14 Commits

Author SHA1 Message Date
Anthony Samms
c5a3f1e9e5 disable discord 2026-02-02 09:57:19 -05:00
Anthony Samms
46ddce2443 add funassyi 2026-01-23 10:39:35 -05:00
Anthony Samms
ae2702b3dd add funassyi 2026-01-23 10:38:48 -05:00
Anthony Samms
034be723c9 Update PyTaiko.py 2026-01-18 14:50:05 -05:00
Anthony Samms
81d67a7ab3 minor optimizations 2026-01-15 19:46:53 -05:00
Anthony Samms
1ba25d6ce6 Update osz.py 2026-01-15 16:47:41 -05:00
Anthony Samms
0c9645bda7 cache note arc points, untruncate time 2026-01-15 15:15:19 -05:00
Anthony Samms
f62201dbb5 Update game.py 2026-01-15 13:32:42 -05:00
Anthony Samms
027ef5408a Update test_texture.py 2026-01-15 13:20:26 -05:00
Anthony Samms
29d3fdd289 performance improvements 2026-01-15 13:16:18 -05:00
Anthony Samms
0fa765e58b Merge pull request #196 from QBaraki/better_hit_lane_effect
feat: added new 'judgment' for LaneHitEffect and makes lane hit effect more accurate
2026-01-15 06:35:36 -05:00
Anthony Samms
0e5100c3d0 Update PyTaikoGreen 2026-01-15 06:35:29 -05:00
Anthony Samms
7111677e0f Update osz.py 2026-01-15 06:34:30 -05:00
QBaraki
a461a4efa9 feat: added new 'judgment' for LaneHitEffect
In order to make the hit lane effect to be arcade accurate,
this variable was introduced.

`Player.check_note()` and `LaneHitEffect.draw()` function has been changed
in order to process such accurate hit lane effect.

Please note that in file `Skins/SkinName/Graphics/game/animation.json`,
the field with `"id": 0` needs to have `initial_opacity` set to `0.3`
for better experiences.
2026-01-06 18:01:53 +07:00
18 changed files with 348 additions and 163 deletions

View File

@@ -47,6 +47,7 @@ from scenes.two_player.result import TwoPlayerResultScreen
from scenes.two_player.song_select import TwoPlayerSongSelectScreen from scenes.two_player.song_select import TwoPlayerSongSelectScreen
logger = logging.getLogger(__name__) logger = logging.getLogger(__name__)
'''
DISCORD_APP_ID = '1451423960401973353' DISCORD_APP_ID = '1451423960401973353'
try: try:
RPC = Presence(DISCORD_APP_ID) RPC = Presence(DISCORD_APP_ID)
@@ -55,6 +56,7 @@ try:
except Exception as e: except Exception as e:
discord_connected = False discord_connected = False
logger.warning(f"Could not connect to Discord: {e}") logger.warning(f"Could not connect to Discord: {e}")
'''
class Screens: class Screens:
TITLE = "TITLE" TITLE = "TITLE"
@@ -279,13 +281,14 @@ def check_discord_heartbeat(current_screen):
details = f"Playing Song: {global_data.session_data[global_data.player_num].song_title}" details = f"Playing Song: {global_data.session_data[global_data.player_num].song_title}"
else: else:
details = "Idling" details = "Idling"
'''
RPC.update( RPC.update(
state=f"In Screen {current_screen}", state=f"In Screen {current_screen}",
details=details, details=details,
large_text="PyTaiko", large_text="PyTaiko",
start=get_current_ms()/1000, start=get_current_ms()/1000,
buttons=[{"label": "Play Now", "url": "https://github.com/Yonokid/PyTaiko"}] buttons=[{"label": "Play Now", "url": "https://github.com/Yonokid/PyTaiko"}]
) )'''
def draw_fps(last_fps: int): def draw_fps(last_fps: int):
curr_fps = ray.GetFPS() curr_fps = ray.GetFPS()
@@ -297,7 +300,7 @@ def draw_fps(last_fps: int):
elif last_fps < 60: elif last_fps < 60:
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.YELLOW) pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.YELLOW)
else: else:
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.LIME) pyray.draw_text_ex(pyray.get_font_default(), f'{last_fps} FPS', (pos, pos), pos, 1, pyray.LIME)
def draw_outer_border(screen_width: int, screen_height: int, last_color: pyray.Color): def draw_outer_border(screen_width: int, screen_height: int, last_color: pyray.Color):
pyray.draw_rectangle(-screen_width, 0, screen_width, screen_height, last_color) pyray.draw_rectangle(-screen_width, 0, screen_width, screen_height, last_color)
@@ -400,9 +403,9 @@ def main():
while not ray.WindowShouldClose(): while not ray.WindowShouldClose():
current_time = get_current_ms() current_time = get_current_ms()
if discord_connected and current_time > last_discord_check + 1000: #if discord_connected and current_time > last_discord_check + 1000:
check_discord_heartbeat(current_screen) #check_discord_heartbeat(current_screen)
last_discord_check = current_time #last_discord_check = current_time
if ray.IsKeyPressed(global_data.config["keys"]["fullscreen_key"]): if ray.IsKeyPressed(global_data.config["keys"]["fullscreen_key"]):
ray.ToggleFullscreen() ray.ToggleFullscreen()
@@ -444,8 +447,10 @@ def main():
ray.CloseWindow() ray.CloseWindow()
audio.close_audio_device() audio.close_audio_device()
if discord_connected: #if discord_connected:
RPC.close() #RPC.close()
global_tex.unload_textures()
screen_mapping[current_screen].on_screen_end("LOADING")
logger.info("Window closed and audio device shut down") logger.info("Window closed and audio device shut down")
if __name__ == "__main__": if __name__ == "__main__":

View File

@@ -64,7 +64,7 @@ device_type = 0
sample_rate = 44100 sample_rate = 44100
# buffer_size: Size in samples per audio buffer # buffer_size: Size in samples per audio buffer
# - 0 = let driver choose (may result in very small buffers with ASIO, typically 64) # - 0 = let driver choose (may result in very small buffers with ASIO, typically 64)
buffer_size = 32 buffer_size = 128
[volume] [volume]
sound = 1.0 sound = 1.0

