refactoring, minor bug fixes

This commit is contained in:
Yonokid
2025-09-03 19:40:27 -04:00
parent 0d3673b794
commit b25558b8d4
9 changed files with 614 additions and 591 deletions

40
libs/background.py Normal file
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import random
from libs.bg_objects.bg_fever import BGFever
from libs.bg_objects.bg_normal import BGNormal
from libs.bg_objects.don_bg import DonBG
from libs.texture import TextureWrapper
class Background:
def __init__(self, player_num: int):
self.tex_wrapper = TextureWrapper()
self.tex_wrapper.load_animations('background')
self.donbg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
self.is_clear = False
def update(self, current_time_ms: float, is_clear: bool):
if not self.is_clear and is_clear:
self.bg_fever.start()
self.is_clear = is_clear
self.donbg.update(current_time_ms, self.is_clear)
self.bg_normal.update(current_time_ms)
self.bg_fever.update(current_time_ms)
def draw(self):
self.bg_normal.draw(self.tex_wrapper)
if self.is_clear:
self.bg_fever.draw(self.tex_wrapper)
self.footer.draw(self.tex_wrapper)
self.donbg.draw(self.tex_wrapper)
def unload(self):
self.tex_wrapper.unload_textures()
class Footer:
def __init__(self, tex: TextureWrapper, index: int):
self.index = index
tex.load_zip('background', 'footer')
def draw(self, tex: TextureWrapper):
tex.draw_texture('footer', str(self.index))

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import math
import random
import pyray as ray
from libs.animation import Animation
from libs.texture import TextureWrapper
class Background:
def __init__(self, player_num: int):
self.tex_wrapper = TextureWrapper()
self.tex_wrapper.load_animations('background')
self.donbg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
self.is_clear = False
def update(self, current_time_ms: float, is_clear: bool):
if not self.is_clear and is_clear:
self.bg_fever.start()
self.is_clear = is_clear
self.donbg.update(current_time_ms, self.is_clear)
self.bg_normal.update(current_time_ms)
self.bg_fever.update(current_time_ms)
def draw(self):
self.bg_normal.draw(self.tex_wrapper)
if self.is_clear:
self.bg_fever.draw(self.tex_wrapper)
self.footer.draw(self.tex_wrapper)
self.donbg.draw(self.tex_wrapper)
def unload(self):
self.tex_wrapper.unload_textures()
class DonBG:
@staticmethod
def create(tex: TextureWrapper, index: int, player_num: int):
map = [DonBG1, DonBG2, DonBG3, DonBG4, DonBG5, DonBG6]
selected_obj = map[index]
return selected_obj(tex, index, player_num)
class DonBGBase:
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
self.name = f'{index}_{player_num}'
tex.load_zip('background', f'donbg/{self.name}')
self.move = tex.get_animation(0)
self.is_clear = False
self.clear_fade = tex.get_animation(1)
def update(self, current_time_ms: float, is_clear: bool):
if not self.is_clear and is_clear:
self.clear_fade.start()
self.is_clear = is_clear
self.move.update(current_time_ms)
self.clear_fade.update(current_time_ms)
class DonBG1(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(2)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*347)+self.move.attribute*(347/328), y=self.overlay_move.attribute)
for i in range(30):
tex.draw_texture(self.name, 'footer', frame=self.is_clear, fade=fade, x=(i*56)+self.move.attribute*((56/328)*3), y=self.overlay_move.attribute)
class DonBG2(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(3)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class DonBG3(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.bounce_up = tex.get_animation(4)
self.bounce_down = tex.get_animation(5)
self.bounce_up.start()
self.bounce_down.start()
self.overlay_move = tex.get_animation(6)
self.overlay_move_2 = tex.get_animation(7)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.bounce_up.update(current_time_ms)
self.bounce_down.update(current_time_ms)
if self.bounce_down.is_finished:
self.bounce_up.restart()
self.bounce_down.restart()
self.overlay_move.update(current_time_ms)
self.overlay_move_2.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(10):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute)
y = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y)
class DonBG4(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(2)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class DonBG5(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.bounce_up = tex.get_animation(4)
self.bounce_down = tex.get_animation(5)
self.bounce_up.start()
self.bounce_down.start()
self.adjust = tex.get_animation(8)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.bounce_up.update(current_time_ms)
self.bounce_down.update(current_time_ms)
if self.bounce_down.is_finished:
self.bounce_up.restart()
self.bounce_down.restart()
