mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
refactoring, minor bug fixes
This commit is contained in:
40
libs/background.py
Normal file
40
libs/background.py
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@@ -0,0 +1,40 @@
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import random
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from libs.bg_objects.bg_fever import BGFever
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from libs.bg_objects.bg_normal import BGNormal
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from libs.bg_objects.don_bg import DonBG
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from libs.texture import TextureWrapper
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class Background:
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def __init__(self, player_num: int):
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self.tex_wrapper = TextureWrapper()
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self.tex_wrapper.load_animations('background')
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self.donbg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
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self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
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self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
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self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
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self.is_clear = False
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def update(self, current_time_ms: float, is_clear: bool):
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if not self.is_clear and is_clear:
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self.bg_fever.start()
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self.is_clear = is_clear
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self.donbg.update(current_time_ms, self.is_clear)
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self.bg_normal.update(current_time_ms)
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self.bg_fever.update(current_time_ms)
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def draw(self):
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self.bg_normal.draw(self.tex_wrapper)
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if self.is_clear:
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self.bg_fever.draw(self.tex_wrapper)
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self.footer.draw(self.tex_wrapper)
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self.donbg.draw(self.tex_wrapper)
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def unload(self):
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self.tex_wrapper.unload_textures()
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class Footer:
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def __init__(self, tex: TextureWrapper, index: int):
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self.index = index
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tex.load_zip('background', 'footer')
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def draw(self, tex: TextureWrapper):
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tex.draw_texture('footer', str(self.index))
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@@ -1,578 +0,0 @@
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import math
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import random
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import pyray as ray
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from libs.animation import Animation
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from libs.texture import TextureWrapper
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class Background:
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def __init__(self, player_num: int):
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self.tex_wrapper = TextureWrapper()
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self.tex_wrapper.load_animations('background')
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self.donbg = DonBG.create(self.tex_wrapper, random.randint(0, 5), player_num)
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self.bg_normal = BGNormal.create(self.tex_wrapper, random.randint(0, 4))
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self.bg_fever = BGFever.create(self.tex_wrapper, random.randint(0, 3))
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self.footer = Footer(self.tex_wrapper, random.randint(0, 2))
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self.is_clear = False
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def update(self, current_time_ms: float, is_clear: bool):
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if not self.is_clear and is_clear:
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self.bg_fever.start()
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self.is_clear = is_clear
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self.donbg.update(current_time_ms, self.is_clear)
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self.bg_normal.update(current_time_ms)
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self.bg_fever.update(current_time_ms)
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def draw(self):
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self.bg_normal.draw(self.tex_wrapper)
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if self.is_clear:
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self.bg_fever.draw(self.tex_wrapper)
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self.footer.draw(self.tex_wrapper)
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self.donbg.draw(self.tex_wrapper)
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def unload(self):
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self.tex_wrapper.unload_textures()
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class DonBG:
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@staticmethod
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def create(tex: TextureWrapper, index: int, player_num: int):
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map = [DonBG1, DonBG2, DonBG3, DonBG4, DonBG5, DonBG6]
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selected_obj = map[index]
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return selected_obj(tex, index, player_num)
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class DonBGBase:
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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self.name = f'{index}_{player_num}'
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tex.load_zip('background', f'donbg/{self.name}')
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self.move = tex.get_animation(0)
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self.is_clear = False
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self.clear_fade = tex.get_animation(1)
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def update(self, current_time_ms: float, is_clear: bool):
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if not self.is_clear and is_clear:
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self.clear_fade.start()
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self.is_clear = is_clear
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self.move.update(current_time_ms)
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self.clear_fade.update(current_time_ms)
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class DonBG1(DonBGBase):
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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super().__init__(tex, index, player_num)
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self.overlay_move = tex.get_animation(2)
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def update(self, current_time_ms: float, is_clear: bool):
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super().update(current_time_ms, is_clear)
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self.overlay_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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self._draw_textures(tex, 1.0)
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if self.is_clear:
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self._draw_textures(tex, self.clear_fade.attribute)
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def _draw_textures(self, tex: TextureWrapper, fade: float):
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for i in range(5):
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tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
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for i in range(6):
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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)
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for i in range(30):
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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)
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class DonBG2(DonBGBase):
