a little bit of refactoring methinks

This commit is contained in:
Yonokid
2024-09-26 12:35:46 -04:00
parent a5384150a6
commit de74d02245
3 changed files with 312 additions and 293 deletions

348
game.py
View File

@@ -25,32 +25,32 @@ class GameScreen:
self.texture_score_cover = load_texture_from_zip(zip_file, 'lane_obi_img00003.png')
self.texture_don = [load_texture_from_zip(zip_file, 'onp_don_img00000.png'),
load_texture_from_zip(zip_file, 'onp_don_img00001.png')]
load_texture_from_zip(zip_file, 'onp_don_img00001.png')]
self.texture_kat = [load_texture_from_zip(zip_file, 'onp_katsu_img00000.png'),
load_texture_from_zip(zip_file, 'onp_katsu_img00001.png')]
load_texture_from_zip(zip_file, 'onp_katsu_img00001.png')]
self.texture_dai_don = [load_texture_from_zip(zip_file, 'onp_don_dai_img00000.png'),
load_texture_from_zip(zip_file, 'onp_don_dai_img00001.png')]
load_texture_from_zip(zip_file, 'onp_don_dai_img00001.png')]
self.texture_dai_kat = [load_texture_from_zip(zip_file, 'onp_katsu_dai_img00000.png'),
load_texture_from_zip(zip_file, 'onp_katsu_dai_img00001.png')]
load_texture_from_zip(zip_file, 'onp_katsu_dai_img00001.png')]
self.texture_balloon_head = [load_texture_from_zip(zip_file, 'onp_fusen_img00001.png'),
load_texture_from_zip(zip_file, 'onp_fusen_img00002.png')]
load_texture_from_zip(zip_file, 'onp_fusen_img00002.png')]
self.texture_balloon_tail = [load_texture_from_zip(zip_file, 'onp_fusen_img00000.png'),
load_texture_from_zip(zip_file, 'onp_fusen_img00000.png')]
load_texture_from_zip(zip_file, 'onp_fusen_img00000.png')]
self.texture_drumroll_head = [load_texture_from_zip(zip_file, 'onp_renda_img00002.png'),
load_texture_from_zip(zip_file, 'onp_renda_img00003.png')]
load_texture_from_zip(zip_file, 'onp_renda_img00003.png')]
self.texture_drumroll_body = [load_texture_from_zip(zip_file, 'onp_renda_img00000.png'),
load_texture_from_zip(zip_file, 'onp_renda_img00000.png')]
load_texture_from_zip(zip_file, 'onp_renda_img00000.png')]
self.texture_drumroll_tail = [load_texture_from_zip(zip_file, 'onp_renda_img00001.png'),
load_texture_from_zip(zip_file, 'onp_renda_img00001.png')]
load_texture_from_zip(zip_file, 'onp_renda_img00001.png')]
self.texture_dai_drumroll_head = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00002.png'),
load_texture_from_zip(zip_file, 'onp_renda_dai_img00003.png')]
load_texture_from_zip(zip_file, 'onp_renda_dai_img00003.png')]
self.texture_dai_drumroll_body = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png'),
load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png')]
load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png')]
self.texture_dai_drumroll_tail = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png'),
load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png')]
load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png')]
self.texture_drumroll_count = load_texture_from_zip(zip_file, 'renda_num_img00000.png')
self.texture_drumroll_number = []
for i in range(1, 11):
@@ -183,6 +183,7 @@ class GameScreen:
'dai_drumroll_body': self.texture_dai_drumroll_body,
'dai_drumroll_tail': self.texture_dai_drumroll_tail,
'balloon_tail': self.texture_balloon_tail}
self.tja = TJAParser(f'Songs\\{song}')
self.tja.get_metadata()
self.tja.distance = self.width - self.judge_x
@@ -210,7 +211,7 @@ class Player:
self.difficulty = difficulty
self.play_note_list, self.draw_note_list, self.draw_bar_list = game_screen.tja.notes_to_position(self.difficulty)
self.base_score = self.calculate_base_score()
self.base_score = calculate_base_score(self.play_note_list)
self.judge_offset = 0
@@ -247,49 +248,64 @@ class Player:
self.score_list = []
self.base_score_list = []
def calculate_base_score(self):
total_notes = 0
balloon_num = 0
balloon_sec = 0
balloon_count = 0
drumroll_sec = 0
for i in range(len(self.play_note_list)):
note = self.play_note_list[i]
if i < len(self.play_note_list)-1:
next_note = self.play_note_list[i+1]
else:
next_note = self.play_note_list[len(self.play_note_list)-1]
if note.get('note') in {'1','2','3','4'}:
total_notes += 1
elif note.get('note') in {'5', '6'}:
drumroll_sec += (next_note.get('ms') - note.get('ms')) / 1000
elif note.get('note') in {'7', '9'}:
balloon_num += 1
balloon_count += next_note.get('balloon')
total_score = (1000000 - (balloon_count * 100) - (drumroll_sec * 1692.0079999994086)) / total_notes