View File

@@ -3,17 +3,8 @@ from typing import Any, Optional
from libs.global_data import global_data from libs.global_data import global_data
def get_current_ms() -> float:
def rounded(num: float) -> int: return time.time() * 1000
sign = 1 if (num >= 0) else -1
num = abs(num)
result = int(num)
if (num - result >= 0.5):
result += 1
return sign * result
def get_current_ms() -> int:
return rounded(time.time() * 1000)
class BaseAnimation(): class BaseAnimation():
@@ -84,6 +75,22 @@ class BaseAnimation():
self.restart() self.restart()
self.pause() self.pause()
def copy(self):
"""Create a copy of the animation with reset state."""
new_anim = self.__class__.__new__(self.__class__)
new_anim.duration = self.duration
new_anim.delay = self.delay_saved
new_anim.delay_saved = self.delay_saved
new_anim.start_ms = get_current_ms()
new_anim.is_finished = False
new_anim.attribute = 0
new_anim.is_started = False
new_anim.is_reversing = False
new_anim.unlocked = False
new_anim.loop = self.loop
new_anim.lock_input = self.lock_input
return new_anim
def _ease_in(self, progress: float, ease_type: str) -> float: def _ease_in(self, progress: float, ease_type: str) -> float:
if ease_type == "quadratic": if ease_type == "quadratic":
return progress * progress return progress * progress
@@ -133,6 +140,20 @@ class FadeAnimation(BaseAnimation):
self.final_opacity = self.final_opacity_saved self.final_opacity = self.final_opacity_saved
self.attribute = self.initial_opacity self.attribute = self.initial_opacity
def copy(self):
"""Create a copy of the fade animation with reset state."""
new_anim = super().copy()
new_anim.initial_opacity = self.initial_opacity_saved
new_anim.initial_opacity_saved = self.initial_opacity_saved
new_anim.final_opacity = self.final_opacity_saved
new_anim.final_opacity_saved = self.final_opacity_saved
new_anim.ease_in = self.ease_in
new_anim.ease_out = self.ease_out
new_anim.reverse_delay = self.reverse_delay_saved
new_anim.reverse_delay_saved = self.reverse_delay_saved
new_anim.attribute = self.initial_opacity_saved
return new_anim
def update(self, current_time_ms: float) -> None: def update(self, current_time_ms: float) -> None:
if not self.is_started: if not self.is_started:
return return
@@ -181,6 +202,20 @@ class MoveAnimation(BaseAnimation):
self.start_position = self.start_position_saved self.start_position = self.start_position_saved
self.attribute = self.start_position self.attribute = self.start_position
def copy(self):
"""Create a copy of the move animation with reset state."""
new_anim = super().copy()
new_anim.reverse_delay = self.reverse_delay_saved
new_anim.reverse_delay_saved = self.reverse_delay_saved
new_anim.total_distance = self.total_distance_saved
new_anim.total_distance_saved = self.total_distance_saved
new_anim.start_position = self.start_position_saved
new_anim.start_position_saved = self.start_position_saved
new_anim.ease_in = self.ease_in
new_anim.ease_out = self.ease_out
new_anim.attribute = self.start_position_saved
return new_anim
def update(self, current_time_ms: float) -> None: def update(self, current_time_ms: float) -> None:
if not self.is_started: if not self.is_started:
return return
@@ -217,6 +252,13 @@ class TextureChangeAnimation(BaseAnimation):
super().reset() super().reset()
self.attribute = self.textures[0][2] self.attribute = self.textures[0][2]
def copy(self):
"""Create a copy of the texture change animation with reset state."""
new_anim = super().copy()
new_anim.textures = self.textures # List of tuples, can be shared
new_anim.attribute = self.textures[0][2]
return new_anim
def update(self, current_time_ms: float) -> None: def update(self, current_time_ms: float) -> None:
if not self.is_started: if not self.is_started:
return return
@@ -234,6 +276,10 @@ class TextureChangeAnimation(BaseAnimation):
self.is_finished = True self.is_finished = True
class TextStretchAnimation(BaseAnimation): class TextStretchAnimation(BaseAnimation):
def copy(self):
"""Create a copy of the text stretch animation with reset state."""
return super().copy()
def update(self, current_time_ms: float) -> None: def update(self, current_time_ms: float) -> None:
if not self.is_started: if not self.is_started:
return return
@@ -275,6 +321,20 @@ class TextureResizeAnimation(BaseAnimation):
self.initial_size = self.initial_size_saved self.initial_size = self.initial_size_saved
self.final_size = self.final_size_saved self.final_size = self.final_size_saved
def copy(self):
"""Create a copy of the texture resize animation with reset state."""
new_anim = super().copy()
new_anim.initial_size = self.initial_size_saved
new_anim.initial_size_saved = self.initial_size_saved
new_anim.final_size = self.final_size_saved
new_anim.final_size_saved = self.final_size_saved
new_anim.reverse_delay = self.reverse_delay_saved
new_anim.reverse_delay_saved = self.reverse_delay_saved
new_anim.ease_in = self.ease_in
new_anim.ease_out = self.ease_out
new_anim.attribute = self.initial_size_saved
return new_anim
def update(self, current_time_ms: float) -> None: def update(self, current_time_ms: float) -> None:
if not self.is_started: if not self.is_started:

View File

@@ -92,6 +92,7 @@ ffi.cdef("""
void resume_music_stream(music music); void resume_music_stream(music music);
void stop_music_stream(music music); void stop_music_stream(music music);
void seek_music_stream(music music, float position); void seek_music_stream(music music, float position);
bool music_stream_needs_update(music music);
void update_music_stream(music music); void update_music_stream(music music);
bool is_music_stream_playing(music music); bool is_music_stream_playing(music music);
void set_music_volume(music music, float volume); void set_music_volume(music music, float volume);
@@ -359,11 +360,19 @@ class AudioEngine:
else: else:
logger.warning(f"Music stream {name} not found") logger.warning(f"Music stream {name} not found")
def update_music_stream(self, name: str) -> None: def music_stream_needs_update(self, name: str) -> bool:
"""Update a music stream""" """Check if a music stream needs updating (buffers need refilling)"""
if name in self.music_streams: if name in self.music_streams:
music = self.music_streams[name] music = self.music_streams[name]
lib.update_music_stream(music) # type: ignore return lib.music_stream_needs_update(music) # type: ignore
return False
def update_music_stream(self, name: str) -> None:
"""Update a music stream (only if buffers need refilling)"""
if name in self.music_streams:
music = self.music_streams[name]
if lib.music_stream_needs_update(music): # type: ignore
lib.update_music_stream(music) # type: ignore
else: else:
logger.warning(f"Music stream {name} not found") logger.warning(f"Music stream {name} not found")

