add gogotime

This commit is contained in:
Anthony Samms
2025-09-20 01:34:21 -04:00
parent 3709697eb0
commit b44cf625d3
4 changed files with 55 additions and 9 deletions

View File

@@ -11,7 +11,8 @@ class Chara2D:
self.past_anim = 'normal' self.past_anim = 'normal'
self.is_rainbow = False self.is_rainbow = False
self.is_clear = False self.is_clear = False
self.temp_anims = {'10_combo','10_combo_max', 'soul_in', 'clear_in', 'balloon_pop', 'balloon_miss'} self.is_gogo = False
self.temp_anims = {'10_combo','10_combo_max', 'soul_in', 'clear_in', 'balloon_pop', 'balloon_miss', 'gogo_start'}
for name in self.tex.textures[self.name]: for name in self.tex.textures[self.name]:
tex_list = self.tex.textures[self.name][name].texture tex_list = self.tex.textures[self.name][name].texture
keyframe_len = len(tex_list) if isinstance(tex_list, list) else 1 keyframe_len = len(tex_list) if isinstance(tex_list, list) else 1
@@ -30,11 +31,21 @@ class Chara2D:
return return
if self.current_anim in self.temp_anims: if self.current_anim in self.temp_anims:
return return
if self.is_gogo and name == '10_combo':
return
self.past_anim = self.current_anim self.past_anim = self.current_anim
if name == 'balloon_pop' or name == 'balloon_miss': if name == 'balloon_pop' or name == 'balloon_miss' or name == 'gogo_stop':
self.past_anim = 'normal' self.past_anim = 'normal'
if self.is_clear: if self.is_clear:
self.past_anim = 'clear' self.past_anim = 'clear'
if self.is_gogo:
self.past_anim = 'gogo'
if name == 'gogo_stop':
name = self.past_anim
self.is_gogo = False
elif name == 'gogo_start':
self.is_gogo = True
self.past_anim = 'gogo'
self.current_anim = name self.current_anim = name
self.anims[name].start() self.anims[name].start()
def update(self, current_time_ms: float, bpm: float, is_clear: bool, is_rainbow: bool): def update(self, current_time_ms: float, bpm: float, is_clear: bool, is_rainbow: bool):

View File

@@ -2,7 +2,7 @@ import pyray as ray
from libs.utils import get_current_ms from libs.utils import get_current_ms
from libs.texture import tex from libs.texture import tex
from scenes.game import NoteArc from scenes.game import GogoTime, NoteArc
class DevScreen: class DevScreen:
@@ -16,8 +16,7 @@ class DevScreen:
if not self.screen_init: if not self.screen_init:
self.screen_init = True self.screen_init = True
tex.load_screen_textures('game') tex.load_screen_textures('game')
self.mask_shader = ray.load_shader("", "shader/mask.fs") self.obj = GogoTime()
self.note_arc = NoteArc(4, get_current_ms(), 1, True, True)
def on_screen_end(self, next_screen: str): def on_screen_end(self, next_screen: str):
self.screen_init = False self.screen_init = False
@@ -25,15 +24,15 @@ class DevScreen:
def update(self): def update(self):
self.on_screen_start() self.on_screen_start()
self.note_arc.update(get_current_ms()) self.obj.update(get_current_ms())
if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER): if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
return self.on_screen_end('GAME') return self.on_screen_end('GAME')
elif ray.is_key_pressed(ray.KeyboardKey.KEY_SPACE): elif ray.is_key_pressed(ray.KeyboardKey.KEY_SPACE):
self.note_arc = NoteArc(4, get_current_ms(), 1, True, True) self.obj = GogoTime()
def draw(self): def draw(self):
ray.draw_rectangle(0, 0, 1280, 720, ray.GREEN) ray.draw_rectangle(0, 0, 1280, 720, ray.GREEN)
self.note_arc.draw(self.mask_shader) self.obj.draw()
def draw_3d(self): def draw_3d(self):
pass pass

