add don chan and the likes

This commit is contained in:
Anthony Samms
2025-09-17 19:10:55 -04:00
parent d0b91b505c
commit edfa35d09a
8 changed files with 229 additions and 103 deletions

View File

@@ -10,6 +10,7 @@ import pyray as ray
from libs.animation import Animation
from libs.audio import audio
from libs.background import Background
from libs.chara_2d import Chara2D
from libs.global_objects import Nameplate
from libs.texture import tex
from libs.tja import (
@@ -164,7 +165,7 @@ class GameScreen:
self.movie.update()
else:
if len(self.player_1.current_bars) > 0:
self.bpm = self.player_1.current_bars[0].bpm
self.bpm = self.player_1.bpm
if self.background is not None:
self.background.update(current_time, self.bpm, self.player_1.gauge)
@@ -240,6 +241,7 @@ class Player:
self.is_balloon = False
self.curr_balloon_count = 0
self.balloon_index = 0
self.bpm = self.play_notes[0].bpm if self.play_notes else 120
#Score management
self.good_count = 0
@@ -264,6 +266,7 @@ class Player:
self.score_counter = ScoreCounter(self.score)
plate_info = global_data.config['nameplate']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold'])
self.chara = Chara2D(player_number - 1, self.bpm)
self.input_log: dict[float, tuple] = dict()
@@ -397,6 +400,8 @@ class Player:
if note.type < 7:
self.combo += 1
if self.combo % 10 == 0:
self.chara.set_animation('10_combo')
if self.combo > self.max_combo:
self.max_combo = self.combo
@@ -521,9 +526,11 @@ class Player:
def balloon_manager(self, current_time: float):
if self.balloon_anim is not None:
self.chara.set_animation('balloon_popping')
self.balloon_anim.update(current_time, self.curr_balloon_count, not self.is_balloon)
if self.balloon_anim.is_finished:
self.balloon_anim = None
self.chara.set_animation('balloon_pop')
if self.kusudama_anim is not None:
self.kusudama_anim.update(current_time, not self.is_balloon)
self.kusudama_anim.update_count(self.curr_balloon_count)
@@ -617,6 +624,9 @@ class Player:
self.handle_input(game_screen, current_time)
self.nameplate.update(current_time)
self.gauge.update(current_time)
if self.play_notes:
self.bpm = self.play_notes[0].bpm
self.chara.update(current_time, self.bpm, self.gauge.is_clear, self.gauge.is_rainbow)
def draw_drumroll(self, current_ms: float, head: Drumroll, current_eighth: int):
start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x)
@@ -668,13 +678,7 @@ class Player:
if not self.current_notes_draw:
return
# Cache eighth calculations
if self.current_bars:
bpm = self.current_bars[0].bpm
else:
bpm = self.current_notes_draw[0].bpm
eighth_in_ms = 0 if bpm == 0 else (60000 * 4 / bpm) / 8
eighth_in_ms = 0 if self.bpm == 0 else (60000 * 4 / self.bpm) / 8
current_eighth = 0
if self.combo >= 50 and eighth_in_ms != 0:
current_eighth = int((current_ms - start_ms) // eighth_in_ms)
@@ -721,7 +725,6 @@ class Player:
tex.draw_texture('lane', 'lane_hit_circle')
for anim in self.draw_judge_list:
anim.draw()
current_ms = game_screen.current_ms
self.draw_bars(current_ms)
self.draw_notes(current_ms, game_screen.start_ms)
@@ -738,6 +741,7 @@ class Player:
if not global_data.modifiers.auto:
self.nameplate.draw(-62, 285)
self.draw_modifiers()
self.chara.draw()
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
for anim in self.draw_arc_list:
@@ -1047,7 +1051,7 @@ class BalloonAnimation:
tex.draw_texture('balloon', 'pop', frame=7, color=self.color)
elif self.balloon_count >= 1:
balloon_index = min(6, (self.balloon_count - 1) * 6 // self.balloon_total)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color, index=global_data.player_num-1)
if self.balloon_count > 0:
tex.draw_texture('balloon', 'bubble')
counter = str(max(0, self.balloon_total - self.balloon_count + 1))
@@ -1335,6 +1339,8 @@ class Gauge:
self.clear_start = [68, 68, 68, 68]
self.gauge_max = 87
self.level = min(10, level)
self.is_clear = False
self.is_rainbow = False
self.table = [
[
None,
@@ -1404,6 +1410,8 @@ class Gauge:
self.gauge_length = 0
def update(self, current_ms: float):
self.is_clear = self.gauge_length > self.clear_start[min(self.difficulty, 3)]
self.is_rainbow = self.gauge_length == self.gauge_max
if self.gauge_length == 87 and self.rainbow_fade_in is None:
self.rainbow_fade_in = Animation.create_fade(450, initial_opacity=0.0, final_opacity=1.0)
self.rainbow_fade_in.start()