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949
game.py
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949
game.py
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import os
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import pyray as ray
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import random as rand
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import math
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from global_funcs import *
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from collections import deque
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class GameScreen:
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def __init__(self, width, height):
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self.width = width
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self.height = height
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self.judge_x = 414
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# Textures
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folder_path = 'Graphics\\lumendata\\enso_system\\common\\'
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self.texture_judge_circle = ray.load_texture(folder_path + 'lane_hit_img00017.png')
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self.image_lane = ray.load_image(folder_path + 'lane_img00000.png')
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ray.image_resize(self.image_lane, 948, 176)
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self.texture_lane = ray.load_texture_from_image(self.image_lane)
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self.texture_lane_cover = ray.load_texture(folder_path + 'lane_obi_img00000.png')
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self.texture_score_cover = ray.load_texture(folder_path + 'lane_obi_img00003.png')
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self.texture_don = [ray.load_texture(folder_path + 'onp_don_img00000.png'),
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ray.load_texture(folder_path + 'onp_don_img00001.png')]
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self.texture_kat = [ray.load_texture(folder_path + 'onp_katsu_img00000.png'),
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ray.load_texture(folder_path + 'onp_katsu_img00001.png')]
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self.texture_dai_don = [ray.load_texture(folder_path + 'onp_don_dai_img00000.png'),
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ray.load_texture(folder_path + 'onp_don_dai_img00001.png')]
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self.texture_dai_kat = [ray.load_texture(folder_path + 'onp_katsu_dai_img00000.png'),
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ray.load_texture(folder_path + 'onp_katsu_dai_img00001.png')]
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self.texture_balloon_head = [ray.load_texture(folder_path + 'onp_fusen_img00001.png'),
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ray.load_texture(folder_path + 'onp_fusen_img00002.png')]
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self.texture_balloon_tail = [ray.load_texture(folder_path + 'onp_fusen_img00000.png'),
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ray.load_texture(folder_path + 'onp_fusen_img00000.png')]
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self.texture_drumroll_head = [ray.load_texture(folder_path + 'onp_renda_img00002.png'),
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ray.load_texture(folder_path + 'onp_renda_img00003.png')]
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self.texture_drumroll_body = [ray.load_texture(folder_path + 'onp_renda_img00000.png'),
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ray.load_texture(folder_path + 'onp_renda_img00000.png')]
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self.texture_drumroll_tail = [ray.load_texture(folder_path + 'onp_renda_img00001.png'),
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ray.load_texture(folder_path + 'onp_renda_img00001.png')]
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self.texture_dai_drumroll_head = [ray.load_texture(folder_path + 'onp_renda_dai_img00002.png'),
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ray.load_texture(folder_path + 'onp_renda_dai_img00003.png')]
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self.texture_dai_drumroll_body = [ray.load_texture(folder_path + 'onp_renda_dai_img00000.png'),
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ray.load_texture(folder_path + 'onp_renda_dai_img00000.png')]
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self.texture_dai_drumroll_tail = [ray.load_texture(folder_path + 'onp_renda_dai_img00001.png'),
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ray.load_texture(folder_path + 'onp_renda_dai_img00001.png')]
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self.texture_drumroll_count = ray.load_texture(folder_path + 'renda_num_img00000.png')
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self.texture_drumroll_number = [ray.load_texture(folder_path + 'renda_num_img00001.png'),
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ray.load_texture(folder_path + 'renda_num_img00002.png'),
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ray.load_texture(folder_path + 'renda_num_img00003.png'),
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ray.load_texture(folder_path + 'renda_num_img00004.png'),
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ray.load_texture(folder_path + 'renda_num_img00005.png'),
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ray.load_texture(folder_path + 'renda_num_img00006.png'),
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ray.load_texture(folder_path + 'renda_num_img00007.png'),
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ray.load_texture(folder_path + 'renda_num_img00008.png'),
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ray.load_texture(folder_path + 'renda_num_img00009.png'),
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ray.load_texture(folder_path + 'renda_num_img00010.png')]
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self.texture_barline = ray.load_texture(folder_path + 'lane_syousetsu_img00000.png')
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self.texture_good = ray.load_texture(folder_path + 'lane_hit_effect_img00009.png')
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self.texture_good_hit_center = ray.load_texture(folder_path + 'lane_hit_img00019.png')
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self.texture_good_hit_center_big = ray.load_texture(folder_path + 'lane_hit_img00021.png')
