bad_count != self.bad_count:
self.stretch_animation[2].start()
if total_drumroll != self.total_drumroll:
self.stretch_animation[3].start()
def autoplay_manager(self, ms_from_start: float, current_time: float, background: Optional[Background]):
"""Manages autoplay behavior with randomized accuracy"""
if not self.modifiers.auto:
return
if self.is_drumroll or self.is_balloon:
if self.bpm == 0:
subdivision_in_ms = 0
else:
subdivision_in_ms = ms_from_start // ((60000 * 4 / self.bpm) / 24)
if subdivision_in_ms > self.last_subdivision:
self.last_subdivision = subdivision_in_ms
hit_type = DrumType.DON
self.autoplay_hit_side = Side.RIGHT if self.autoplay_hit_side == Side.LEFT else Side.LEFT
self.spawn_hit_effects(hit_type, self.autoplay_hit_side)
audio.play_sound(f'hitsound_don_{self.player_num}p', 'hitsound')
self.check_note(ms_from_start, hit_type, current_time, background)
else:
if self.difficulty < Difficulty.NORMAL:
good_window_ms = Player.TIMING_GOOD_EASY
ok_window_ms = Player.TIMING_OK_EASY
bad_window_ms = Player.TIMING_BAD_EASY
else:
good_window_ms = Player.TIMING_GOOD
ok_window_ms = Player.TIMING_OK
bad_window_ms = Player.TIMING_BAD
self._adjust_timing(self.don_notes, DrumType.DON, 'don',
ms_from_start, current_time, background,
good_window_ms, ok_window_ms, bad_window_ms)
self._adjust_timing(self.kat_notes, DrumType.KAT, 'kat',
ms_from_start, current_time, background,
good_window_ms, ok_window_ms, bad_window_ms)
def _adjust_timing(self, notes, hit_type, sound_type, ms_from_start,
current_time, background, good_window_ms, ok_window_ms, bad_window_ms):
"""Process autoplay for a specific note type"""
while notes and ms_from_start >= notes[0].hit_ms:
note = notes[0]
rand = random.random()
if rand < (self.good_percentage):
timing_offset = random.uniform(-good_window_ms * 0.5, good_window_ms * 0.5)
elif rand < (self.good_percentage + self.ok_percentage):
timing_offset = random.choice([
random.uniform(-ok_window_ms, -good_window_ms),
random.uniform(good_window_ms, ok_window_ms)
])
else:
timing_offset = random.choice([
random.uniform(-bad_window_ms * 1.5, -bad_window_ms),
random.uniform(bad_window_ms, bad_window_ms * 1.5)
])
adjusted_ms = note.hit_ms + timing_offset
self.autoplay_hit_side = Side.RIGHT if self.autoplay_hit_side == Side.LEFT else Side.LEFT
self.spawn_hit_effects(hit_type, self.autoplay_hit_side)
audio.play_sound(f'hitsound_{sound_type}_{self.player_num}p', 'hitsound')
self.check_note(adjusted_ms, hit_type, current_time, background)
def draw_overlays(self, mask_shader: ray.Shader):
# Group 4: Lane covers and UI elements (batch similar textures)
tex.draw_texture('lane', 'ai_lane_cover')
tex.draw_texture('lane', 'drum', index=self.is_2p)
if self.ending_anim is not None:
self.ending_anim.draw()
# Group 5: Hit effects and animations
for anim in self.draw_drum_hit_list:
anim.draw()
for anim in self.draw_arc_list:
anim.draw(mask_shader)
# Group 6: UI overlays
self.combo_display.draw()
if self.judge_counter is not None:
self.judge_counter.draw()
# Group 7: Player-specific elements
if self.is_2p:
self.nameplate.draw(tex.skin_config["game_nameplate_1p"].x, tex.skin_config["game_nameplate_1p"].y)
else:
self.nameplate.draw(tex.skin_config["game_nameplate_2p"].x, tex.skin_config["game_nameplate_2p"].y)
tex.draw_texture('ai_battle', 'scoreboard_ai')
for j, counter in enumerate([self.good_count, self.ok_count, self.bad_count, self.total_drumroll]):
margin = tex.textures["ai_battle"]["scoreboard_num"].width//2
total_width = len(str(counter)) * margin
for i, digit in enumerate(str(counter)):
tex.draw_texture('ai_battle', 'scoreboard_num', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation[j].attribute, y2=self.stretch_animation[j].attribute, index=j+4, controllable=True)
# Group 8: Special animations and counters
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
if self.balloon_anim is not None:
self.balloon_anim.draw()
if self.kusudama_anim is not None:
self.kusudama_anim.draw()
class AIGauge(Gauge):
def draw(self):
scale = 0.5
x, y = 10 * tex.screen_scale, 15 * tex.screen_scale
tex.draw_texture('gauge_ai', f'{self.player_num}p_unfilled' + self.string_diff, scale=scale, x=x, y=y)
gauge_length = int(self.gauge_length)
clear_point = self.clear_start[self.difficulty]