View File

@@ -175,6 +175,7 @@ void pause_music_stream(music music);
void resume_music_stream(music music); void resume_music_stream(music music);
void stop_music_stream(music music); void stop_music_stream(music music);
void seek_music_stream(music music, float position); void seek_music_stream(music music, float position);
bool music_stream_needs_update(music music);
void update_music_stream(music music); void update_music_stream(music music);
bool is_music_stream_playing(music music); bool is_music_stream_playing(music music);
void set_music_volume(music music, float volume); void set_music_volume(music music, float volume);
@@ -1064,6 +1065,17 @@ void seek_music_stream(music music, float position) {
pthread_mutex_unlock(&AUDIO.System.lock); pthread_mutex_unlock(&AUDIO.System.lock);
} }
bool music_stream_needs_update(music music) {
if (music.stream.buffer == NULL || music.ctxData == NULL) return false;
pthread_mutex_lock(&AUDIO.System.lock);
bool needs_update = music.stream.buffer->isSubBufferProcessed[0] ||
music.stream.buffer->isSubBufferProcessed[1];
pthread_mutex_unlock(&AUDIO.System.lock);
return needs_update;
}
void update_music_stream(music music) { void update_music_stream(music music) {
if (music.stream.buffer == NULL || music.ctxData == NULL) return; if (music.stream.buffer == NULL || music.ctxData == NULL) return;
@@ -1071,72 +1083,80 @@ void update_music_stream(music music) {
SNDFILE *sndFile = ctx->snd_file; SNDFILE *sndFile = ctx->snd_file;
if (sndFile == NULL) return; if (sndFile == NULL) return;
bool needs_refill[2];
pthread_mutex_lock(&AUDIO.System.lock);
needs_refill[0] = music.stream.buffer->isSubBufferProcessed[0];
needs_refill[1] = music.stream.buffer->isSubBufferProcessed[1];
pthread_mutex_unlock(&AUDIO.System.lock);
if (!needs_refill[0] && !needs_refill[1]) return;
unsigned int subBufferSizeFrames = music.stream.buffer->sizeInFrames / 2;
float *buffer_data = (float *)music.stream.buffer->data;
bool needs_resampling = (ctx->resampler != NULL);
bool needs_mono_to_stereo = (music.stream.channels == 1 && AUDIO_DEVICE_CHANNELS == 2);
unsigned int frames_to_read = subBufferSizeFrames;
if (needs_resampling) {
frames_to_read = (unsigned int)(subBufferSizeFrames / ctx->src_ratio) + 1;
}
size_t required_size = frames_to_read * music.stream.channels * sizeof(float);
if (AUDIO.System.pcmBufferSize < required_size) {
FREE(AUDIO.System.pcmBuffer);
AUDIO.System.pcmBuffer = calloc(1, required_size);
AUDIO.System.pcmBufferSize = required_size;
}
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
pthread_mutex_lock(&AUDIO.System.lock); if (!needs_refill[i]) continue;
bool needs_refill = music.stream.buffer->isSubBufferProcessed[i];
pthread_mutex_unlock(&AUDIO.System.lock);
if (needs_refill) { sf_count_t frames_read = sf_readf_float(sndFile, (float*)AUDIO.System.pcmBuffer, frames_to_read);
unsigned int subBufferSizeFrames = music.stream.buffer->sizeInFrames / 2;
unsigned int frames_to_read = subBufferSizeFrames; unsigned int subBufferOffset = i * subBufferSizeFrames * AUDIO_DEVICE_CHANNELS;
if (ctx->resampler) { float *input_ptr = (float *)AUDIO.System.pcmBuffer;
frames_to_read = (unsigned int)(subBufferSizeFrames / ctx->src_ratio) + 1; sf_count_t frames_written = 0;
if (needs_resampling) {
spx_uint32_t in_len = frames_read;
spx_uint32_t out_len = subBufferSizeFrames;
int error = speex_resampler_process_interleaved_float(
ctx->resampler,
input_ptr,
&in_len,
buffer_data + subBufferOffset,
&out_len
);
if (error != RESAMPLER_ERR_SUCCESS) {
TRACELOG(LOG_WARNING, "Resampling failed with error: %d", error);
} }
if (AUDIO.System.pcmBufferSize < frames_to_read * music.stream.channels * sizeof(float)) { frames_written = out_len;
FREE(AUDIO.System.pcmBuffer); } else {
AUDIO.System.pcmBuffer = calloc(1, frames_to_read * music.stream.channels * sizeof(float)); if (needs_mono_to_stereo) {
AUDIO.System.pcmBufferSize = frames_to_read * music.stream.channels * sizeof(float); for (int j = 0; j < frames_read; j++) {
} buffer_data[subBufferOffset + j*2] = input_ptr[j];
buffer_data[subBufferOffset + j*2 + 1] = input_ptr[j];
sf_count_t frames_read = sf_readf_float(sndFile, (float*)AUDIO.System.pcmBuffer, frames_to_read);
unsigned int subBufferOffset = i * subBufferSizeFrames * AUDIO_DEVICE_CHANNELS;
float *buffer_data = (float *)music.stream.buffer->data;
float *input_ptr = (float *)AUDIO.System.pcmBuffer;
sf_count_t frames_written = 0;
if (ctx->resampler) {
spx_uint32_t in_len = frames_read;
spx_uint32_t out_len = subBufferSizeFrames;
int error = speex_resampler_process_interleaved_float(
ctx->resampler,
input_ptr,
&in_len,
buffer_data + subBufferOffset,
&out_len
);
if (error != RESAMPLER_ERR_SUCCESS) {
TRACELOG(LOG_WARNING, "Resampling failed with error: %d", error);
} }
frames_written = out_len;
} else { } else {
if (music.stream.channels == 1 && AUDIO_DEVICE_CHANNELS == 2) { memcpy(buffer_data + subBufferOffset, input_ptr, frames_read * music.stream.channels * sizeof(float));
for (int j = 0; j < frames_read; j++) {
buffer_data[subBufferOffset + j*2] = input_ptr[j];
buffer_data[subBufferOffset + j*2 + 1] = input_ptr[j];
}
} else {
memcpy(buffer_data + subBufferOffset, input_ptr, frames_read * music.stream.channels * sizeof(float));
}
frames_written = frames_read;
} }
frames_written = frames_read;
}
if (frames_written < subBufferSizeFrames) { if (frames_written < subBufferSizeFrames) {
unsigned int offset = subBufferOffset + (frames_written * AUDIO_DEVICE_CHANNELS); unsigned int offset = subBufferOffset + (frames_written * AUDIO_DEVICE_CHANNELS);
unsigned int size = (subBufferSizeFrames - frames_written) * AUDIO_DEVICE_CHANNELS * sizeof(float); unsigned int size = (subBufferSizeFrames - frames_written) * AUDIO_DEVICE_CHANNELS * sizeof(float);
memset(buffer_data + offset, 0, size); memset(buffer_data + offset, 0, size);
}
pthread_mutex_lock(&AUDIO.System.lock);
music.stream.buffer->isSubBufferProcessed[i] = false;
pthread_mutex_unlock(&AUDIO.System.lock);
} }
} }
pthread_mutex_lock(&AUDIO.System.lock);
if (needs_refill[0]) music.stream.buffer->isSubBufferProcessed[0] = false;
if (needs_refill[1]) music.stream.buffer->isSubBufferProcessed[1] = false;
pthread_mutex_unlock(&AUDIO.System.lock);
} }
bool is_music_stream_playing(music music) { bool is_music_stream_playing(music music) {