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self.texture_good_hit_effect = [ray.load_texture(folder_path + 'lane_hit_effect_img00005.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00006.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00007.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00008.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00008.png')]
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self.texture_good_hit_effect_big = [ray.load_texture(folder_path + 'lane_hit_effect_img00011.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00012.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00013.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00014.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00015.png')]
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self.texture_ok = ray.load_texture(folder_path + 'lane_hit_effect_img00004.png')
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self.texture_ok_hit_center = ray.load_texture(folder_path + 'lane_hit_img00018.png')
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self.texture_ok_hit_center_big = ray.load_texture(folder_path + 'lane_hit_img00020.png')
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self.texture_ok_hit_effect = [ray.load_texture(folder_path + 'lane_hit_effect_img00000.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00001.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00002.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00003.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00003.png')]
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self.texture_ok_hit_effect_big = [ray.load_texture(folder_path + 'lane_hit_effect_img00016.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00017.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00018.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00019.png'),
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ray.load_texture(folder_path + 'lane_hit_effect_img00020.png')]
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self.texture_bad = ray.load_texture(folder_path + 'lane_hit_effect_img00010.png')
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self.image_lane_effect_good = ray.load_image(folder_path + 'lane_hit_img00007.png')
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ray.image_resize(self.image_lane_effect_good, 951, 130)
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self.image_lane_effect_don = ray.load_image(folder_path + 'lane_hit_img00005.png')
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ray.image_resize(self.image_lane_effect_don, 951, 130)
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self.image_lane_effect_kat = ray.load_image(folder_path + 'lane_hit_img00006.png')
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ray.image_resize(self.image_lane_effect_kat, 951, 130)
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self.texture_lane_effect_good = ray.load_texture_from_image(self.image_lane_effect_good)
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self.texture_lane_effect_don = ray.load_texture_from_image(self.image_lane_effect_don)
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self.texture_lane_effect_kat = ray.load_texture_from_image(self.image_lane_effect_kat)
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self.texture_drum = ray.load_texture(folder_path + 'lane_obi_img00014.png')
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self.texture_don_R = ray.load_texture(folder_path + 'lane_obi_img00015.png')
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self.texture_don_L = ray.load_texture(folder_path + 'lane_obi_img00016.png')
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self.texture_kat_R = ray.load_texture(folder_path + 'lane_obi_img00017.png')
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self.texture_kat_L = ray.load_texture(folder_path + 'lane_obi_img00018.png')
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self.texture_1p_emblem = ray.load_texture(folder_path + 'lane_obi_img00019.png')
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self.texture_difficulty = [ray.load_texture(folder_path + 'lane_obi_img00021.png'),
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ray.load_texture(folder_path + 'lane_obi_img00022.png'),
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ray.load_texture(folder_path + 'lane_obi_img00023.png'),
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ray.load_texture(folder_path + 'lane_obi_img00024.png'),
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ray.load_texture(folder_path + 'lane_obi_img00025.png')]
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self.texture_combo_text = [ray.load_texture(folder_path + 'lane_obi_img00035.png'),
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ray.load_texture(folder_path + 'lane_obi_img00046.png')]
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self.texture_combo_numbers = [ray.load_texture(folder_path + 'lane_obi_img00036.png'),
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ray.load_texture(folder_path + 'lane_obi_img00037.png'),
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ray.load_texture(folder_path + 'lane_obi_img00038.png'),
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ray.load_texture(folder_path + 'lane_obi_img00039.png'),
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ray.load_texture(folder_path + 'lane_obi_img00040.png'),
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ray.load_texture(folder_path + 'lane_obi_img00041.png'),
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ray.load_texture(folder_path + 'lane_obi_img00042.png'),
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ray.load_texture(folder_path + 'lane_obi_img00043.png'),
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ray.load_texture(folder_path + 'lane_obi_img00044.png'),
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ray.load_texture(folder_path + 'lane_obi_img00045.png'),
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ray.load_texture(folder_path + 'lane_obi_img00047.png'),
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ray.load_texture(folder_path + 'lane_obi_img00049.png'),
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ray.load_texture(folder_path + 'lane_obi_img00050.png'),
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ray.load_texture(folder_path + 'lane_obi_img00051.png'),
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ray.load_texture(folder_path + 'lane_obi_img00052.png'),
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ray.load_texture(folder_path + 'lane_obi_img00053.png'),
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ray.load_texture(folder_path + 'lane_obi_img00054.png'),
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ray.load_texture(folder_path + 'lane_obi_img00055.png'),
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ray.load_texture(folder_path + 'lane_obi_img00056.png'),