bar_width = tex.textures["gauge_ai"][f"{self.player_num}p_bar"].width * scale
tex.draw_texture('gauge_ai', f'{self.player_num}p_bar', x2=min(gauge_length*bar_width, (clear_point - 1)*bar_width)-bar_width, scale=scale, x=x, y=y)
if gauge_length >= clear_point - 1:
tex.draw_texture('gauge_ai', 'bar_clear_transition', x=((clear_point - 1)*bar_width)+x, scale=scale, y=y)
if gauge_length > clear_point:
tex.draw_texture('gauge_ai', 'bar_clear_top', x=((clear_point) * bar_width)+x, x2=(gauge_length-clear_point)*bar_width, scale=scale, y=y)
tex.draw_texture('gauge_ai', 'bar_clear_bottom', x=((clear_point) * bar_width)+x, x2=(gauge_length-clear_point)*bar_width, scale=scale, y=y)
# Rainbow effect for full gauge
if gauge_length == self.gauge_max and self.rainbow_fade_in is not None:
if 0 < self.rainbow_animation.attribute < 8:
tex.draw_texture('gauge_ai', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute, scale=scale, x=x, y=y)
tex.draw_texture('gauge_ai', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, fade=self.rainbow_fade_in.attribute, scale=scale, x=x, y=y)
if self.gauge_update_anim is not None and gauge_length <= self.gauge_max and gauge_length > self.previous_length:
if gauge_length == self.clear_start[self.difficulty]:
tex.draw_texture('gauge_ai', 'bar_clear_transition_fade', x=(gauge_length*bar_width)+x, fade=self.gauge_update_anim.attribute, scale=scale, y=y)
elif gauge_length > self.clear_start[self.difficulty]:
tex.draw_texture('gauge_ai', 'bar_clear_fade', x=(gauge_length*bar_width)+x, fade=self.gauge_update_anim.attribute, scale=scale, y=y)
else:
tex.draw_texture('gauge_ai', f'{self.player_num}p_bar_fade', x=(gauge_length*bar_width)+x, fade=self.gauge_update_anim.attribute, scale=scale, y=y)
tex.draw_texture('gauge_ai', 'overlay' + self.string_diff, fade=0.15, scale=scale, x=x, y=y)
# Draw clear status indicators
tex.draw_texture('gauge_ai', 'footer', scale=scale, x=x, y=y)
if gauge_length >= clear_point-1:
tex.draw_texture('gauge_ai', 'clear', index=min(2, self.difficulty), scale=scale, x=x, y=y)
if self.is_rainbow:
tex.draw_texture('gauge_ai', 'tamashii_fire', scale=0.75 * scale, center=True, frame=self.tamashii_fire_change.attribute, index=self.is_2p)
tex.draw_texture('gauge_ai', 'tamashii', scale=scale, x=x, y=y)
if self.is_rainbow and self.tamashii_fire_change.attribute in (0, 1, 4, 5):
tex.draw_texture('gauge_ai', 'tamashii_overlay', fade=0.5, scale=scale, x=x, y=y)
else:
tex.draw_texture('gauge_ai', 'clear_dark', index=min(2, self.difficulty), scale=scale, x=x, y=y)
tex.draw_texture('gauge_ai', 'tamashii_dark', scale=scale, x=x, y=y)
class SongInfoAI(SongInfo):
"""Displays the song name and genre"""
def draw(self):
y = 600 * tex.screen_scale
tex.draw_texture('song_info', 'song_num', fade=self.fade.attribute, frame=global_data.songs_played % 4, y=y)
text_x = tex.skin_config["song_info"].x - self.song_title.texture.width
text_y = tex.skin_config["song_info"].y - self.song_title.texture.height//2
self.song_title.draw(outline_color=ray.BLACK, x=text_x, y=text_y+y, color=ray.fade(ray.WHITE, 1 - self.fade.attribute))
if self.genre < 9:
tex.draw_texture('song_info', 'genre', fade=1 - self.fade.attribute, frame=self.genre, y=y)
class AIBackground:
def __init__(self, difficulty: int):
self.contest_point = 10
self.total_tiles = 19
self.difference = 0
self.difficulty = min(difficulty, 3)
self.multipliers = [
[5, 3],
[5, 3],
[3, 2],
[3, 1]
]
self.contest_point_fade = Animation.create_fade(166, initial_opacity=0.0, final_opacity=1.0, reverse_delay=166, delay=166, loop=True)
self.contest_point_fade.start()
def update(self, current_ms: float, player_judge: tuple[int, int], ai_judge: tuple[int, int]):
self.contest_point_fade.update(current_ms)
player_total = (player_judge[0] * self.multipliers[self.difficulty][0]) + (player_judge[1] * self.multipliers[self.difficulty][1])
ai_total = (ai_judge[0] * self.multipliers[self.difficulty][0]) + (ai_judge[1] * self.multipliers[self.difficulty][1])
self.contest_point = player_total - ai_total + 10
self.contest_point = min(max(1, self.contest_point), self.total_tiles - 1)
def unload(self):
pass
def draw_lower(self):
tex.draw_texture('ai_battle', 'bg_lower')
tile_width = tex.textures['ai_battle']['red_tile_lower'].width
for i in range(self.contest_point):