View File

@@ -26,6 +26,7 @@ class Background:
"IMAS_CG": (libs.bg_collabs.imas.Background, 'background/collab/imas_cg', 3), "IMAS_CG": (libs.bg_collabs.imas.Background, 'background/collab/imas_cg', 3),
"IMAS_ML": (libs.bg_collabs.imas.Background, 'background/collab/imas_ml', 3), "IMAS_ML": (libs.bg_collabs.imas.Background, 'background/collab/imas_ml', 3),
"IMAS_SIDEM": (libs.bg_collabs.imas_sidem.Background, 'background/collab/imas_sidem', 3), "IMAS_SIDEM": (libs.bg_collabs.imas_sidem.Background, 'background/collab/imas_sidem', 3),
"FUNASSYI": (libs.bg_collabs.funassyi.Background, 'background/collab/funassyi', 5),
"DAN": (libs.bg_collabs.dan.Background, 'background/collab/dan', 1), "DAN": (libs.bg_collabs.dan.Background, 'background/collab/dan', 1),
"PRACTICE": (libs.bg_collabs.practice.Background, 'background/collab/practice', 1) "PRACTICE": (libs.bg_collabs.practice.Background, 'background/collab/practice', 1)
} }

View File

@@ -6,3 +6,4 @@ from . import imas
from . import dan from . import dan
from . import imas_sidem from . import imas_sidem
from . import practice from . import practice
from . import funassyi

View File

@@ -0,0 +1,66 @@
from libs.bg_objects.bg_fever import BGFeverBase
from libs.bg_objects.bg_normal import BGNormalBase
from libs.bg_objects.chibi import ChibiController
from libs.bg_objects.dancer import BaseDancer, BaseDancerGroup
from libs.bg_objects.don_bg import DonBG4
from libs.bg_objects.renda import RendaController
from libs.bg_objects.fever import Fever0
from libs.bg_objects.footer import Footer
from libs.global_data import PlayerNum
from libs.texture import TextureWrapper
class Background:
def __init__(self, tex: TextureWrapper, player_num: PlayerNum, bpm: float, path: str, max_dancers: int):
self.tex_wrapper = tex
self.max_dancers = max_dancers
self.don_bg = DonBG4(tex, 0, player_num, path)
self.bg_normal = BGNormalBase(self.tex_wrapper, 0, path)
self.bg_fever = BGFever(self.tex_wrapper, 0, path)
self.footer = Footer(self.tex_wrapper, 2)
self.fever = Fever0(self.tex_wrapper, 0, bpm)
self.dancer = DancerGroup(self.tex_wrapper, 0, bpm, max_dancers, path)
self.renda = RendaController(self.tex_wrapper, 0)
self.chibi = ChibiController(self.tex_wrapper, 0, bpm, path)
class DancerGroup(BaseDancerGroup):
def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
self.name = 'dancer_' + str(index)
self.active_count = 0
tex.load_zip(path, f'dancer/{self.name}')
self.spawn_positions = [2, 1, 3, 0, 4]
self.active_dancers = [None] * max_dancers
self.dancers = [BaseDancer(self.name, 0, bpm, tex),
BaseDancer(self.name, 1, bpm, tex),
BaseDancer(self.name, 2, bpm, tex),
BaseDancer(self.name, 3, bpm, tex),
BaseDancer(self.name, 4, bpm, tex)]
self.add_dancer()
class BGFever(BGFeverBase):
def __init__(self, tex: TextureWrapper, index: int, path: str):
super().__init__(tex, index, path)
self.horizontal_move = tex.get_animation(16)
self.bg_texture_move_down = tex.get_animation(17)
self.bg_texture_move_up = tex.get_animation(18)
def start(self):
self.bg_texture_move_down.start()
self.bg_texture_move_up.start()
def update(self, current_time_ms: float):
self.bg_texture_move_down.update(current_time_ms)
self.bg_texture_move_up.update(current_time_ms)
if self.bg_texture_move_up.is_finished and not self.transitioned:
self.transitioned = True
self.horizontal_move.restart()
if self.transitioned:
self.horizontal_move.update(current_time_ms)
def draw(self, tex: TextureWrapper):
y = self.bg_texture_move_down.attribute - self.bg_texture_move_up.attribute
tex.draw_texture(self.name, 'background', y=y)
tex.draw_texture(self.name, 'overlay', x=-self.horizontal_move.attribute, y=y)
tex.draw_texture(self.name, 'overlay', x=tex.textures[self.name]['overlay'].width - self.horizontal_move.attribute, y=y)