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ray.load_texture(folder_path + 'lane_obi_img00057.png')]
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self.texture_combo_glimmer = ray.load_texture(folder_path + 'lane_obi_img00048.png')
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folder_path = 'Graphics\\lumendata\\enso_system\\base1p\\'
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self.texture_balloon_speech_bubble_p1 = ray.load_texture(folder_path + 'action_fusen_1p_img00000.png')
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self.texture_balloon = [ray.load_texture(folder_path + 'action_fusen_1p_img00011.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00012.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00013.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00014.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00015.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00016.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00017.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00018.png')]
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self.texture_balloon_number = [ray.load_texture(folder_path + 'action_fusen_1p_img00001.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00002.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00003.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00004.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00005.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00006.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00007.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00008.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00009.png'),
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ray.load_texture(folder_path + 'action_fusen_1p_img00010.png')]
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self.current_ms = 0
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self.sound_don = ray.load_sound('Sounds\\inst_00_don.wav')
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self.sound_kat = ray.load_sound('Sounds\\inst_00_katsu.wav')
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self.sound_balloon_pop = ray.load_sound('Sounds\\balloon_pop.wav')
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self.note_type_dict = {'1': self.texture_don,
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'2': self.texture_kat,
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'3': self.texture_dai_don,
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'4': self.texture_dai_kat,
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'5': self.texture_drumroll_head,
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'6': self.texture_dai_drumroll_head,
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'7': self.texture_balloon_head,
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'drumroll_body': self.texture_drumroll_body,
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'drumroll_tail': self.texture_drumroll_tail,
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'dai_drumroll_body': self.texture_dai_drumroll_body,
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'dai_drumroll_tail': self.texture_dai_drumroll_tail,
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'balloon_tail': self.texture_balloon_tail}
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def init_tja(self):
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self.tja = tja_parser('Songs\\Dokidoki Mune-kyun Omatsuri Time')
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self.tja.get_metadata()
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self.tja.distance = self.width - self.judge_x
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self.player_1 = Player(self, 1, 3)
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self.song_music = ray.load_music_stream(self.tja.wave)
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ray.play_music_stream(self.song_music)
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self.start_ms = get_current_ms() - self.tja.offset*1000
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def update(self):
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ray.update_music_stream(self.song_music)
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self.current_ms = get_current_ms() - self.start_ms
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self.player_1.update(self)
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def draw(self):
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self.player_1.draw(self)
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class Player:
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def __init__(self, game_screen, player_number, difficulty):
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self.timing_good = 25.0250015258789
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self.timing_ok = 75.0750045776367
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self.timing_bad = 108.441665649414
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self.player_number = player_number
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self.difficulty = difficulty
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self.play_note_list, self.draw_note_list, self.draw_bar_list = game_screen.tja.notes_to_position(self.difficulty)
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self.base_score = self.calculate_base_score()
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self.judge_offset = 0
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#Note management
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self.current_notes = deque()
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self.current_bars = []
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self.current_notes_draw = []
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self.play_note_index = 0
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self.draw_note_index = 0
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self.bar_index = 0
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self.is_drumroll = False
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self.drumroll_big = 0
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self.curr_drumroll_count = 0
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self.is_balloon = False
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self.curr_balloon_count = 0
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#Score management
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self.good_count = 0
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self.ok_count = 0
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self.bad_count = 0
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self.combo = 0
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self.score = 0
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self.max_combo = 0