tex.draw_texture('ai_battle', 'red_tile_lower', frame=i, x=(i*tile_width))
for i in range(self.total_tiles - self.contest_point):
tex.draw_texture('ai_battle', 'blue_tile_lower', frame=i, x=(((self.total_tiles - 1) - i)*tile_width))
tex.draw_texture('ai_battle', 'highlight_tile_lower', x=self.contest_point * tile_width, fade=self.contest_point_fade.attribute)
def draw_upper(self, chara_1: Chara2D, chara_2: Chara2D):
tex.draw_texture('ai_battle', 'bg_upper')
for i in range(self.contest_point):
tex.draw_texture('ai_battle', 'red_tile_upper', frame=i, index=i)
for i in range(self.total_tiles - self.contest_point):
tex.draw_texture('ai_battle', 'blue_tile_upper', frame=i, index=(self.total_tiles - 1) - i)
tex.draw_texture('ai_battle', 'bg_outline_upper')
if self.contest_point > 9:
frame = self.total_tiles - self.contest_point
mirror = 'horizontal'
else:
frame = self.contest_point - 1
mirror = ''
tex.draw_texture('ai_battle', 'highlight_tile_upper', frame=frame, index=self.contest_point-1, mirror=mirror, fade=self.contest_point_fade.attribute)
tile_width = tex.textures['ai_battle']['red_tile_lower'].width
offset = 60
chara_1.draw(x=tile_width*self.contest_point - (global_tex.textures['chara_0']['normal'].width//2) - offset, y=40, scale=0.5)
chara_2.draw(x=tile_width*self.contest_point - (global_tex.textures['chara_4']['normal'].width//2) + offset*1.3, y=40, scale=0.5, mirror=True)
def draw(self, chara_1: Chara2D, chara_2: Chara2D):
self.draw_lower()
self.draw_upper(chara_1, chara_2)

View File

@@ -1282,21 +1282,21 @@ class Player:
modifiers_to_draw.append('mod_shinuchi')
# Speed modifiers
if global_data.modifiers[self.player_num].speed >= 4:
if self.modifiers.speed >= 4:
modifiers_to_draw.append('mod_yonbai')
elif global_data.modifiers[self.player_num].speed >= 3:
elif self.modifiers.speed >= 3:
modifiers_to_draw.append('mod_sanbai')
elif global_data.modifiers[self.player_num].speed > 1:
elif self.modifiers.speed > 1:
modifiers_to_draw.append('mod_baisaku')
# Other modifiers
if global_data.modifiers[self.player_num].display:
if self.modifiers.display:
modifiers_to_draw.append('mod_doron')
if global_data.modifiers[self.player_num].inverse:
if self.modifiers.inverse:
modifiers_to_draw.append('mod_abekobe')
if global_data.modifiers[self.player_num].random == 2:
if self.modifiers.random == 2:
modifiers_to_draw.append('mod_detarame')
elif global_data.modifiers[self.player_num].random == 1:
elif self.modifiers.random == 1:
modifiers_to_draw.append('mod_kimagure')
# Draw all modifiers in one batch
@@ -1336,13 +1336,13 @@ class Player:
self.judge_counter.draw()
# Group 7: Player-specific elements
if not self.modifiers.auto:
if self.modifiers.auto:
tex.draw_texture('lane', 'auto_icon', index=self.is_2p)
else:
if self.is_2p:
self.nameplate.draw(tex.skin_config["game_nameplate_1p"].x, tex.skin_config["game_nameplate_1p"].y)
else:
self.nameplate.draw(tex.skin_config["game_nameplate_2p"].x, tex.skin_config["game_nameplate_2p"].y)
else:
tex.draw_texture('lane', 'auto_icon', index=self.is_2p)
self.draw_modifiers()
self.chara.draw(y=(self.is_2p*tex.skin_config["game_2p_offset"].y))
@@ -1360,6 +1360,8 @@ class Player:
def draw(self, ms_from_start: float, start_ms: float, mask_shader: ray.Shader, dan_transition = None):
# Group 1: Background and lane elements
tex.draw_texture('lane', 'lane_background', index=self.is_2p)
if self.player_num == PlayerNum.AI:
tex.draw_texture('lane', 'ai_lane_background')
if self.branch_indicator is not None:
self.branch_indicator.draw()
if self.gauge is not None:
@@ -1767,7 +1769,7 @@ class BalloonAnimation:
tex.draw_texture('balloon', 'pop', frame=7, color=self.color, y=self.is_2p*tex.skin_config["2p_offset"].y)
elif self.balloon_count >= 1:
balloon_index = min(6, (self.balloon_count - 1) * 6 // self.balloon_total)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color, index=self.player_num-1, y=self.is_2p*tex.skin_config["2p_offset"].y)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color, index=self.is_2p, y=self.is_2p*tex.skin_config["2p_offset"].y)
if self.balloon_count > 0:
tex.draw_texture('balloon', 'bubble', y=self.is_2p*(410 * tex.screen_scale), mirror='vertical' if self.is_2p else '')
counter = str(max(0, self.balloon_total - self.balloon_count + 1))