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https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
add failure noise and some more TJA metadata handling
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@@ -76,6 +76,9 @@ class DanGameScreen(GameScreen):
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self.dan_transition.start()
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self.allnet_indicator = AllNetIcon()
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self.dan_info_cache = None
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self.exam_failed = [False] * len(self.exams)
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def change_song(self):
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session_data = global_data.session_data[global_data.player_num-1]
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songs = session_data.selected_dan
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@@ -94,6 +97,59 @@ class DanGameScreen(GameScreen):
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self.dan_transition.start()
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self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
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def _calculate_dan_info(self):
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"""Calculate all dan info data for drawing"""
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remaining_notes = self.total_notes - self.player_1.good_count - self.player_1.ok_count - self.player_1.bad_count
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exam_data = []
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for exam in self.exams:
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progress_value = self._get_exam_progress(exam)
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progress = progress_value / exam.red
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if exam.range == 'less':
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progress = 1 - progress
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counter_value = max(0, exam.red - progress_value)
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elif exam.range == 'more':
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counter_value = max(0, progress_value)
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else:
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counter_value = max(0, progress_value)
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# Clamp progress
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progress = max(0, min(progress, 1))
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# Determine progress bar texture
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if progress == 1:
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bar_texture = 'exam_max'
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elif progress >= 0.5:
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bar_texture = 'exam_gold'
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else:
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bar_texture = 'exam_red'
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exam_data.append({
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'exam': exam,
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'progress': progress,
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'bar_texture': bar_texture,
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'counter_value': counter_value,
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'red_value': exam.red
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})
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return {
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'remaining_notes': remaining_notes,
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'exam_data': exam_data
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}
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def _get_exam_progress(self, exam: Exam) -> int:
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"""Get progress value based on exam type"""
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type_mapping = {
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'gauge': (self.player_1.gauge.gauge_length / self.player_1.gauge.gauge_max) * 100,
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'judgeperfect': self.player_1.good_count,
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'judgegood': self.player_1.ok_count + self.player_1.bad_count,
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'judgebad': self.player_1.bad_count,
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'score': self.player_1.score,
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'combo': self.player_1.max_combo
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}
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return int(type_mapping.get(exam.type, 0))
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def update(self):
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super(GameScreen, self).update()
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current_time = get_current_ms()
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@@ -109,6 +165,10 @@ class DanGameScreen(GameScreen):
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self.player_1.update(self.current_ms, current_time, self.background)
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self.song_info.update(current_time)
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self.result_transition.update(current_time)
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self.dan_info_cache = self._calculate_dan_info()
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self._check_exam_failures()
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if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
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logger.info("Result transition finished, moving to RESULT screen")
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return self.on_screen_end('RESULT')
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@@ -133,40 +193,71 @@ class DanGameScreen(GameScreen):
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return self.global_keys()
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def _check_exam_failures(self):
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for i, exam in enumerate(self.exams):
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progress_value = self._get_exam_progress(exam)
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if self.exam_failed[i]:
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continue
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if exam.range == 'more':
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if progress_value < exam.red and self.end_ms != 0:
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self.exam_failed[i] = True
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audio.play_sound('exam_failed', 'sound')
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logger.info(f"Exam {i} ({exam.type}) failed: {progress_value} < {exam.red}")
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elif exam.range == 'less':
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counter_value = max(0, exam.red - progress_value)
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if counter_value == 0:
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self.exam_failed[i] = True
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audio.play_sound('dan_failed', 'sound')
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logger.info(f"Exam {i} ({exam.type}) failed: counter reached 0")
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def draw_dan_info(self):