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self.arc_points = 25
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self.draw_judge_list = []
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self.draw_effect_list = []
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self.draw_arc_list = []
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self.draw_drum_hit_list = []
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self.drumroll_counter = []
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self.balloon_list = []
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self.combo_list = []
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def calculate_base_score(self):
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total_notes = 0
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balloon_num = 0
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balloon_sec = 0
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balloon_count = 0
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drumroll_sec = 0
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for i in range(len(self.play_note_list)):
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note = self.play_note_list[i]
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if i < len(self.play_note_list)-1:
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next_note = self.play_note_list[i+1]
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else:
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next_note = self.play_note_list[len(self.play_note_list)-1]
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if note.get('note') in {'1','2','3','4'}:
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total_notes += 1
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elif note.get('note') in {'5', '6'}:
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drumroll_sec += (next_note.get('ms') - note.get('ms')) / 1000
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elif note.get('note') in {'7', '9'}:
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balloon_num += 1
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balloon_count += next_note.get('balloon')
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total_score = (1000000 - (balloon_count * 100) - (drumroll_sec * 1692.0079999994086)) / total_notes
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return math.ceil(total_score / 10) * 10
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def get_position(self, game_screen, ms, pixels_per_frame):
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return int(game_screen.width + pixels_per_frame * 60 / 1000 * (ms - game_screen.current_ms + self.judge_offset) - 64)
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def animation_manager(self, game_screen, animation_list):
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if len(animation_list) != 0:
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for i in range(len(animation_list)-1, -1, -1):
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animation = animation_list[i]
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animation.update(game_screen.current_ms)
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if animation.is_finished:
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animation_list.pop(i)
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def note_manager(self, game_screen):
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#Add bar to current_bars list if it is ready to be shown on screen
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if game_screen.current_ms > self.draw_bar_list[0]['load_ms'] and len(self.draw_bar_list) > 0:
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self.current_bars.append(self.draw_bar_list.popleft())
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#Add note to current_notes list if it is ready to be shown on screen
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if game_screen.current_ms + 1000 >= self.play_note_list[0]['load_ms']:
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self.current_notes.append(self.play_note_list.popleft())
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if self.play_note_list[0]['note'] == '8':
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self.current_notes.append(self.play_note_list.popleft())
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if game_screen.current_ms + 1000 >= self.draw_note_list[0]['load_ms']:
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self.current_notes_draw.append(self.draw_note_list.popleft())
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if self.draw_note_list[0]['note'] == '8':
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self.current_notes_draw.append(self.draw_note_list.popleft())
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#if a note was not hit within the window, remove it
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if len(self.current_notes) != 0:
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note = self.current_notes[0]
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if note['ms'] + self.timing_bad < game_screen.current_ms:
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if note['note'] in {'1', '2', '3', '4'}:
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self.combo = 0
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self.bad_count += 1
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self.current_notes.popleft()
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elif (note['ms'] <= game_screen.current_ms):
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if note['note'] == '5':
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self.is_drumroll = True
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self.drumroll_big = 0
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elif note['note'] == '6':
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self.is_drumroll = True
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self.drumroll_big = 2
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elif note['note'] == '7':
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self.is_balloon = True
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elif note['note'] == '8' and (self.is_drumroll or self.is_balloon):
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self.is_drumroll = False
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self.is_balloon = False
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#If a bar is off screen, remove it
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if len(self.current_bars) != 0:
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for i in range(len(self.current_bars)-1, -1, -1):
|
||||
bar_ms, pixels_per_frame = self.current_bars[i]['ms'], self.current_bars[i]['ppf']
|
||||