View File

@@ -1,3 +1,4 @@
from libs.animation import Animation
from libs.global_data import PlayerNum from libs.global_data import PlayerNum
from libs.texture import TextureWrapper from libs.texture import TextureWrapper
@@ -14,7 +15,8 @@ class DonBGBase:
def __init__(self, tex: TextureWrapper, index: int, player_num: PlayerNum, path: str): def __init__(self, tex: TextureWrapper, index: int, player_num: PlayerNum, path: str):
self.name = f'{index}_{player_num}' self.name = f'{index}_{player_num}'
tex.load_zip(path, f'donbg/{self.name}') tex.load_zip(path, f'donbg/{self.name}')
self.move = tex.get_animation(0) self.move = Animation.create_move(3000, total_distance=-tex.textures[self.name]['background'].width, loop=True)
self.move.start()
self.is_clear = False self.is_clear = False
self.clear_fade = tex.get_animation(1) self.clear_fade = tex.get_animation(1)
@@ -97,7 +99,7 @@ class DonBG4(DonBGBase):
self.overlay_move.update(current_time_ms) self.overlay_move.update(current_time_ms)
def _draw_textures(self, tex: TextureWrapper, fade: float, y: float): def _draw_textures(self, tex: TextureWrapper, fade: float, y: float):
for i in range(int(5 * tex.screen_scale)): for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*tex.textures[self.name]['background'].width)+self.move.attribute, y=y) tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*tex.textures[self.name]['background'].width)+self.move.attribute, y=y)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*tex.textures[self.name]['overlay'].width)+self.move.attribute, y=self.overlay_move.attribute+y) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*tex.textures[self.name]['overlay'].width)+self.move.attribute, y=self.overlay_move.attribute+y)

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@@ -33,7 +33,7 @@ class OsuParser:
self.metadata.offset = -30/1000 self.metadata.offset = -30/1000
self.metadata.title["en"] = self.osu_metadata["Version"] self.metadata.title["en"] = self.osu_metadata["Version"]
self.metadata.subtitle["en"] = self.osu_metadata["Creator"] self.metadata.subtitle["en"] = self.osu_metadata["Creator"]
match = re.search(r'\[Events\][\s\S]*?^[ \t]*(\d+),(\d+),"([^"]+)"', osu_file.read_text(), re.MULTILINE) match = re.search(r'\[Events\][\s\S]*?^[ \t]*(\d+),(\d+),"([^"]+)"', osu_file.read_text(encoding='utf-8'), re.MULTILINE)
if match: if match:
self.metadata.bgmovie = osu_file.parent / Path(match.group(3)) self.metadata.bgmovie = osu_file.parent / Path(match.group(3))
self.metadata.course_data[0] = CourseData() self.metadata.course_data[0] = CourseData()
@@ -43,7 +43,7 @@ class OsuParser:
self.bpm.append(math.floor(1 / points[1] * 1000 * 60)) self.bpm.append(math.floor(1 / points[1] * 1000 * 60))
self.osu_NoteList = self.note_data_to_NoteList(self.hit_objects) self.osu_NoteList = self.note_data_to_NoteList(self.hit_objects)
for points in self.timing_points: for points in self.timing_points:
if points[1] > 0: if 0 < points[1] < 60000:
obj = TimelineObject() obj = TimelineObject()
obj.hit_ms = points[0] obj.hit_ms = points[0]
obj.bpm = math.floor(1 / points[1] * 1000 * 60) obj.bpm = math.floor(1 / points[1] * 1000 * 60)

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@@ -1,4 +1,3 @@
import copy
import json import json
import logging import logging
import sys import sys
@@ -128,7 +127,7 @@ class TextureWrapper:
if index not in self.animations: if index not in self.animations:
raise Exception(f"Unable to find id {index} in loaded animations") raise Exception(f"Unable to find id {index} in loaded animations")
if is_copy: if is_copy:
new_anim = copy.deepcopy(self.animations[index]) new_anim = self.animations[index].copy()
if self.animations[index].loop: if self.animations[index].loop:
new_anim.start() new_anim.start()
return new_anim return new_anim