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if self.dan_info_cache is None:
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return
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cache = self.dan_info_cache
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# Draw total notes counter
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tex.draw_texture('dan_info', 'total_notes')
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counter = str(self.total_notes - self.player_1.good_count - self.player_1.ok_count - self.player_1.bad_count)
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counter = str(cache['remaining_notes'])
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self._draw_counter(counter, margin=45, texture='total_notes_counter')
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for i, exam in enumerate(self.exams):
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# Draw exam info
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for i, exam_info in enumerate(cache['exam_data']):
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y_offset = i * 94
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exam = exam_info['exam']
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tex.draw_texture('dan_info', 'exam_bg', y=y_offset)
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tex.draw_texture('dan_info', 'exam_overlay_1', y=y_offset)
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# Get progress based on exam type
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progress = self._get_exam_progress(exam) / exam.red
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if exam.range == 'less':
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progress = 1 - progress
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self._draw_progress_bar(progress, y_offset)
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# Draw exam type and counter
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counter = str(exam.red)
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self._draw_counter(counter, margin=22, texture='value_counter', index=0, y=y_offset)
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tex.draw_texture('dan_info', f'exam_{exam.type}', y=y_offset, x=-len(counter)*20)
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# Draw progress bar
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tex.draw_texture('dan_info', exam_info['bar_texture'], x2=940*exam_info['progress'], y=y_offset)
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# Draw exam type and red value counter
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red_counter = str(exam_info['red_value'])
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self._draw_counter(red_counter, margin=22, texture='value_counter', index=0, y=y_offset)
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tex.draw_texture('dan_info', f'exam_{exam.type}', y=y_offset, x=-len(red_counter)*20)
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# Draw range indicator
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if exam.range == 'less':
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tex.draw_texture('dan_info', 'exam_less', y=y_offset)
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elif exam.range == 'more':
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tex.draw_texture('dan_info', 'exam_more', y=y_offset)
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# Draw current value counter
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tex.draw_texture('dan_info', 'exam_overlay_2', y=y_offset)
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if exam.range == 'less':
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counter = str(max(0, exam.red - self._get_exam_progress(exam)))
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elif exam.range == 'more':
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counter = str(max(0, self._get_exam_progress(exam)))
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self._draw_counter(counter, margin=22, texture='value_counter', index=1, y=y_offset)
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value_counter = str(exam_info['counter_value'])
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self._draw_counter(value_counter, margin=22, texture='value_counter', index=1, y=y_offset)
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if exam.type == 'gauge':
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tex.draw_texture('dan_info', 'exam_percent', y=y_offset, index=1)
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if self.exam_failed[i]:
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tex.draw_texture('dan_info', 'exam_bg', fade=0.5, y=y_offset)
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tex.draw_texture('dan_info', 'exam_failed', y=y_offset)
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# Draw frame and title
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tex.draw_texture('dan_info', 'frame', frame=self.color)
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if self.hori_name is not None:
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self.hori_name.draw(outline_color=ray.BLACK, x=154 - (self.hori_name.texture.width//2),
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@@ -180,32 +271,6 @@ class DanGameScreen(GameScreen):
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kwargs['index'] = index
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tex.draw_texture('dan_info', texture, **kwargs)
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def _get_exam_progress(self, exam: Exam) -> int:
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"""Get progress value based on exam type"""
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type_mapping = {
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'gauge': (self.player_1.gauge.gauge_length / self.player_1.gauge.gauge_max) * 100,
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'judgeperfect': self.player_1.good_count,
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'judgegood': self.player_1.ok_count,
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'judgebad': self.player_1.bad_count,
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'score': self.player_1.score,
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'combo': self.player_1.max_combo
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}
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return int(type_mapping.get(exam.type, 0))
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def _draw_progress_bar(self, progress, y_offset):
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"""Draw the progress bar with appropriate color"""
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progress = max(0, progress) # Clamp to 0 minimum
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progress = min(progress, 1) # Clamp to 1 maximum
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if progress == 1:
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texture = 'exam_max'
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elif progress >= 0.5:
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texture = 'exam_gold'
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else:
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texture = 'exam_red'
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tex.draw_texture('dan_info', texture, x2=940*progress, y=y_offset)
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@override
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def draw(self):
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self.background.draw()
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