position = self.get_position(game_screen, bar_ms, pixels_per_frame)
|
||||
if position < game_screen.judge_x + 650:
|
||||
self.current_bars.pop(i)
|
||||
|
||||
#If a note is off screen, remove it
|
||||
if len(self.current_notes_draw) != 0:
|
||||
for i in range(len(self.current_notes_draw)-1, -1, -1):
|
||||
note_type, note_ms, pixels_per_frame = self.current_notes_draw[i]['note'], self.current_notes_draw[i]['ms'], self.current_notes_draw[i]['ppf']
|
||||
position = self.get_position(game_screen, note_ms, pixels_per_frame)
|
||||
if position < game_screen.judge_x + 650 and note_type not in {'5', '6', '7'}:
|
||||
if note_type == '8' and self.current_notes_draw[i-1]['note'] in {'5', '6', '7'} and self.current_notes_draw[i-1]['ms'] < self.current_notes_draw[i]['ms']:
|
||||
self.current_notes_draw.pop(i-1)
|
||||
else:
|
||||
self.current_notes_draw.pop(i)
|
||||
|
||||
if len(self.current_notes_draw) != 0:
|
||||
if self.current_notes_draw[0]['note'] in {'5', '6', '8'}:
|
||||
if 255 > self.current_notes_draw[0]['color'] > 0:
|
||||
self.current_notes_draw[0]['color'] += 1
|
||||
|
||||
def note_correct(self, game_screen, note):
|
||||
index = note['index']
|
||||
if note['note'] == '8':
|
||||
note_type = game_screen.note_type_dict['3']
|
||||
else:
|
||||
note_type = game_screen.note_type_dict[note['note']]
|
||||
|
||||
self.combo += 1
|
||||
if self.combo > self.max_combo:
|
||||
self.max_combo = self.combo
|
||||
|
||||
self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number))
|
||||
self.current_notes.popleft()
|
||||
|
||||
#Remove note from the screen
|
||||
if note in self.current_notes_draw:
|
||||
i = self.current_notes_draw.index(note)
|
||||
if note['note'] == '8' and self.current_notes_draw[i-1]['note'] == '7' and self.current_notes_draw[i-1]['ms'] < self.current_notes_draw[i]['ms']:
|
||||
self.current_notes_draw.pop(i-1)
|
||||
self.current_notes_draw.pop(i-1)
|
||||
else:
|
||||
self.current_notes_draw.pop(i)
|
||||
|
||||
def check_note(self, game_screen, drum_type):
|
||||
if self.is_drumroll:
|
||||
note_type = game_screen.note_type_dict[str(int(drum_type)+self.drumroll_big)]
|
||||
self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number))
|
||||
self.curr_drumroll_count += 1
|
||||
color = 255 - (self.curr_drumroll_count*10)
|
||||
if color < 0:
|
||||
self.current_notes_draw[0]['color'] = 0
|
||||
else:
|
||||
self.current_notes_draw[0]['color'] = color
|
||||
elif self.is_balloon and drum_type == '1':
|
||||
current_note = self.current_notes[0]
|
||||
if current_note['note'] == '7':
|
||||
current_note = self.current_notes[1]
|
||||
if len(self.balloon_list) < 1:
|
||||
self.balloon_list.append(BalloonAnimation(game_screen.current_ms, current_note['balloon']))
|
||||
self.curr_balloon_count += 1
|
||||
self.current_notes_draw[0]['popped'] = False
|
||||
if self.curr_balloon_count == current_note['balloon']:
|
||||
self.is_balloon = False
|
||||
self.current_notes_draw[0]['popped'] = True
|
||||
ray.play_sound(game_screen.sound_balloon_pop)
|
||||
self.note_correct(game_screen, self.current_notes[0])
|
||||
elif len(self.current_notes) != 0:
|
||||
self.curr_drumroll_count = 0
|
||||
self.curr_balloon_count = 0
|
||||
current_note = self.current_notes[0]
|
||||
note_type = current_note['note']
|
||||
note_ms = current_note['ms']
|
||||
#If the wrong key was hit, stop checking
|
||||
if drum_type == '1' and note_type not in {'1', '3'}:
|
||||
return
|
||||
if drum_type == '2' and note_type not in {'2', '4'}:
|
||||
return
|
||||
#If the note is too far away, stop checking
|
||||
if game_screen.current_ms > (note_ms + self.timing_bad):
|
||||
return
|
||||
if note_type in ('3','4'):
|
||||
big = True
|
||||
else:
|
||||
big = False
|
||||
if (note_ms - self.timing_good) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_good) + self.judge_offset:
|
||||
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'GOOD', big))
|
||||
self.draw_effect_list.pop()
|
||||
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'GOOD'))
|
||||
self.good_count += 1
|
||||
self.score += self.base_score
|
||||
self.note_correct(game_screen, current_note)
|
||||
|
||||
elif (note_ms - self.timing_ok) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_ok) + self.judge_offset:
|
||||
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'OK', big))
|
||||
self.ok_count += 1
|
||||
self.score += 10 * math.floor(self.base_score / 2 / 10)
|
||||
self.note_correct(game_screen, current_note)
|
||||
|
||||
elif (note_ms - self.timing_bad) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_bad) + self.judge_offset:
|
||||
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'BAD', big))
|
||||
self.bad_count += 1
|
||||
self.combo = 0
|
||||
|
||||
def drumroll_counter_manager(self, game_screen):
|
||||
if self.is_drumroll and self.curr_drumroll_count > 0:
|
||||
if len(self.drumroll_counter) == 0 or self.drumroll_counter[-1].is_finished:
|
||||
self.drumroll_counter.append(DrumrollCounter(game_screen.current_ms))
|
||||
|
||||
if len(self.drumroll_counter) > 0:
|
||||
if self.drumroll_counter[0].is_finished:
|
||||
self.drumroll_counter.pop(0)
|
||||
else:
|
||||
self.drumroll_counter[0].update(game_screen, game_screen.current_ms, self.curr_drumroll_count)
|
||||
|
||||
def balloon_animation_manager(self, game_screen):
|
||||
if len(self.balloon_list) != 0:
|
||||
if self.balloon_list[0].is_finished:
|
||||
self.balloon_list.pop(0)
|
||||
else:
|
||||
if self.is_balloon:
|
||||
self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, False)
|
||||
else:
|
||||
self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, True)
|
||||
|
||||
def combo_manager(self, game_screen):
|
||||
if self.combo >= 3 and len(self.combo_list) == 0:
|
||||
self.combo_list.append(Combo(self.combo, game_screen.current_ms))
|
||||
elif self.combo < 3 and len(self.combo_list) != 0:
|
||||
self.combo_list.pop(0)
|
||||
elif len(self.combo_list) == 1:
|
||||
self.combo_list[0].update(game_screen, game_screen.current_ms, self.combo)
|
||||
|
||||
def key_manager(self, game_screen):
|
||||
if ray.is_key_pressed(ray.KeyboardKey.KEY_F):
|
||||
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON'))
|
||||
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'L'))
|
||||
ray.play_sound(game_screen.sound_don)
|
||||
self.check_note(game_screen, '1')
|
||||
if ray.is_key_pressed(ray.KeyboardKey.KEY_J):
|
||||
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON'))
|
||||
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'R'))
|
||||
ray.play_sound(game_screen.sound_don)
|
||||
self.check_note(game_screen, '1')
|
||||
if ray.is_key_pressed(ray.KeyboardKey.KEY_E):
|
||||
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT'))
|
||||
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'L'))
|
||||
ray.play_sound(game_screen.sound_kat)
|
||||
self.check_note(game_screen, '2')
|
||||