self.adjust.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*368)+(self.move.attribute * ((184/328)*2)), y=self.bounce_up.attribute - self.bounce_down.attribute - self.adjust.attribute)
class DonBG6(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(2)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(0, 6, 2):
tex.draw_texture(self.name, 'overlay_1', frame=self.is_clear, fade=fade, x=(i*264) + self.move.attribute*3, y=-self.move.attribute*0.85)
for i in range(5):
tex.draw_texture(self.name, 'overlay_2', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class BGNormal:
@staticmethod
def create(tex: TextureWrapper, index: int):
map = [BGNormal1, BGNormal2, BGNormal3, BGNormal4, BGNormal5]
selected_obj = map[index]
return selected_obj(tex, index)
class BGNormalBase:
def __init__(self, tex: TextureWrapper, index: int):
self.name = "bg_" + str(index)
tex.load_zip('background', f'bg_normal/{self.name}')
class BGNormal1(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(9)
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'overlay', fade=self.flicker.attribute)
class BGNormal2(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(9)
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'overlay', fade=self.flicker.attribute)
class BGNormal3(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(10)
def update(self, current_time_ms):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'center')
tex.draw_texture(self.name, 'overlay')
tex.draw_texture(self.name, 'lamps', index=0)
tex.draw_texture(self.name, 'lamps', index=1, mirror='horizontal')
tex.draw_texture(self.name, 'light_orange', index=0, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_orange', index=1, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_red', fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_green', fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_orange', index=2, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_yellow', index=0, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_yellow', index=1, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'side_l')
tex.draw_texture(self.name, 'side_l_2')
tex.draw_texture(self.name, 'side_r')
class BGNormal4(BGNormalBase):
class Petal:
def __init__(self):
self.spawn_point = self.random_excluding_range()
duration = random.randint(1400, 2000)
self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300))
self.move_y = Animation.create_move(duration, total_distance=360)
self.move_x.start()
self.move_y.start()
def random_excluding_range(self):
while True:
num = random.randint(0, 1280)
if num < 260 or num > 540:
return num
def update(self, current_time_ms):
self.move_x.update(current_time_ms)
self.move_y.update(current_time_ms)
def draw(self, name: str, tex: TextureWrapper):
tex.draw_texture(name, 'petal', x=self.spawn_point + self.move_x.attribute, y=360+self.move_y.attribute, fade=0.75)
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(11)
self.turtle_move = tex.get_animation(12)
self.turtle_change = tex.get_animation(13)
self.petals = {self.Petal(), self.Petal(), self.Petal(), self.Petal(), self.Petal()}
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
self.turtle_move.update(current_time_ms)
self.turtle_change.update(current_time_ms)
for petal in self.petals:
petal.update(current_time_ms)
if petal.move_y.is_finished:
self.petals.remove(petal)
self.petals.add(self.Petal())
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'chara')
tex.draw_texture(self.name, 'turtle', frame=self.turtle_change.attribute, x=self.turtle_move.attribute)
tex.draw_texture(self.name, 'overlay')
for petal in self.petals:
petal.draw(self.name, tex)
class BGNormal5(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(14)
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'paper_lamp', frame=9, index=0)
tex.draw_texture(self.name, 'paper_lamp', frame=8, index=1)
tex.draw_texture(self.name, 'paper_lamp', frame=7, index=2)
tex.draw_texture(self.name, 'paper_lamp', frame=6, index=3)
tex.draw_texture(self.name, 'paper_lamp', frame=5, index=4)
tex.draw_texture(self.name, 'paper_lamp', frame=4, index=5)
tex.draw_texture(self.name, 'paper_lamp', frame=3, index=6)
tex.draw_texture(self.name, 'paper_lamp', frame=2, index=7)
tex.draw_texture(self.name, 'paper_lamp', frame=1, index=8)
tex.draw_texture(self.name, 'paper_lamp', frame=0, index=9)
tex.draw_texture(self.name, 'light_overlay', index=0, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=1, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=2, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=3, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=4, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=5, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=6, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=7, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=8, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=9, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'overlay', fade=0.75)