return math.ceil(total_score / 10) * 10
def get_position(self, game_screen, ms, pixels_per_frame):
return int(game_screen.width + pixels_per_frame * 60 / 1000 * (ms - game_screen.current_ms + self.judge_offset) - 64)
def animation_manager(self, game_screen, animation_list):
if len(animation_list) != 0:
for i in range(len(animation_list)-1, -1, -1):
animation = animation_list[i]
animation.update(game_screen.current_ms)
if animation.is_finished:
animation_list.pop(i)
if len(animation_list) <= 0:
return
for i in range(len(animation_list)-1, -1, -1):
animation = animation_list[i]
animation.update(game_screen.current_ms)
if animation.is_finished:
animation_list.pop(i)
def note_manager(self, game_screen):
def bar_manager(self, game_screen):
#Add bar to current_bars list if it is ready to be shown on screen
if len(self.draw_bar_list) > 0 and game_screen.current_ms > self.draw_bar_list[0]['load_ms']:
self.current_bars.append(self.draw_bar_list.popleft())
#If a bar is off screen, remove it
if len(self.current_bars) <= 0:
return
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)
def play_note_manager(self, game_screen):
#Add note to current_notes list if it is ready to be shown on screen
if len(self.play_note_list) > 0 and game_screen.current_ms + 1000 >= self.play_note_list[0]['load_ms']:
self.current_notes.append(self.play_note_list.popleft())
if len(self.play_note_list) > 0 and self.play_note_list[0]['note'] == '8':
self.current_notes.append(self.play_note_list.popleft())
#if a note was not hit within the window, remove it
if len(self.current_notes) == 0:
return
note = self.current_notes[0]
if note['ms'] + self.timing_bad < game_screen.current_ms:
if note['note'] in {'1', '2', '3', '4'}:
self.combo = 0
self.bad_count += 1
self.current_notes.popleft()
elif (note['ms'] <= game_screen.current_ms):
if note['note'] == '5':
self.is_drumroll = True
self.drumroll_big = 0
elif note['note'] == '6':
self.is_drumroll = True
self.drumroll_big = 2
elif note['note'] == '7':
self.is_balloon = True
elif note['note'] == '8' and (self.is_drumroll or self.is_balloon):
self.is_drumroll = False
self.is_balloon = False
def draw_note_manager(self, game_screen):
if len(self.draw_note_list) > 0 and game_screen.current_ms + 1000 >= self.draw_note_list[0]['load_ms']:
if self.draw_note_list[0]['note'] in {'5','6','7','9'}:
while self.draw_note_list[0]['note'] != '8':
@@ -298,49 +314,26 @@ class Player:
else:
self.current_notes_draw.append(self.draw_note_list.popleft())
#if a note was not hit within the window, remove it
if len(self.current_notes) != 0:
note = self.current_notes[0]
if note['ms'] + self.timing_bad < game_screen.current_ms:
if note['note'] in {'1', '2', '3', '4'}:
self.combo = 0
self.bad_count += 1
self.current_notes.popleft()
elif (note['ms'] <= game_screen.current_ms):
if note['note'] == '5':
self.is_drumroll = True
self.drumroll_big = 0
elif note['note'] == '6':
self.is_drumroll = True
self.drumroll_big = 2
elif note['note'] == '7':
self.is_balloon = True
elif note['note'] == '8' and (self.is_drumroll or self.is_balloon):
self.is_drumroll = False
self.is_balloon = False
#If a bar is off screen, remove it
if len(self.current_bars) != 0:
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:
return
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
if self.current_notes_draw[0]['note'] in {'5', '6', '8'} and 255 > self.current_notes_draw[0]['color'] > 0:
self.current_notes_draw[0]['color'] += 1
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)
def note_manager(self, game_screen):
self.bar_manager(game_screen)
self.play_note_manager(game_screen)
self.draw_note_manager(game_screen)
def note_correct(self, game_screen, note):
index = note['index']
@@ -365,33 +358,39 @@ class Player:
else:
self.current_notes_draw.pop(i)
def check_drumroll(self, game_screen, drum_type):
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
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
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
def check_balloon(self, game_screen, drum_type):
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.score += 100
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
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])
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
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
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