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@@ -40,9 +40,9 @@ def rounded(num: float) -> int:
result += 1 result += 1
return sign * result return sign * result
def get_current_ms() -> int: def get_current_ms() -> float:
"""Get the current time in milliseconds""" """Get the current time in milliseconds"""
return rounded(time.time() * 1000) return time.time() * 1000
def strip_comments(code: str) -> str: def strip_comments(code: str) -> str:
"""Strip comments from a string of code""" """Strip comments from a string of code"""
@@ -175,6 +175,12 @@ class OutlinedText:
self.default_src = ray.Rectangle(0, 0, self.texture.width, self.texture.height) self.default_src = ray.Rectangle(0, 0, self.texture.width, self.texture.height)
self._last_outline_color = None
self._last_color = None
self._last_fade = None
self._outline_color_alloc = None
self._alpha_value = None
def _hash_text(self, text: str, font_size: int, color: ray.Color, vertical: bool): def _hash_text(self, text: str, font_size: int, color: ray.Color, vertical: bool):
n = hashlib.sha256() n = hashlib.sha256()
n.update(text.encode('utf-8')) n.update(text.encode('utf-8'))
@@ -406,39 +412,46 @@ class OutlinedText:
rotation (float): The rotation angle of the text. rotation (float): The rotation angle of the text.
fade (float): The fade factor to apply to the text. fade (float): The fade factor to apply to the text.
""" """
if isinstance(outline_color, tuple): if self._last_outline_color != outline_color:
outline_color_alloc = ray.ffi.new("float[4]", [ if isinstance(outline_color, tuple):
outline_color[0] / 255.0, self._outline_color_alloc = ray.ffi.new("float[4]", [
outline_color[1] / 255.0, outline_color[0] / 255.0,
outline_color[2] / 255.0, outline_color[1] / 255.0,
outline_color[3] / 255.0 outline_color[2] / 255.0,
]) outline_color[3] / 255.0
else: ])
outline_color_alloc = ray.ffi.new("float[4]", [ else:
outline_color.r / 255.0, self._outline_color_alloc = ray.ffi.new("float[4]", [
outline_color.g / 255.0, outline_color.r / 255.0,
outline_color.b / 255.0, outline_color.g / 255.0,
outline_color.a / 255.0 outline_color.b / 255.0,
]) outline_color.a / 255.0
ray.set_shader_value(self.shader, self.outline_color_loc, outline_color_alloc, SHADER_UNIFORM_VEC4) ])
if isinstance(color, tuple): ray.set_shader_value(self.shader, self.outline_color_loc, self._outline_color_alloc, SHADER_UNIFORM_VEC4)
alpha_value = ray.ffi.new('float*', min(fade * 255, color[3]) / 255.0) self._last_outline_color = outline_color
else:
alpha_value = ray.ffi.new('float*', min(fade * 255, color.a) / 255.0) if self._last_color != color or self._last_fade != fade:
if isinstance(color, tuple):
self._alpha_value = ray.ffi.new('float*', min(fade * 255, color[3]) / 255.0)
else:
self._alpha_value = ray.ffi.new('float*', min(fade * 255, color.a) / 255.0)
ray.set_shader_value(self.shader, self.alpha_loc, self._alpha_value, SHADER_UNIFORM_FLOAT)
self._last_color = color
self._last_fade = fade
if fade != 1.1: if fade != 1.1:
final_color = ray.fade(color, fade) final_color = ray.fade(color, fade)
else: else:
final_color = color final_color = color
ray.set_shader_value(self.shader, self.alpha_loc, alpha_value, SHADER_UNIFORM_FLOAT)
if not self.vertical: if not self.vertical:
offset = (10 * global_tex.screen_scale)-10 offset = (10 * global_tex.screen_scale)-10
else: else:
offset = 0 offset = 0
dest_rect = ray.Rectangle(x, y+offset, self.texture.width+x2, self.texture.height+y2) dest_rect = ray.Rectangle(x, y+offset, self.texture.width+x2, self.texture.height+y2)
if self.outline_thickness > 0: if self.outline_thickness > 0 and self._last_color != ray.BLANK:
ray.begin_shader_mode(self.shader) ray.begin_shader_mode(self.shader)
ray.draw_texture_pro(self.texture, self.default_src, dest_rect, origin, rotation, final_color) ray.draw_texture_pro(self.texture, self.default_src, dest_rect, origin, rotation, final_color)
if self.outline_thickness > 0: if self.outline_thickness > 0 and self._last_color != ray.BLANK:
ray.end_shader_mode() ray.end_shader_mode()
def unload(self): def unload(self):

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@@ -198,10 +198,26 @@ class VideoPlayer:
def draw(self): def draw(self):
"""Draw video frames to the raylib canvas""" """Draw video frames to the raylib canvas"""
if self.texture is not None: if self.texture is not None:
source = (0, 0, self.texture.width, self.texture.height)
texture_aspect = self.texture.width / self.texture.height
screen_aspect = tex.screen_width / tex.screen_height
if texture_aspect > screen_aspect:
dest_width = tex.screen_width
dest_height = tex.screen_width / texture_aspect
dest_x = 0
dest_y = (tex.screen_height - dest_height) / 2
else:
dest_height = tex.screen_height
dest_width = tex.screen_height * texture_aspect
dest_x = (tex.screen_width - dest_width) / 2
dest_y = 0
destination = (dest_x, dest_y, dest_width, dest_height)
ray.ClearBackground(ray.BLACK)
ray.DrawTexturePro( ray.DrawTexturePro(
self.texture, self.texture,
(0, 0, self.texture.width, self.texture.height), source,
(0, 0, tex.screen_width, tex.screen_height), destination,
(0, 0), (0, 0),
0, 0,
ray.WHITE ray.WHITE