tex.draw_texture(self.name, 'lamp_overlay', index=0, fade=0.75)
tex.draw_texture(self.name, 'lamp_overlay', index=1, fade=0.75)
tex.draw_texture(self.name, 'lamp', index=0)
tex.draw_texture(self.name, 'lamp', index=1)
class BGFever:
@staticmethod
def create(tex: TextureWrapper, index: int):
map = [BGFever1, BGFever2, BGFever3, BGFever4]
selected_obj = map[index]
return selected_obj(tex, index)
class BGFeverBase:
def __init__(self, tex: TextureWrapper, index: int):
self.name = 'bg_fever_' + str(index)
tex.load_zip('background', f'bg_fever/{self.name}')
self.transitioned = False
class BGFever1(BGFeverBase):
class Tile:
def __init__(self):
self.expansion = Animation.create_move(166, total_distance=360)
self.expansion.start()
def update(self, current_time_ms):
self.expansion.update(current_time_ms)
def draw(self, tex: TextureWrapper, name: str, x: int, frame: int):
tex.draw_texture(name, 'background', frame=frame, x=x, y2=-360+self.expansion.attribute, y=360+(180-self.expansion.attribute/2))
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.wait = 0
self.bg_tiles: list[BGFever1.Tile] = []
self.corner_move_up = tex.get_animation(29)
self.corner_move_down = tex.get_animation(30)
self.footer_move_up = tex.get_animation(29, is_copy=True)
self.footer_move_down = tex.get_animation(30, is_copy=True)
self.footer_move_up.delay_saved = 100
self.footer_move_down.delay_saved = 100
self.mountain_move_up = tex.get_animation(29, is_copy=True)
self.mountain_move_down = tex.get_animation(30, is_copy=True)
self.mountain_move_up.delay_saved = 200
self.mountain_move_down.delay_saved = 200
self.overlay_move_up = tex.get_animation(29, is_copy=True)
self.overlay_move_down = tex.get_animation(30, is_copy=True)
self.overlay_move_up.delay_saved = 300
self.overlay_move_down.delay_saved = 300
self.wave_spin = tex.get_animation(28)
self.circle = {
"center_x": 100,
"center_y": 130,
"radius": 200,
}
self.bg_move = tex.get_animation(16)
def start(self):
self.corner_move_up.start()
self.corner_move_down.start()
self.footer_move_up.start()
self.footer_move_down.start()
self.mountain_move_up.start()
self.mountain_move_down.start()
self.overlay_move_up.start()
self.overlay_move_down.start()
def update(self, current_time_ms: float):
if len(self.bg_tiles) < 20 and current_time_ms >= self.wait + 66:
self.bg_tiles.append(BGFever1.Tile())
self.wait = current_time_ms
for tile in self.bg_tiles:
tile.update(current_time_ms)
self.corner_move_up.update(current_time_ms)
self.corner_move_down.update(current_time_ms)
self.footer_move_up.update(current_time_ms)
self.footer_move_down.update(current_time_ms)
self.mountain_move_up.update(current_time_ms)
self.mountain_move_down.update(current_time_ms)
self.overlay_move_up.update(current_time_ms)
self.overlay_move_down.update(current_time_ms)
self.wave_spin.update(current_time_ms)
if (self.overlay_move_down.is_finished and len(self.bg_tiles) == 20) and not self.is_transitioned:
self.bg_move.restart()
self.is_transitioned = self.overlay_move_down.is_finished and len(self.bg_tiles) == 20
if self.is_transitioned:
self.bg_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
for i, tile in enumerate(self.bg_tiles):
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)
angle = math.radians(self.wave_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, 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, '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)
class BGFever2(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.fadein = tex.get_animation(19)
self.bg_texture_change = tex.get_animation(20)
self.ship_rotation = tex.get_animation(21)
self.ship_rotation.start()
self.move_in = tex.get_animation(22)
self.move_out = tex.get_animation(23)
def start(self):
self.fadein.start()
self.move_in.start()
self.move_out.start()
def update(self, current_time_ms: float):
self.fadein.update(current_time_ms)
self.bg_texture_change.update(current_time_ms)
self.ship_rotation.update(current_time_ms)
self.move_in.update(current_time_ms)
self.move_out.update(current_time_ms)
self.transitioned = self.move_out.is_finished
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background', frame=self.bg_texture_change.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_3', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_1', 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=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=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):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.fadein = tex.get_animation(19)
self.move_in = tex.get_animation(24)
self.footer_move_up = tex.get_animation(26)
self.bird_tc = tex.get_animation(20)
self.overlay_tc = tex.get_animation(25)