self.check_drumroll(game_screen, drum_type)
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.score += 100
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
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])
self.check_balloon(game_screen, drum_type)
elif len(self.current_notes) != 0:
self.curr_drumroll_count = 0
self.curr_balloon_count = 0
@@ -444,21 +443,25 @@ class Player:
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 and not self.is_drumroll:
self.drumroll_counter.pop(0)
else:
self.drumroll_counter[0].update(game_screen, game_screen.current_ms, self.curr_drumroll_count)
if len(self.drumroll_counter) <= 0:
return
if self.drumroll_counter[0].is_finished and not self.is_drumroll:
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)
if len(self.balloon_list) <= 0:
return
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:
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)
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:
@@ -497,6 +500,7 @@ class Player:
self.check_note(game_screen, '2')
def update(self, game_screen):
#pls help turn this into priority queue instead of sorting every frame thanks
self.current_notes_draw = sorted(self.current_notes_draw, key=lambda d: d['ms'])
self.note_manager(game_screen)
self.combo_manager(game_screen)
@@ -554,61 +558,65 @@ class Player:
y = 184
ray.draw_texture(game_screen.texture_barline, position+note_padding-4, y+6, ray.WHITE)
return
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 - game_screen.start_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:
elif note not in game_screen.note_type_dict:
return
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
if self.combo >= 50:
current_eighth = int((game_screen.current_ms - game_screen.start_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
if drumroll_length == None:
drumroll_length = game_screen.note_type_dict[note][0].width
source_rect = ray.Rectangle(0,0,game_screen.note_type_dict[note][0].width,game_screen.note_type_dict[note][0].height)
dest_rect = ray.Rectangle(position-offset, 192, drumroll_length,game_screen.note_type_dict['1'][0].height)
ray.draw_texture_pro(game_screen.note_type_dict[note][current_eighth % 2], source_rect, dest_rect, ray.Vector2(0,0), 0, 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))
if se_note != None:
if drumroll_length == game_screen.note_type_dict[note][0].width:
drumroll_length = game_screen.texture_se_moji[se_note].width
offset = 0
balloon = False
if drumroll_length == None:
drumroll_length = game_screen.note_type_dict[note][0].width
source_rect = ray.Rectangle(0,0,game_screen.note_type_dict[note][0].width,game_screen.note_type_dict[note][0].height)
dest_rect = ray.Rectangle(position-offset, 192, drumroll_length,game_screen.note_type_dict['1'][0].height)
ray.draw_texture_pro(game_screen.note_type_dict[note][current_eighth % 2], source_rect, dest_rect, ray.Vector2(0,0), 0, 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))
if se_note != None:
if drumroll_length == game_screen.note_type_dict[note][0].width:
drumroll_length = game_screen.texture_se_moji[se_note].width
offset = 0
else:
offset = 30
source_rect = ray.Rectangle(0,0,game_screen.texture_se_moji[se_note].width,game_screen.texture_se_moji[se_note].height)
dest_rect = ray.Rectangle(position-offset - (game_screen.texture_se_moji[se_note].width // 2) + 64, 323, drumroll_length,game_screen.texture_se_moji[se_note].height)
ray.draw_texture_pro(game_screen.texture_se_moji[se_note], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
else:
offset = 30
source_rect = ray.Rectangle(0,0,game_screen.texture_se_moji[se_note].width,game_screen.texture_se_moji[se_note].height)
dest_rect = ray.Rectangle(position-offset - (game_screen.texture_se_moji[se_note].width // 2) + 64, 323, drumroll_length,game_screen.texture_se_moji[se_note].height)
ray.draw_texture_pro(game_screen.texture_se_moji[se_note], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
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, None)
if len(self.current_notes_draw) <= 0 or len(self.current_bars) <= 0:
return
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, note['se_note'])
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, None)
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, note['se_note'])
def draw(self, game_screen):
ray.draw_texture(game_screen.texture_lane, 332, 184, ray.WHITE)