if ray.is_key_pressed(ray.KeyboardKey.KEY_I):
|
||||
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT'))
|
||||
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'R'))
|
||||
ray.play_sound(game_screen.sound_kat)
|
||||
self.check_note(game_screen, '2')
|
||||
|
||||
def update(self, game_screen):
|
||||
self.current_notes_draw = sorted(self.current_notes_draw, key=lambda d: d['ms'])
|
||||
self.note_manager(game_screen)
|
||||
self.combo_manager(game_screen)
|
||||
self.drumroll_counter_manager(game_screen)
|
||||
self.balloon_animation_manager(game_screen)
|
||||
self.animation_manager(game_screen, self.draw_judge_list)
|
||||
self.animation_manager(game_screen, self.draw_effect_list)
|
||||
self.animation_manager(game_screen, self.draw_drum_hit_list)
|
||||
self.animation_manager(game_screen, self.draw_arc_list)
|
||||
self.key_manager(game_screen)
|
||||
|
||||
def draw_animation_list(self, game_screen, animation_list):
|
||||
for animation in animation_list:
|
||||
animation.draw(game_screen)
|
||||
|
||||
def draw_drumroll(self, game_screen, big, position, index, color):
|
||||
drumroll_start_position = position
|
||||
tail = self.current_notes_draw[index+1]
|
||||
if big:
|
||||
drumroll_body = 'dai_drumroll_body'
|
||||
drumroll_tail = 'dai_drumroll_tail'
|
||||
drumroll_length = 70
|
||||
else:
|
||||
drumroll_body = 'drumroll_body'
|
||||
drumroll_tail = 'drumroll_tail'
|
||||
drumroll_length = 47
|
||||
if tail['note'] == '8':
|
||||
drumroll_end_position = self.get_position(game_screen, tail['load_ms'], tail['ppf'])
|
||||
distance = ((drumroll_end_position - drumroll_start_position) / drumroll_length) - 1
|
||||
if distance > 0:
|
||||
for i in range(int(distance)):
|
||||
self.draw_note(game_screen, drumroll_body, (drumroll_start_position + 64) + (i*drumroll_length), color)
|
||||
self.draw_note(game_screen, drumroll_body, drumroll_end_position - drumroll_length, color)
|
||||
self.draw_note(game_screen, drumroll_tail, drumroll_end_position, color)
|
||||
drumroll_end_position = 0
|
||||
|
||||
def draw_balloon(self, game_screen, note, position, index):
|
||||
end_time = self.current_notes_draw[index+1]
|
||||
end_time_position = self.get_position(game_screen, end_time['load_ms'], end_time['ppf'])
|
||||
if game_screen.current_ms >= end_time['ms']:
|
||||
position = end_time_position
|
||||
elif game_screen.current_ms >= note['ms']:
|
||||
position = 349
|
||||
self.draw_note(game_screen, '7', position, 255)
|
||||
|
||||
def draw_note(self, game_screen, note, position, color):
|
||||
note_padding = 64
|
||||
if note == 'barline':
|
||||
y = 184
|
||||
ray.draw_texture(game_screen.texture_barline, position+note_padding-4, y+6, ray.WHITE)
|
||||
elif note in game_screen.note_type_dict:
|
||||
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
|
||||
if self.combo >= 50:
|
||||
current_eighth = int(game_screen.current_ms // eighth_in_ms)
|
||||
else:
|
||||
current_eighth = 0
|
||||
if note in {'5', '6', 'drumroll_tail', 'dai_drumroll_tail', 'drumroll_body', 'dai_drumroll_body'}:
|
||||
draw_color = color
|
||||
else:
|
||||
draw_color = 255
|
||||
if note == '7':
|
||||
offset = 12
|
||||
balloon = True
|
||||
else:
|
||||
offset = 0
|
||||
balloon = False
|
||||
ray.draw_texture(game_screen.note_type_dict[note][current_eighth % 2], position-offset, 192, ray.Color(255, draw_color, draw_color, 255))
|
||||
if balloon:
|
||||
ray.draw_texture(game_screen.note_type_dict['balloon_tail'][current_eighth % 2], position-offset+128, 192, ray.Color(255, draw_color, draw_color, 255))
|
||||
|
||||
def draw_notes(self, game_screen):
|
||||
if len(self.current_notes_draw) != 0 or len(self.current_bars) != 0:
|
||||
for i in range(len(self.current_bars)-1, -1, -1):
|
||||
bar = self.current_bars[i]
|
||||
load_ms, pixels_per_frame = bar['load_ms'], bar['ppf']
|
||||
position = self.get_position(game_screen, load_ms, pixels_per_frame)
|
||||
self.draw_note(game_screen, 'barline', position, 255)
|
||||
|
||||
for i in range(len(self.current_notes_draw)-1, -1, -1):
|
||||
note = self.current_notes_draw[i]
|
||||
note_type, load_ms, pixels_per_frame = note['note'], note['load_ms'], note['ppf']
|
||||
position = self.get_position(game_screen, load_ms, pixels_per_frame)
|
||||
if 'popped' in note:
|
||||
continue
|
||||
if note_type == '5':
|
||||
self.draw_drumroll(game_screen, False, position, i, note['color'])
|
||||
elif note_type == '6':
|
||||
self.draw_drumroll(game_screen, True, position, i, note['color'])
|
||||
if note_type == '7':
|
||||
self.draw_balloon(game_screen, note, position, i)
|
||||
else:
|
||||
self.draw_note(game_screen, note_type, position, 255)
|
||||
|
||||
def draw(self, game_screen):
|
||||
ray.draw_texture(game_screen.texture_lane, 332, 184, ray.WHITE)
|
||||
self.draw_animation_list(game_screen, self.draw_effect_list)
|
||||
ray.draw_texture(game_screen.texture_judge_circle, 342, 184, ray.WHITE)
|
||||
self.draw_animation_list(game_screen, self.draw_judge_list)
|
||||
self.draw_notes(game_screen)
|
||||
ray.draw_texture(game_screen.texture_lane_cover, 0, 184, ray.WHITE)
|
||||
ray.draw_texture(game_screen.texture_drum, 211, 206, ray.WHITE)
|
||||
self.draw_animation_list(game_screen, self.draw_drum_hit_list)
|
||||
self.draw_animation_list(game_screen, self.combo_list)
|
||||
ray.draw_texture(game_screen.texture_score_cover, 0, 184, ray.WHITE)
|
||||
ray.draw_texture(game_screen.texture_1p_emblem, 0, 225, ray.WHITE)
|
||||
ray.draw_texture(game_screen.texture_difficulty[self.difficulty], 50, 222, ray.WHITE)
|
||||
self.draw_animation_list(game_screen, self.drumroll_counter)
|
||||
self.draw_animation_list(game_screen, self.draw_arc_list)
|
||||
self.draw_animation_list(game_screen, self.balloon_list)
|
||||
|
||||
class Judgement:
|
||||
def __init__(self, current_ms, type, big):
|
||||
self.y_pos = 144
|
||||
self.create_ms = current_ms
|
||||
self.total_distance = 15
|
||||
self.current_y_pos = self.y_pos
|
||||
self.total_duration = 332
|
||||
self.type = type
|
||||
self.fade = 1
|
||||
self.hit_fade = 0.5
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
self.hit_color = ray.fade(ray.WHITE, self.hit_fade)
|
||||
self.big = big
|
||||
self.index = 0
|
||||
self.is_finished = False
|
||||
|
||||
def update(self, current_ms):
|
||||
elapsed_time = current_ms - self.create_ms
|
||||
|
||||
if elapsed_time <= self.total_duration:
|
||||
if elapsed_time <= 83:
|
||||
progress = elapsed_time / 83
|
||||
self.current_y_pos = self.y_pos + (self.total_distance * progress)
|
||||
else:
|
||||
self.current_y_pos = self.y_pos + self.total_distance
|
||||
|
||||
if 33 < elapsed_time <= 50:
|
||||
self.index = 1
|
||||
elif 50 < elapsed_time <= 83:
|
||||
self.index = 2
|
||||
elif 83 < elapsed_time <= 100:
|
||||
self.index = 3
|
||||
elif elapsed_time > 100:
|
||||
self.index = 4
|
||||
elif 83 < elapsed_time <= 166:
|
||||
hit_fade_progress = (elapsed_time - 83) / (166 - 83)