self.circle_rotate = tex.get_animation(27)
self.fish_spin = tex.get_animation(28)
self.circle = {
"center_x": 500,
"center_y": 300,
"radius": 300,
}
self.num_fish = 8
self.fish_spacing = (2 * math.pi) / self.num_fish # 45 degrees in radians
def start(self):
self.fadein.start()
self.move_in.start()
self.footer_move_up.start()
def update(self, current_time_ms: float):
self.fadein.update(current_time_ms)
self.move_in.update(current_time_ms)
self.bird_tc.update(current_time_ms)
self.overlay_tc.update(current_time_ms)
self.footer_move_up.update(current_time_ms)
self.circle_rotate.update(current_time_ms)
self.fish_spin.update(current_time_ms)
self.transitioned = self.move_in.is_finished
def draw(self, tex: TextureWrapper):
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)
origin = ray.Vector2(tex.textures[self.name]['circle'].width/2, tex.textures[self.name]['circle'].height/2)
tex.draw_texture(self.name, 'circle', x=origin.x, y=origin.y, fade=self.fadein.attribute, origin=origin, rotation=self.circle_rotate.attribute)
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 i in range(self.num_fish):
fish_phase_offset = i * self.fish_spacing
angle = math.radians(self.fish_spin.attribute) + fish_phase_offset
fish_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
fish_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
# Fish should face the direction they're swimming (tangent to circle)
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)
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):
tex.draw_texture(self.name, 'footer_2', x=wave_x + (i*600), y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
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, '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)
class BGFever4(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.vertical_move = tex.get_animation(15)
self.horizontal_move = tex.get_animation(16)
self.bg_texture_move_down = tex.get_animation(17)
self.bg_texture_move_up = tex.get_animation(18)
def start(self):
self.bg_texture_move_down.start()
self.bg_texture_move_up.start()
def update(self, current_time_ms: float):
self.bg_texture_move_down.update(current_time_ms)
self.bg_texture_move_up.update(current_time_ms)
if self.bg_texture_move_up.is_finished and not self.transitioned:
self.transitioned = True
self.vertical_move.restart()
self.horizontal_move.restart()
if self.transitioned:
self.vertical_move.update(current_time_ms)
self.horizontal_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
y = self.bg_texture_move_down.attribute - self.bg_texture_move_up.attribute
for i in range(0, 1384, 104):
tex.draw_texture(self.name, 'background', x=i, y=y)
tex.draw_texture(self.name, 'overlay_1', y=-self.vertical_move.attribute - y)
tex.draw_texture(self.name, 'overlay_2', x=-self.horizontal_move.attribute, y=y)
tex.draw_texture(self.name, 'overlay_2', x=1256 - self.horizontal_move.attribute, y=y)
class Footer:
def __init__(self, tex: TextureWrapper, index: int):
self.index = index
tex.load_zip('background', 'footer')
def draw(self, tex: TextureWrapper):
tex.draw_texture('footer', str(self.index))

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import math
import pyray as ray
from libs.animation import Animation
from libs.texture import TextureWrapper
class BGFever:
@staticmethod
def create(tex: TextureWrapper, index: int):
map = [BGFever1, BGFever2, BGFever3, BGFever4]
selected_obj = map[index]
return selected_obj(tex, index)
class BGFeverBase:
def __init__(self, tex: TextureWrapper, index: int):
self.name = 'bg_fever_' + str(index)
tex.load_zip('background', f'bg_fever/{self.name}')
self.transitioned = False
class BGFever1(BGFeverBase):
class Tile:
def __init__(self):
self.expansion = Animation.create_move(166, total_distance=360)
self.expansion.start()
def update(self, current_time_ms):
self.expansion.update(current_time_ms)
def draw(self, tex: TextureWrapper, name: str, x: int, frame: int):
tex.draw_texture(name, 'background', frame=frame, x=x, y2=-360+self.expansion.attribute, y=360+(180-self.expansion.attribute/2))
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.wait = 0
self.bg_tiles: list[BGFever1.Tile] = []
self.corner_move_up = tex.get_animation(29)
self.corner_move_down = tex.get_animation(30)
self.footer_move_up = tex.get_animation(29, is_copy=True)
self.footer_move_down = tex.get_animation(30, is_copy=True)
self.footer_move_up.delay_saved = 100
self.footer_move_down.delay_saved = 100
self.mountain_move_up = tex.get_animation(29, is_copy=True)
self.mountain_move_down = tex.get_animation(30, is_copy=True)
self.mountain_move_up.delay_saved = 200
self.mountain_move_down.delay_saved = 200
self.overlay_move_up = tex.get_animation(29, is_copy=True)
self.overlay_move_down = tex.get_animation(30, is_copy=True)
self.overlay_move_up.delay_saved = 300