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@@ -314,8 +314,10 @@ class GameScreen(Screen):
def draw_overlay(self): def draw_overlay(self):
self.song_info.draw() self.song_info.draw()
self.transition.draw() if not self.transition.is_finished:
self.result_transition.draw() self.transition.draw()
if self.result_transition.is_started:
self.result_transition.draw()
self.allnet_indicator.draw() self.allnet_indicator.draw()
def draw(self): def draw(self):
@@ -534,8 +536,8 @@ class Player:
self.draw_note_list.extend(branch_section.draw_notes) self.draw_note_list.extend(branch_section.draw_notes)
self.draw_bar_list.extend(branch_section.bars) self.draw_bar_list.extend(branch_section.bars)
self.play_notes = deque(sorted(self.play_notes)) self.play_notes = deque(sorted(self.play_notes))
self.draw_note_list = deque(sorted(self.draw_note_list, key=lambda x: x.hit_ms)) self.draw_note_list = deque(sorted(self.draw_note_list, key=lambda x: x.load_ms))
self.draw_bar_list = deque(sorted(self.draw_bar_list, key=lambda x: x.hit_ms)) self.draw_bar_list = deque(sorted(self.draw_bar_list, key=lambda x: x.load_ms))
total_don = [note for note in self.play_notes if note.type in {NoteType.DON, NoteType.DON_L}] total_don = [note for note in self.play_notes if note.type in {NoteType.DON, NoteType.DON_L}]
total_kat = [note for note in self.play_notes if note.type in {NoteType.KAT, NoteType.KAT_L}] total_kat = [note for note in self.play_notes if note.type in {NoteType.KAT, NoteType.KAT_L}]
total_other = [note for note in self.play_notes if note.type not in {NoteType.DON, NoteType.DON_L, NoteType.KAT, NoteType.KAT_L}] total_other = [note for note in self.play_notes if note.type not in {NoteType.DON, NoteType.DON_L, NoteType.KAT, NoteType.KAT_L}]
@@ -861,7 +863,8 @@ class Player:
if background is not None: if background is not None:
background.add_renda() background.add_renda()
self.score += 100 self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p)) if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p))
if not self.current_notes_draw: if not self.current_notes_draw:
return return
if not isinstance(self.current_notes_draw[0], Drumroll): if not isinstance(self.current_notes_draw[0], Drumroll):
@@ -880,7 +883,8 @@ class Player:
self.curr_balloon_count += 1 self.curr_balloon_count += 1
self.total_drumroll += 1 self.total_drumroll += 1
self.score += 100 self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p)) if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 100, self.is_2p))
if self.curr_balloon_count == note.count: if self.curr_balloon_count == note.count:
self.is_balloon = False self.is_balloon = False
note.popped = True note.popped = True
@@ -954,11 +958,13 @@ class Player:
big = curr_note.type == NoteType.DON_L or curr_note.type == NoteType.KAT_L big = curr_note.type == NoteType.DON_L or curr_note.type == NoteType.KAT_L
if (curr_note.hit_ms - good_window_ms) <= ms_from_start <= (curr_note.hit_ms + good_window_ms): if (curr_note.hit_ms - good_window_ms) <= ms_from_start <= (curr_note.hit_ms + good_window_ms):
self.draw_judge_list.append(Judgment(Judgments.GOOD, big, self.is_2p)) if len(self.draw_judge_list) < 7:
self.lane_hit_effect = LaneHitEffect(Judgments.GOOD, self.is_2p) self.draw_judge_list.append(Judgment(Judgments.GOOD, big, self.is_2p))
self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.GOOD, self.is_2p)
self.good_count += 1 self.good_count += 1
self.score += self.base_score self.score += self.base_score
self.base_score_list.append(ScoreCounterAnimation(self.player_num, self.base_score, self.is_2p)) if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, self.base_score, self.is_2p))
self.input_log[curr_note.index] = 'GOOD' self.input_log[curr_note.index] = 'GOOD'
self.note_correct(curr_note, current_time) self.note_correct(curr_note, current_time)
if self.gauge is not None: if self.gauge is not None:
@@ -973,9 +979,11 @@ class Player:
elif (curr_note.hit_ms - ok_window_ms) <= ms_from_start <= (curr_note.hit_ms + ok_window_ms): elif (curr_note.hit_ms - ok_window_ms) <= ms_from_start <= (curr_note.hit_ms + ok_window_ms):
self.draw_judge_list.append(Judgment(Judgments.OK, big, self.is_2p)) self.draw_judge_list.append(Judgment(Judgments.OK, big, self.is_2p))
self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.OK, self.is_2p)
self.ok_count += 1 self.ok_count += 1
self.score += 10 * math.floor(self.base_score / 2 / 10) self.score += 10 * math.floor(self.base_score / 2 / 10)
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 10 * math.floor(self.base_score / 2 / 10), self.is_2p)) if len(self.base_score_list) < 5:
self.base_score_list.append(ScoreCounterAnimation(self.player_num, 10 * math.floor(self.base_score / 2 / 10), self.is_2p))
self.input_log[curr_note.index] = 'OK' self.input_log[curr_note.index] = 'OK'
self.note_correct(curr_note, current_time) self.note_correct(curr_note, current_time)
if self.gauge is not None: if self.gauge is not None:
@@ -1036,8 +1044,9 @@ class Player:
self.kusudama_anim = None self.kusudama_anim = None
def spawn_hit_effects(self, drum_type: DrumType, side: Side): def spawn_hit_effects(self, drum_type: DrumType, side: Side):
self.lane_hit_effect = LaneHitEffect(drum_type, self.is_2p) self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.BAD, self.is_2p) # Bad code detected...
self.draw_drum_hit_list.append(DrumHitEffect(drum_type, side, self.is_2p)) if len(self.draw_drum_hit_list) < 4:
self.draw_drum_hit_list.append(DrumHitEffect(drum_type, side, self.is_2p))
def handle_input(self, ms_from_start: float, current_time: float, background: Optional[Background]): def handle_input(self, ms_from_start: float, current_time: float, background: Optional[Background]):
input_checks = [ input_checks = [
@@ -1152,7 +1161,7 @@ class Player:
finished_arcs = [] finished_arcs = []
for i, anim in enumerate(self.draw_arc_list): for i, anim in enumerate(self.draw_arc_list):
anim.update(current_time) anim.update(current_time)
if anim.is_finished: if anim.is_finished and len(self.gauge_hit_effect) < 7:
self.gauge_hit_effect.append(GaugeHitEffect(anim.note_type, anim.is_big, self.is_2p)) self.gauge_hit_effect.append(GaugeHitEffect(anim.note_type, anim.is_big, self.is_2p))
finished_arcs.append(i) finished_arcs.append(i)
for i in reversed(finished_arcs): for i in reversed(finished_arcs):
@@ -1461,9 +1470,10 @@ class Judgment:
class LaneHitEffect: class LaneHitEffect:
"""Display a gradient overlay when the player hits the drum""" """Display a gradient overlay when the player hits the drum"""
def __init__(self, type: Judgments | DrumType, is_2p: bool): def __init__(self, type: DrumType, judgment: Judgments, is_2p: bool):
self.is_2p = is_2p self.is_2p = is_2p
self.type = type self.type = type
self.judgment = judgment
self.fade = tex.get_animation(0, is_copy=True) self.fade = tex.get_animation(0, is_copy=True)
self.fade.start() self.fade.start()
self.is_finished = False self.is_finished = False
@@ -1474,12 +1484,12 @@ class LaneHitEffect:
self.is_finished = True self.is_finished = True
def draw(self): def draw(self):
if self.type == Judgments.GOOD: if self.type == DrumType.DON:
tex.draw_texture('lane', 'lane_hit_effect', frame=2, index=self.is_2p, fade=self.fade.attribute)
elif self.type == DrumType.DON:
tex.draw_texture('lane', 'lane_hit_effect', frame=0, index=self.is_2p, fade=self.fade.attribute) tex.draw_texture('lane', 'lane_hit_effect', frame=0, index=self.is_2p, fade=self.fade.attribute)
elif self.type == DrumType.KAT: elif self.type == DrumType.KAT:
tex.draw_texture('lane', 'lane_hit_effect', frame=1, index=self.is_2p, fade=self.fade.attribute) tex.draw_texture('lane', 'lane_hit_effect', frame=1, index=self.is_2p, fade=self.fade.attribute)
if self.judgment == Judgments.GOOD or self.judgment == Judgments.OK:
tex.draw_texture('lane', 'lane_hit_effect', frame=2, index=self.is_2p, fade=self.fade.attribute)
class DrumHitEffect: class DrumHitEffect:
"""Display the side of the drum hit""" """Display the side of the drum hit"""
@@ -1619,6 +1629,8 @@ class GaugeHitEffect:
class NoteArc: class NoteArc:
"""Note arcing from the player to the gauge""" """Note arcing from the player to the gauge"""
_arc_points_cache = {}
def __init__(self, note_type: int, current_ms: float, player_num: PlayerNum, big: bool, is_balloon: bool, start_x: float = 0, start_y: float = 0): def __init__(self, note_type: int, current_ms: float, player_num: PlayerNum, big: bool, is_balloon: bool, start_x: float = 0, start_y: float = 0):
self.note_type = note_type self.note_type = note_type
self.is_big = big self.is_big = big
@@ -1652,13 +1664,20 @@ class NoteArc:
self.x_i = self.start_x self.x_i = self.start_x
self.y_i = self.start_y self.y_i = self.start_y
self.is_finished = False self.is_finished = False
self.arc_points_cache = []
for i in range(self.arc_points + 1): cache_key = (self.start_x, self.start_y, self.end_x, self.end_y, self.control_x, self.control_y, self.arc_points)
t = i / self.arc_points
t_inv = 1.0 - t if cache_key not in NoteArc._arc_points_cache:
x = int(t_inv * t_inv * self.start_x + 2 * t_inv * t * self.control_x + t * t * self.end_x) arc_points_list = []
y = int(t_inv * t_inv * self.start_y + 2 * t_inv * t * self.control_y + t * t * self.end_y) for i in range(self.arc_points + 1):
self.arc_points_cache.append((x, y)) t = i / self.arc_points
t_inv = 1.0 - t
x = int(t_inv * t_inv * self.start_x + 2 * t_inv * t * self.control_x + t * t * self.end_x)
y = int(t_inv * t_inv * self.start_y + 2 * t_inv * t * self.control_y + t * t * self.end_y)
arc_points_list.append((x, y))
NoteArc._arc_points_cache[cache_key] = arc_points_list
self.arc_points_cache = NoteArc._arc_points_cache[cache_key]
self.explosion_x, self.explosion_y = self.arc_points_cache[0] self.explosion_x, self.explosion_y = self.arc_points_cache[0]
self.explosion_anim = tex.get_animation(22) self.explosion_anim = tex.get_animation(22)