|
||||
self.hit_fade = 1 - hit_fade_progress
|
||||
self.hit_color = ray.fade(ray.WHITE, self.fade)
|
||||
if elapsed_time > 233.3:
|
||||
fade_progress = (elapsed_time - 233.3) / (333 - 233.3)
|
||||
self.fade = 1 - fade_progress
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
if elapsed_time > self.total_duration:
|
||||
self.is_finished = True
|
||||
|
||||
def draw(self, game_screen):
|
||||
if self.type == 'GOOD':
|
||||
if self.big:
|
||||
ray.draw_texture(game_screen.texture_good_hit_center_big, 342, 184, self.color)
|
||||
ray.draw_texture(game_screen.texture_good_hit_effect_big[self.index], 304, 143, self.hit_color)
|
||||
else:
|
||||
ray.draw_texture(game_screen.texture_good_hit_center, 342, 184, self.color)
|
||||
ray.draw_texture(game_screen.texture_good_hit_effect[self.index], 304, 143, self.hit_color)
|
||||
ray.draw_texture(game_screen.texture_good, 370, int(self.current_y_pos), self.color)
|
||||
elif self.type == 'OK':
|
||||
if self.big:
|
||||
ray.draw_texture(game_screen.texture_ok_hit_center_big, 342, 184, self.color)
|
||||
ray.draw_texture(game_screen.texture_ok_hit_effect_big[self.index], 304, 143, self.hit_color)
|
||||
else:
|
||||
ray.draw_texture(game_screen.texture_ok_hit_center, 342, 184, self.color)
|
||||
ray.draw_texture(game_screen.texture_ok_hit_effect[self.index], 304, 143, self.hit_color)
|
||||
ray.draw_texture(game_screen.texture_ok, 370, int(self.current_y_pos), self.color)
|
||||
elif self.type == 'BAD':
|
||||
ray.draw_texture(game_screen.texture_bad, 370, int(self.current_y_pos), self.color)
|
||||
|
||||
class LaneHitEffect:
|
||||
def __init__(self, current_ms, type):
|
||||
self.type = type
|
||||
self.fade = 0.5
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
self.create_ms = current_ms
|
||||
self.total_duration = 150
|
||||
self.is_finished = False
|
||||
def update(self, current_ms):
|
||||
elapsed_time = current_ms - self.create_ms
|
||||
if elapsed_time >= 83:
|
||||
fade_progress = (elapsed_time - 83) / (self.total_duration - 83)
|
||||
self.fade = 0.5 - fade_progress
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
if elapsed_time > self.total_duration:
|
||||
self.is_finished = True
|
||||
|
||||
def draw(self, game_screen):
|
||||
if self.type == 'GOOD':
|
||||
ray.draw_texture(game_screen.texture_lane_effect_good, 328, 192, self.color)
|
||||
elif self.type == 'DON':
|
||||
ray.draw_texture(game_screen.texture_lane_effect_don, 328, 192, self.color)
|
||||
elif self.type == 'KAT':
|
||||
ray.draw_texture(game_screen.texture_lane_effect_kat, 328, 192, self.color)
|
||||
|
||||
class DrumHitEffect:
|
||||
def __init__(self, current_ms, type, side):
|
||||
self.type = type
|
||||
self.side = side
|
||||
self.fade = 1
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
self.create_ms = current_ms
|
||||
self.total_duration = 150
|
||||
self.is_finished = False
|
||||
|
||||
def update(self, current_ms):
|
||||
elapsed_time = current_ms - self.create_ms
|
||||
if elapsed_time >= 83:
|
||||
fade_progress = (elapsed_time - 83) / (self.total_duration - 83)
|
||||
self.fade = 0.5 - fade_progress
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
if elapsed_time > self.total_duration:
|
||||
self.is_finished = True
|
||||
|
||||
def draw(self, game_screen):
|
||||
x, y = 211, 206
|
||||
if self.type == 'DON':
|
||||
if self.side == 'L':
|
||||
ray.draw_texture(game_screen.texture_don_L, x, y, self.color)
|
||||
elif self.side == 'R':
|
||||
ray.draw_texture(game_screen.texture_don_R, x, y, self.color)
|
||||
elif self.type == 'KAT':
|
||||
if self.side == 'L':
|
||||
ray.draw_texture(game_screen.texture_kat_L, x, y, self.color)
|
||||
elif self.side == 'R':
|
||||
ray.draw_texture(game_screen.texture_kat_R, x, y, self.color)
|
||||
|
||||
class NoteArc:
|
||||
def __init__(self, note_type, current_ms, player_number):
|
||||
self.note_type = note_type
|
||||
self.arc_points = 25
|
||||
self.create_ms = current_ms
|
||||
self.player_number = player_number
|
||||
self.x_i = 0
|
||||
self.y_i = 0
|
||||
self.is_finished = False
|
||||
|
||||
def update(self, game_screen):
|
||||
if self.x_i >= 1150:
|
||||
self.is_finished = True
|
||||
def draw(self, game_screen):
|
||||
if self.note_type == None:
|
||||
return
|
||||
radius = 414
|
||||
#Start at 180 degrees, end at 0
|
||||
theta_start = 3.14
|
||||
if self.player_number == 1:
|
||||
theta_end = 2 * 3.14
|
||||
#center of circle that does not exist
|
||||
center_x, center_y = 785, 168
|
||||
else:
|
||||
theta_end = 0
|
||||
center_x, center_y = 785, 468
|
||||
|
||||
ms_since_call = (game_screen.current_ms - self.create_ms) / 16.67
|
||||
if ms_since_call < 0:
|
||||
ms_since_call = 0
|
||||
if ms_since_call > self.arc_points:
|
||||
ms_since_call = self.arc_points
|
||||
angle_change = (theta_end - theta_start) / self.arc_points
|
||||
theta_i = theta_start + ms_since_call * angle_change
|
||||
self.x_i = center_x + radius * math.cos(theta_i)
|
||||
self.y_i = center_y + radius * 0.5 * math.sin(theta_i)
|
||||
|
||||
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
|
||||
current_eighth = int(game_screen.current_ms // eighth_in_ms)
|
||||
ray.draw_texture(self.note_type[current_eighth % 2], int(self.x_i), int(self.y_i), ray.WHITE)
|
||||
|
||||
class DrumrollCounter:
|
||||
def __init__(self, current_ms):
|
||||
self.create_ms = current_ms
|
||||
self.is_finished = False
|
||||
self.total_duration = 1349
|
||||
self.drumroll_count = 0
|
||||
self.fade = 1
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
self.counter_stretch = 0
|
||||
self.start_stretch = None
|
||||
self.is_stretching = False
|
||||
|
||||
def update_count(self, current_ms, count, elapsed_time):
|
||||
self.total_duration = elapsed_time + 1349
|
||||
if self.drumroll_count != count:
|
||||
self.drumroll_count = count
|
||||
self.start_stretch = current_ms
|
||||
self.is_stretching = True
|
||||
|
||||
def update_stretch(self, current_ms):
|
||||
if not self.is_stretching:
|
||||
return
|
||||
elapsed_time = current_ms - self.start_stretch
|
||||
if elapsed_time <= 50:
|
||||
self.counter_stretch = 2 + 5 * (elapsed_time // 25)
|
||||
elif elapsed_time <= 50 + 116:
|
||||
frame_time = (elapsed_time - 50) // 16.57
|
||||
self.counter_stretch = 2 + 10 - (2 * (frame_time + 1))
|
||||
else:
|
||||
self.counter_stretch = 0
|
||||
self.is_stretching = False
|
||||
|
||||
def update(self, game_screen, current_ms, drumroll_count):
|
||||
self.update_stretch(current_ms)
|
||||
|
||||
elapsed_time = current_ms - self.create_ms
|
||||
if drumroll_count != 0:
|
||||
self.update_count(current_ms, drumroll_count, elapsed_time)
|
||||
fade_start_time = self.total_duration - 166
|
||||
if elapsed_time >= fade_start_time:
|
||||
fade_progress = (elapsed_time - fade_start_time) / 166
|
||||
self.fade = 1 - fade_progress
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