self.overlay_move_down.delay_saved = 300
self.wave_spin = tex.get_animation(28)
self.circle = {
"center_x": 100,
"center_y": 130,
"radius": 200,
}
self.bg_move = tex.get_animation(16)
def start(self):
self.corner_move_up.start()
self.corner_move_down.start()
self.footer_move_up.start()
self.footer_move_down.start()
self.mountain_move_up.start()
self.mountain_move_down.start()
self.overlay_move_up.start()
self.overlay_move_down.start()
def update(self, current_time_ms: float):
if len(self.bg_tiles) < 20 and current_time_ms >= self.wait + 66:
self.bg_tiles.append(BGFever1.Tile())
self.wait = current_time_ms
for tile in self.bg_tiles:
tile.update(current_time_ms)
self.corner_move_up.update(current_time_ms)
self.corner_move_down.update(current_time_ms)
self.footer_move_up.update(current_time_ms)
self.footer_move_down.update(current_time_ms)
self.mountain_move_up.update(current_time_ms)
self.mountain_move_down.update(current_time_ms)
self.overlay_move_up.update(current_time_ms)
self.overlay_move_down.update(current_time_ms)
self.wave_spin.update(current_time_ms)
if (self.overlay_move_down.is_finished and len(self.bg_tiles) == 20) and not self.is_transitioned:
self.bg_move.restart()
self.is_transitioned = self.overlay_move_down.is_finished and len(self.bg_tiles) == 20
if self.is_transitioned:
self.bg_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
for i, tile in enumerate(self.bg_tiles):
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)
angle = math.radians(self.wave_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, 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, '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)
class BGFever2(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.fadein = tex.get_animation(19)
self.bg_texture_change = tex.get_animation(20)
self.ship_rotation = tex.get_animation(21)
self.ship_rotation.start()
self.move_in = tex.get_animation(22)
self.move_out = tex.get_animation(23)
def start(self):
self.fadein.start()
self.move_in.start()
self.move_out.start()
def update(self, current_time_ms: float):
self.fadein.update(current_time_ms)
self.bg_texture_change.update(current_time_ms)
self.ship_rotation.update(current_time_ms)
self.move_in.update(current_time_ms)
self.move_out.update(current_time_ms)
self.transitioned = self.move_out.is_finished
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background', frame=self.bg_texture_change.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_3', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
tex.draw_texture(self.name, 'footer_1', 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=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=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):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.fadein = tex.get_animation(19)
self.move_in = tex.get_animation(24)
self.footer_move_up = tex.get_animation(26)
self.bird_tc = tex.get_animation(20)
self.overlay_tc = tex.get_animation(25)
self.circle_rotate = tex.get_animation(27)
self.fish_spin = tex.get_animation(28)
self.circle = {
"center_x": 500,
"center_y": 300,
"radius": 300,
}
self.num_fish = 8
self.fish_spacing = (2 * math.pi) / self.num_fish # 45 degrees in radians
def start(self):
self.fadein.start()
self.move_in.start()
self.footer_move_up.start()
def update(self, current_time_ms: float):
self.fadein.update(current_time_ms)
self.move_in.update(current_time_ms)
self.bird_tc.update(current_time_ms)
self.overlay_tc.update(current_time_ms)
self.footer_move_up.update(current_time_ms)
self.circle_rotate.update(current_time_ms)
self.fish_spin.update(current_time_ms)
self.transitioned = self.move_in.is_finished
def draw(self, tex: TextureWrapper):
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)
origin = ray.Vector2(tex.textures[self.name]['circle'].width/2, tex.textures[self.name]['circle'].height/2)
tex.draw_texture(self.name, 'circle', x=origin.x, y=origin.y, fade=self.fadein.attribute, origin=origin, rotation=self.circle_rotate.attribute)
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 i in range(self.num_fish):
fish_phase_offset = i * self.fish_spacing
angle = math.radians(self.fish_spin.attribute) + fish_phase_offset
fish_x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
fish_y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
# Fish should face the direction they're swimming (tangent to circle)
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)
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):
tex.draw_texture(self.name, 'footer_2', x=wave_x + (i*600), y=wave_y, fade=self.fadein.attribute, origin=wave_origin)
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, '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)
class BGFever4(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.vertical_move = tex.get_animation(15)