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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super().__init__(tex, index, player_num)
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self.overlay_move = tex.get_animation(3)
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def update(self, current_time_ms: float, is_clear: bool):
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super().update(current_time_ms, is_clear)
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self.overlay_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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self._draw_textures(tex, 1.0)
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if self.is_clear:
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self._draw_textures(tex, self.clear_fade.attribute)
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def _draw_textures(self, tex: TextureWrapper, fade: float):
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for i in range(5):
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tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
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tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
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class DonBG3(DonBGBase):
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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super().__init__(tex, index, player_num)
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self.bounce_up = tex.get_animation(4)
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self.bounce_down = tex.get_animation(5)
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self.bounce_up.start()
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self.bounce_down.start()
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self.overlay_move = tex.get_animation(6)
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self.overlay_move_2 = tex.get_animation(7)
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def update(self, current_time_ms: float, is_clear: bool):
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super().update(current_time_ms, is_clear)
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self.bounce_up.update(current_time_ms)
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self.bounce_down.update(current_time_ms)
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if self.bounce_down.is_finished:
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self.bounce_up.restart()
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self.bounce_down.restart()
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self.overlay_move.update(current_time_ms)
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self.overlay_move_2.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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self._draw_textures(tex, 1.0)
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if self.is_clear:
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self._draw_textures(tex, self.clear_fade.attribute)
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def _draw_textures(self, tex: TextureWrapper, fade: float):
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for i in range(10):
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tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute)
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y = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute
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for i in range(6):
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tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y)
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class DonBG4(DonBGBase):
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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super().__init__(tex, index, player_num)
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self.overlay_move = tex.get_animation(2)
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def update(self, current_time_ms: float, is_clear: bool):
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super().update(current_time_ms, is_clear)
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self.overlay_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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self._draw_textures(tex, 1.0)
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if self.is_clear:
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self._draw_textures(tex, self.clear_fade.attribute)
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def _draw_textures(self, tex: TextureWrapper, fade: float):
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for i in range(5):
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tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
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tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
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class DonBG5(DonBGBase):
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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super().__init__(tex, index, player_num)
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self.bounce_up = tex.get_animation(4)
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self.bounce_down = tex.get_animation(5)
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self.bounce_up.start()
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self.bounce_down.start()
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self.adjust = tex.get_animation(8)
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def update(self, current_time_ms: float, is_clear: bool):
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super().update(current_time_ms, is_clear)
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self.bounce_up.update(current_time_ms)
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self.bounce_down.update(current_time_ms)
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if self.bounce_down.is_finished:
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self.bounce_up.restart()
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self.bounce_down.restart()
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self.adjust.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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self._draw_textures(tex, 1.0)
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if self.is_clear:
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self._draw_textures(tex, self.clear_fade.attribute)
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def _draw_textures(self, tex: TextureWrapper, fade: float):
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for i in range(5):
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tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
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for i in range(6):
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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)
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class DonBG6(DonBGBase):
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def __init__(self, tex: TextureWrapper, index: int, player_num: int):
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super().__init__(tex, index, player_num)
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self.overlay_move = tex.get_animation(2)
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def update(self, current_time_ms: float, is_clear: bool):
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super().update(current_time_ms, is_clear)
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self.overlay_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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self._draw_textures(tex, 1.0)
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if self.is_clear:
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self._draw_textures(tex, self.clear_fade.attribute)
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def _draw_textures(self, tex: TextureWrapper, fade: float):
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for i in range(5):
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tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
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for i in range(0, 6, 2):
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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)
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for i in range(5):
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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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class BGNormal:
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@staticmethod
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def create(tex: TextureWrapper, index: int):
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map = [BGNormal1, BGNormal2, BGNormal3, BGNormal4, BGNormal5]
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selected_obj = map[index]
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return selected_obj(tex, index)
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class BGNormalBase:
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def __init__(self, tex: TextureWrapper, index: int):
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self.name = "bg_" + str(index)
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tex.load_zip('background', f'bg_normal/{self.name}')
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class BGNormal1(BGNormalBase):
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.flicker = tex.get_animation(9)
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def update(self, current_time_ms: float):
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self.flicker.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background')
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tex.draw_texture(self.name, 'overlay', fade=self.flicker.attribute)
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class BGNormal2(BGNormalBase):
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.flicker = tex.get_animation(9)
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def update(self, current_time_ms: float):
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self.flicker.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background')
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tex.draw_texture(self.name, 'overlay', fade=self.flicker.attribute)
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class BGNormal3(BGNormalBase):
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.flicker = tex.get_animation(10)
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def update(self, current_time_ms):
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self.flicker.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background')
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tex.draw_texture(self.name, 'center')
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tex.draw_texture(self.name, 'overlay')
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tex.draw_texture(self.name, 'lamps', index=0)
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tex.draw_texture(self.name, 'lamps', index=1, mirror='horizontal')
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tex.draw_texture(self.name, 'light_orange', index=0, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_orange', index=1, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_red', fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_green', fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_orange', index=2, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_yellow', index=0, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_yellow', index=1, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'side_l')
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tex.draw_texture(self.name, 'side_l_2')
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tex.draw_texture(self.name, 'side_r')
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class BGNormal4(BGNormalBase):
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class Petal:
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def __init__(self):
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self.spawn_point = self.random_excluding_range()
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duration = random.randint(1400, 2000)
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self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300))
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self.move_y = Animation.create_move(duration, total_distance=360)
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self.move_x.start()
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self.move_y.start()
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def random_excluding_range(self):
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while True:
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num = random.randint(0, 1280)
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if num < 260 or num > 540:
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return num
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def update(self, current_time_ms):
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self.move_x.update(current_time_ms)
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self.move_y.update(current_time_ms)
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def draw(self, name: str, tex: TextureWrapper):
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tex.draw_texture(name, 'petal', x=self.spawn_point + self.move_x.attribute, y=360+self.move_y.attribute, fade=0.75)
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.flicker = tex.get_animation(11)
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self.turtle_move = tex.get_animation(12)
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self.turtle_change = tex.get_animation(13)
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self.petals = {self.Petal(), self.Petal(), self.Petal(), self.Petal(), self.Petal()}
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def update(self, current_time_ms: float):
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self.flicker.update(current_time_ms)
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self.turtle_move.update(current_time_ms)
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self.turtle_change.update(current_time_ms)
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for petal in self.petals:
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petal.update(current_time_ms)
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if petal.move_y.is_finished:
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self.petals.remove(petal)
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self.petals.add(self.Petal())
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background')
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tex.draw_texture(self.name, 'chara')
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tex.draw_texture(self.name, 'turtle', frame=self.turtle_change.attribute, x=self.turtle_move.attribute)
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tex.draw_texture(self.name, 'overlay')
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for petal in self.petals:
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petal.draw(self.name, tex)
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class BGNormal5(BGNormalBase):
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def __init__(self, tex: TextureWrapper, index: int):
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super().__init__(tex, index)
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self.flicker = tex.get_animation(14)
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def update(self, current_time_ms: float):
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self.flicker.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background')
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tex.draw_texture(self.name, 'paper_lamp', frame=9, index=0)
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tex.draw_texture(self.name, 'paper_lamp', frame=8, index=1)
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tex.draw_texture(self.name, 'paper_lamp', frame=7, index=2)
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tex.draw_texture(self.name, 'paper_lamp', frame=6, index=3)
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tex.draw_texture(self.name, 'paper_lamp', frame=5, index=4)
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tex.draw_texture(self.name, 'paper_lamp', frame=4, index=5)
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tex.draw_texture(self.name, 'paper_lamp', frame=3, index=6)
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tex.draw_texture(self.name, 'paper_lamp', frame=2, index=7)
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tex.draw_texture(self.name, 'paper_lamp', frame=1, index=8)
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tex.draw_texture(self.name, 'paper_lamp', frame=0, index=9)
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tex.draw_texture(self.name, 'light_overlay', index=0, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_overlay', index=1, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_overlay', index=2, fade=self.flicker.attribute)
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tex.draw_texture(self.name, 'light_overlay', index=3, fade=self.flicker.attribute)
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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))
|
||||
247
libs/bg_objects/bg_fever.py
Normal file
247
libs/bg_objects/bg_fever.py
Normal file
@@ -0,0 +1,247 @@
|
||||
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)
|
||||
146
libs/bg_objects/bg_normal.py
Normal file
146
libs/bg_objects/bg_normal.py
Normal file
@@ -0,0 +1,146 @@
|
||||
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)
|
||||
158
libs/bg_objects/don_bg.py
Normal file
158
libs/bg_objects/don_bg.py
Normal file
@@ -0,0 +1,158 @@
|
||||
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)
|
||||
@@ -1,4 +1,3 @@
|
||||
from typing import Optional
|
||||
import pyray as ray
|
||||
|
||||
from libs.utils import OutlinedText, global_data
|
||||
|
||||
Reference in New Issue
Block a user