if elapsed_time > self.total_duration:
|
||||
self.is_finished = True
|
||||
|
||||
def draw(self, game_screen):
|
||||
ray.draw_texture(game_screen.texture_drumroll_count, 200, 0, self.color)
|
||||
counter = str(self.drumroll_count)
|
||||
total_width = len(counter) * 52
|
||||
start_x = 344 - (total_width // 2)
|
||||
source_rect = ray.Rectangle(0, 0, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height)
|
||||
for i in range(len(counter)):
|
||||
dest_rect = ray.Rectangle(start_x + (i * 52), 50 - self.counter_stretch, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height + self.counter_stretch)
|
||||
ray.draw_texture_pro(game_screen.texture_balloon_number[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)
|
||||
|
||||
class BalloonAnimation:
|
||||
def __init__(self, current_ms, balloon_total):
|
||||
self.create_ms = current_ms
|
||||
self.is_finished = False
|
||||
self.total_duration = 83.33
|
||||
self.fade = 1
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
self.balloon_count = 0
|
||||
self.balloon_total = balloon_total
|
||||
self.is_popped = False
|
||||
self.counter_stretch = 0
|
||||
self.start_stretch = None
|
||||
self.is_stretching = False
|
||||
|
||||
def update_count(self, current_ms, balloon_count):
|
||||
if self.balloon_count != balloon_count:
|
||||
self.balloon_count = balloon_count
|
||||
self.start_stretch = current_ms
|
||||
self.is_stretching = True
|
||||
|
||||
def update_stretch(self, current_ms):
|
||||
if not self.is_stretching:
|
||||
return
|
||||
elapsed_time = current_ms - self.start_stretch
|
||||
if elapsed_time <= 50:
|
||||
self.counter_stretch = 2 + 5 * (elapsed_time // 25)
|
||||
elif elapsed_time <= 50 + 116:
|
||||
frame_time = (elapsed_time - 50) // 16.57
|
||||
self.counter_stretch = 2 + 10 - (2 * (frame_time + 1))
|
||||
else:
|
||||
self.counter_stretch = 0
|
||||
self.is_stretching = False
|
||||
|
||||
def update(self, game_screen, current_ms, balloon_count, is_popped):
|
||||
self.update_count(current_ms, balloon_count)
|
||||
self.update_stretch(current_ms)
|
||||
self.is_popped = is_popped
|
||||
|
||||
elapsed_time = current_ms - self.create_ms
|
||||
fade_start_time = self.total_duration - 166
|
||||
if self.is_popped:
|
||||
if elapsed_time >= fade_start_time:
|
||||
fade_progress = (elapsed_time - fade_start_time) / 166
|
||||
self.fade = 1 - fade_progress
|
||||
self.color = ray.fade(ray.WHITE, self.fade)
|
||||
if elapsed_time > self.total_duration:
|
||||
self.is_finished = True
|
||||
else:
|
||||
self.total_duration = elapsed_time + 166
|
||||
|
||||
def draw(self, game_screen):
|
||||
if self.is_popped:
|
||||
ray.draw_texture(game_screen.texture_balloon[7], 460, 130, self.color)
|
||||
elif self.balloon_count >= 1:
|
||||
balloon_index = (self.balloon_count - 1) * 7 // self.balloon_total
|
||||
ray.draw_texture(game_screen.texture_balloon[balloon_index], 460, 130, self.color)
|
||||
if self.balloon_count > 0:
|
||||
ray.draw_texture(game_screen.texture_balloon_speech_bubble_p1, 414, 40, ray.WHITE)
|
||||
counter = str(self.balloon_total - self.balloon_count + 1)
|
||||
x, y = 493, 68
|
||||
margin = 52
|
||||
total_width = len(counter) * margin
|
||||
start_x = x - (total_width // 2)
|
||||
source_rect = ray.Rectangle(0, 0, game_screen.texture_balloon_number[0].width, game_screen.texture_balloon_number[0].height)
|
||||
for i in range(len(counter)):
|
||||
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.counter_stretch, game_screen.texture_balloon_number[0].width, game_screen.texture_balloon_number[0].height + self.counter_stretch)
|
||||
ray.draw_texture_pro(game_screen.texture_balloon_number[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)
|
||||
|
||||
class Combo:
|
||||
def __init__(self, combo, current_ms):
|
||||
self.combo = combo
|
||||
self.counter_stretch = 0
|
||||
self.start_stretch = None
|
||||
self.is_stretching = False
|
||||
self.color = [ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1)]
|
||||
self.glimmer_dict = {0: 0, 1: 0, 2: 0}
|
||||
self.total_time = 250
|
||||
self.cycle_time = self.total_time * 2
|
||||
self.start_times = [
|
||||
current_ms,
|
||||
current_ms + (2 / 3) * self.cycle_time,
|
||||
current_ms + (4 / 3) * self.cycle_time
|
||||
]
|
||||
|
||||
def update_count(self, current_ms, combo):
|
||||
if self.combo != combo:
|
||||
self.combo = combo
|
||||
self.start_stretch = current_ms
|
||||
self.is_stretching = True
|
||||
|
||||
def update_stretch(self, current_ms):
|
||||
if not self.is_stretching:
|
||||
return
|
||||
elapsed_time = current_ms - self.start_stretch
|
||||
if elapsed_time <= 50:
|
||||
self.counter_stretch = 2 + (5 * (elapsed_time // 25))
|
||||
elif elapsed_time <= 50 + 100:
|
||||
frame_time = (elapsed_time - 50) // 16.57
|
||||
self.counter_stretch = 2 + (10 - (2 * (frame_time + 1)))
|
||||
else:
|
||||
self.counter_stretch = 0
|
||||
self.is_stretching = False
|
||||
|
||||
def update(self, game_screen, current_ms, combo):
|
||||
self.update_count(current_ms, combo)
|
||||
self.update_stretch(current_ms)
|
||||
|
||||
for i in range(3):
|
||||
elapsed_time = current_ms - self.start_times[i]
|
||||
if elapsed_time > self.cycle_time:
|
||||
cycles_completed = elapsed_time // self.cycle_time
|
||||
self.start_times[i] += cycles_completed * self.cycle_time
|
||||
elapsed_time = current_ms - self.start_times[i]
|
||||
if elapsed_time <= self.total_time:
|
||||
self.glimmer_dict[i] = -int(elapsed_time // 16.67)
|
||||
fade_start_time = self.total_time - 164
|
||||
if elapsed_time >= fade_start_time:
|
||||
fade = 1 - (elapsed_time - fade_start_time) / 164
|
||||
else:
|
||||
fade = 1
|
||||
else:
|
||||
self.glimmer_dict[i] = 0
|
||||
fade = 0
|
||||
self.color[i] = ray.fade(ray.WHITE, fade)
|
||||
|
||||
def draw(self, game_screen):
|
||||
if self.combo < 100:
|
||||
text_color = 0
|
||||
margin = 30
|
||||
else:
|
||||
text_color = 1
|
||||
margin = 35
|
||||
ray.draw_texture(game_screen.texture_combo_text[text_color], 234, 265, ray.WHITE)
|
||||
counter = str(self.combo)
|
||||
total_width = len(counter) * margin
|
||||
x, y = 262, 220
|
||||
start_x = x - (total_width // 2)
|
||||
source_rect = ray.Rectangle(0, 0, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height)
|
||||
for i in range(len(counter)):
|
||||
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.counter_stretch, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height + self.counter_stretch)
|
||||
ray.draw_texture_pro(game_screen.texture_combo_numbers[int(counter[i]) + (text_color*10)], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
|
||||
glimmer_positions = [(225, 210), (200, 230), (250, 230)]
|
||||
if self.combo >= 100:
|
||||
for j, (x, y) in enumerate(glimmer_positions):
|
||||
for i in range(3):
|
||||
ray.draw_texture(game_screen.texture_combo_glimmer, x + (i * 30), y + self.glimmer_dict[j], self.color[j])
|
||||
Reference in New Issue
Block a user