self.horizontal_move = tex.get_animation(16)
self.bg_texture_move_down = tex.get_animation(17)
self.bg_texture_move_up = tex.get_animation(18)
def start(self):
self.bg_texture_move_down.start()
self.bg_texture_move_up.start()
def update(self, current_time_ms: float):
self.bg_texture_move_down.update(current_time_ms)
self.bg_texture_move_up.update(current_time_ms)
if self.bg_texture_move_up.is_finished and not self.transitioned:
self.transitioned = True
self.vertical_move.restart()
self.horizontal_move.restart()
if self.transitioned:
self.vertical_move.update(current_time_ms)
self.horizontal_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
y = self.bg_texture_move_down.attribute - self.bg_texture_move_up.attribute
for i in range(0, 1384, 104):
tex.draw_texture(self.name, 'background', x=i, y=y)
tex.draw_texture(self.name, 'overlay_1', y=-self.vertical_move.attribute - y)
tex.draw_texture(self.name, 'overlay_2', x=-self.horizontal_move.attribute, y=y)
tex.draw_texture(self.name, 'overlay_2', x=1256 - self.horizontal_move.attribute, y=y)

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import random
from libs.animation import Animation
from libs.texture import TextureWrapper
class BGNormal:
@staticmethod
def create(tex: TextureWrapper, index: int):
map = [BGNormal1, BGNormal2, BGNormal3, BGNormal4, BGNormal5]
selected_obj = map[index]
return selected_obj(tex, index)
class BGNormalBase:
def __init__(self, tex: TextureWrapper, index: int):
self.name = "bg_" + str(index)
tex.load_zip('background', f'bg_normal/{self.name}')
class BGNormal1(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(9)
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'overlay', fade=self.flicker.attribute)
class BGNormal2(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(9)
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'overlay', fade=self.flicker.attribute)
class BGNormal3(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(10)
def update(self, current_time_ms):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'center')
tex.draw_texture(self.name, 'overlay')
tex.draw_texture(self.name, 'lamps', index=0)
tex.draw_texture(self.name, 'lamps', index=1, mirror='horizontal')
tex.draw_texture(self.name, 'light_orange', index=0, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_orange', index=1, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_red', fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_green', fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_orange', index=2, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_yellow', index=0, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_yellow', index=1, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'side_l')
tex.draw_texture(self.name, 'side_l_2')
tex.draw_texture(self.name, 'side_r')
class BGNormal4(BGNormalBase):
class Petal:
def __init__(self):
self.spawn_point = self.random_excluding_range()
duration = random.randint(1400, 2000)
self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300))
self.move_y = Animation.create_move(duration, total_distance=360)
self.move_x.start()
self.move_y.start()
def random_excluding_range(self):
while True:
num = random.randint(0, 1280)
if num < 260 or num > 540:
return num
def update(self, current_time_ms):
self.move_x.update(current_time_ms)
self.move_y.update(current_time_ms)
def draw(self, name: str, tex: TextureWrapper):
tex.draw_texture(name, 'petal', x=self.spawn_point + self.move_x.attribute, y=360+self.move_y.attribute, fade=0.75)
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(11)
self.turtle_move = tex.get_animation(12)
self.turtle_change = tex.get_animation(13)
self.petals = {self.Petal(), self.Petal(), self.Petal(), self.Petal(), self.Petal()}
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
self.turtle_move.update(current_time_ms)
self.turtle_change.update(current_time_ms)
for petal in self.petals:
petal.update(current_time_ms)
if petal.move_y.is_finished:
self.petals.remove(petal)
self.petals.add(self.Petal())
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'chara')
tex.draw_texture(self.name, 'turtle', frame=self.turtle_change.attribute, x=self.turtle_move.attribute)
tex.draw_texture(self.name, 'overlay')
for petal in self.petals:
petal.draw(self.name, tex)
class BGNormal5(BGNormalBase):
def __init__(self, tex: TextureWrapper, index: int):
super().__init__(tex, index)
self.flicker = tex.get_animation(14)
def update(self, current_time_ms: float):
self.flicker.update(current_time_ms)
def draw(self, tex: TextureWrapper):
tex.draw_texture(self.name, 'background')
tex.draw_texture(self.name, 'paper_lamp', frame=9, index=0)
tex.draw_texture(self.name, 'paper_lamp', frame=8, index=1)
tex.draw_texture(self.name, 'paper_lamp', frame=7, index=2)