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@@ -32,6 +32,7 @@ from scenes.game import (
DrumType, DrumType,
GameScreen, GameScreen,
JudgeCounter, JudgeCounter,
Judgments,
LaneHitEffect, LaneHitEffect,
Player, Player,
Side, Side,
@@ -311,7 +312,7 @@ class PracticePlayer(Player):
self.check_note(ms_from_start, drum_type, current_time, background) self.check_note(ms_from_start, drum_type, current_time, background)
def spawn_hit_effects(self, drum_type: DrumType, side: Side): def spawn_hit_effects(self, drum_type: DrumType, side: Side):
self.lane_hit_effect = LaneHitEffect(drum_type, self.is_2p) self.lane_hit_effect = LaneHitEffect(drum_type, Judgments.BAD, self.is_2p)
self.draw_drum_hit_list.append(PracticeDrumHitEffect(drum_type, side, self.is_2p, player_num=self.player_num)) self.draw_drum_hit_list.append(PracticeDrumHitEffect(drum_type, side, self.is_2p, player_num=self.player_num))
def draw_overlays(self, mask_shader: ray.Shader): def draw_overlays(self, mask_shader: ray.Shader):

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@@ -17,7 +17,7 @@ void main()
float outline = 0.0; float outline = 0.0;
int ringSamples = 16; int ringSamples = 16;
int rings = 2; int rings = 1;
for(int ring = 1; ring <= rings; ring++) { for(int ring = 1; ring <= rings; ring++) {
float ringRadius = float(ring) / float(rings); float ringRadius = float(ring) / float(rings);
for(int i = 0; i < ringSamples; i++) { for(int i = 0; i < ringSamples; i++) {

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@@ -197,33 +197,6 @@ class TestTextureWrapper(unittest.TestCase):
self.assertEqual(result, mock_animation) self.assertEqual(result, mock_animation)
@patch('libs.texture.get_config')
@patch('libs.texture.Path')
@patch('libs.texture.copy.deepcopy')
def test_get_animation_copy(self, mock_deepcopy, mock_path_cls, mock_get_config):
"""Test getting animation copy."""
mock_get_config.return_value = {'paths': {'skin': 'TestSkin'}}
# Mock the skin_config.json file
mock_path_instance = Mock()
mock_config_path = Mock()
mock_config_path.exists.return_value = True
mock_config_path.read_text.return_value = '{"screen": {"width": 1280, "height": 720}}'
mock_path_instance.__truediv__ = Mock(return_value=mock_config_path)
mock_path_cls.return_value = mock_path_instance
mock_animation = Mock()
mock_copy = Mock()
mock_deepcopy.return_value = mock_copy
wrapper = TextureWrapper()
wrapper.animations = {0: mock_animation}
result = wrapper.get_animation(0, is_copy=True)
mock_deepcopy.assert_called_once_with(mock_animation)
self.assertEqual(result, mock_copy)
@patch('libs.texture.get_config') @patch('libs.texture.get_config')
@patch('libs.texture.Path') @patch('libs.texture.Path')
@patch('libs.texture.ray') @patch('libs.texture.ray')