View File

@@ -269,6 +269,8 @@ class Player:
self.base_score_list: list[ScoreCounterAnimation] = [] self.base_score_list: list[ScoreCounterAnimation] = []
self.combo_display = Combo(self.combo, 0) self.combo_display = Combo(self.combo, 0)
self.score_counter = ScoreCounter(self.score) self.score_counter = ScoreCounter(self.score)
self.gogo_time: Optional[GogoTime] = None
self.is_gogo_time = self.play_notes[0].gogo_time if self.play_notes else False
plate_info = global_data.config['nameplate'] plate_info = global_data.config['nameplate']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold']) self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold'])
self.chara = Chara2D(player_number - 1, self.bpm) self.chara = Chara2D(player_number - 1, self.bpm)
@@ -608,6 +610,8 @@ class Player:
self.drumroll_counter_manager(current_time) self.drumroll_counter_manager(current_time)
self.animation_manager(self.draw_judge_list, current_time) self.animation_manager(self.draw_judge_list, current_time)
self.balloon_manager(current_time) self.balloon_manager(current_time)
if self.gogo_time is not None:
self.gogo_time.update(current_time)
if self.lane_hit_effect is not None: if self.lane_hit_effect is not None:
self.lane_hit_effect.update(current_time) self.lane_hit_effect.update(current_time)
self.animation_manager(self.draw_drum_hit_list, current_time) self.animation_manager(self.draw_drum_hit_list, current_time)
@@ -631,6 +635,14 @@ class Player:
self.gauge.update(current_time) self.gauge.update(current_time)
if self.play_notes: if self.play_notes:
self.bpm = self.play_notes[0].bpm self.bpm = self.play_notes[0].bpm
if self.play_notes[0].gogo_time and not self.is_gogo_time:
self.is_gogo_time = True
self.gogo_time = GogoTime()
self.chara.set_animation('gogo_start')
if not self.play_notes[0].gogo_time and self.is_gogo_time:
self.is_gogo_time = False
self.gogo_time = None
self.chara.set_animation('gogo_stop')
self.chara.update(current_time, self.bpm, self.gauge.is_clear, self.gauge.is_rainbow) self.chara.update(current_time, self.bpm, self.gauge.is_clear, self.gauge.is_rainbow)
def draw_drumroll(self, current_ms: float, head: Drumroll, current_eighth: int): def draw_drumroll(self, current_ms: float, head: Drumroll, current_eighth: int):
@@ -771,6 +783,8 @@ class Player:
# Group 2: Judgement and hit effects # Group 2: Judgement and hit effects
for anim in self.draw_judge_list: for anim in self.draw_judge_list:
anim.draw() anim.draw()
if self.gogo_time is not None:
self.gogo_time.draw()
# Group 3: Notes and bars (game content) # Group 3: Notes and bars (game content)
self.draw_bars(current_ms) self.draw_bars(current_ms)
@@ -1470,6 +1484,28 @@ class ResultTransition:
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=1008 - self.move.attribute) global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=1008 - self.move.attribute)
x += 256 x += 256
class GogoTime:
def __init__(self):
self.explosion_anim = tex.get_animation(23)
self.fire_resize = tex.get_animation(24)
self.fire_change = tex.get_animation(25)
self.explosion_anim.start()
self.fire_resize.start()
self.fire_change.start()
def update(self, current_time_ms: float):
self.explosion_anim.update(current_time_ms)
self.fire_resize.update(current_time_ms)
self.fire_change.update(current_time_ms)
def draw(self):
tex.draw_texture('gogo_time', 'fire', scale=self.fire_resize.attribute, frame=self.fire_change.attribute, fade=0.5, center=True)
if not self.explosion_anim.is_finished:
ray.begin_blend_mode(ray.BlendMode.BLEND_ADDITIVE)
for i in range(5):
tex.draw_texture('gogo_time', 'explosion', frame=self.explosion_anim.attribute, index=i)
ray.end_blend_mode()
class Gauge: class Gauge:
def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int): def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int):
self.player_num = player_num self.player_num = player_num

View File

@@ -502,5 +502,5 @@ class Gauge:
tex.draw_texture('gauge', 'clear', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty) tex.draw_texture('gauge', 'clear', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty)
tex.draw_texture('gauge', 'tamashii', scale=scale, fade=self.gauge_fade_in.attribute) tex.draw_texture('gauge', 'tamashii', scale=scale, fade=self.gauge_fade_in.attribute)
else: else:
tex.draw_texture('gauge', 'clear_dark', scale=scale, fade=self.gauge_fade_in.attribute) tex.draw_texture('gauge', 'clear_dark', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty)
tex.draw_texture('gauge', 'tamashii_dark', scale=scale, fade=self.gauge_fade_in.attribute) tex.draw_texture('gauge', 'tamashii_dark', scale=scale, fade=self.gauge_fade_in.attribute)