tex.draw_texture(self.name, 'paper_lamp', frame=6, index=3)
tex.draw_texture(self.name, 'paper_lamp', frame=5, index=4)
tex.draw_texture(self.name, 'paper_lamp', frame=4, index=5)
tex.draw_texture(self.name, 'paper_lamp', frame=3, index=6)
tex.draw_texture(self.name, 'paper_lamp', frame=2, index=7)
tex.draw_texture(self.name, 'paper_lamp', frame=1, index=8)
tex.draw_texture(self.name, 'paper_lamp', frame=0, index=9)
tex.draw_texture(self.name, 'light_overlay', index=0, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=1, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=2, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=3, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=4, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=5, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=6, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=7, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=8, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'light_overlay', index=9, fade=self.flicker.attribute)
tex.draw_texture(self.name, 'overlay', fade=0.75)
tex.draw_texture(self.name, 'lamp_overlay', index=0, fade=0.75)
tex.draw_texture(self.name, 'lamp_overlay', index=1, fade=0.75)
tex.draw_texture(self.name, 'lamp', index=0)
tex.draw_texture(self.name, 'lamp', index=1)

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from libs.texture import TextureWrapper
class DonBG:
@staticmethod
def create(tex: TextureWrapper, index: int, player_num: int):
map = [DonBG1, DonBG2, DonBG3, DonBG4, DonBG5, DonBG6]
selected_obj = map[index]
return selected_obj(tex, index, player_num)
class DonBGBase:
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
self.name = f'{index}_{player_num}'
tex.load_zip('background', f'donbg/{self.name}')
self.move = tex.get_animation(0)
self.is_clear = False
self.clear_fade = tex.get_animation(1)
def update(self, current_time_ms: float, is_clear: bool):
if not self.is_clear and is_clear:
self.clear_fade.start()
self.is_clear = is_clear
self.move.update(current_time_ms)
self.clear_fade.update(current_time_ms)
class DonBG1(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(2)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*347)+self.move.attribute*(347/328), y=self.overlay_move.attribute)
for i in range(30):
tex.draw_texture(self.name, 'footer', frame=self.is_clear, fade=fade, x=(i*56)+self.move.attribute*((56/328)*3), y=self.overlay_move.attribute)
class DonBG2(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(3)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class DonBG3(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.bounce_up = tex.get_animation(4)
self.bounce_down = tex.get_animation(5)
self.bounce_up.start()
self.bounce_down.start()
self.overlay_move = tex.get_animation(6)
self.overlay_move_2 = tex.get_animation(7)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.bounce_up.update(current_time_ms)
self.bounce_down.update(current_time_ms)
if self.bounce_down.is_finished:
self.bounce_up.restart()
self.bounce_down.restart()
self.overlay_move.update(current_time_ms)
self.overlay_move_2.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(10):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute)
y = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y)
class DonBG4(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(2)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class DonBG5(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.bounce_up = tex.get_animation(4)
self.bounce_down = tex.get_animation(5)
self.bounce_up.start()
self.bounce_down.start()
self.adjust = tex.get_animation(8)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.bounce_up.update(current_time_ms)
self.bounce_down.update(current_time_ms)
if self.bounce_down.is_finished:
self.bounce_up.restart()
self.bounce_down.restart()
self.adjust.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*368)+(self.move.attribute * ((184/328)*2)), y=self.bounce_up.attribute - self.bounce_down.attribute - self.adjust.attribute)
class DonBG6(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, player_num: int):
super().__init__(tex, index, player_num)
self.overlay_move = tex.get_animation(2)
def update(self, current_time_ms: float, is_clear: bool):
super().update(current_time_ms, is_clear)
self.overlay_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(0, 6, 2):
tex.draw_texture(self.name, 'overlay_1', frame=self.is_clear, fade=fade, x=(i*264) + self.move.attribute*3, y=-self.move.attribute*0.85)
for i in range(5):
tex.draw_texture(self.name, 'overlay_2', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)

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@@ -1,4 +1,3 @@
from typing import Optional
import pyray as ray
from libs.utils import OutlinedText, global_data