import logging import pyray as ray from libs.global_data import reset_session from libs.audio import audio from libs.chara_2d import Chara2D from libs.global_objects import AllNetIcon, CoinOverlay, Nameplate from libs.screen import Screen from libs.texture import tex from libs.utils import ( OutlinedText, get_current_ms, global_data, is_l_don_pressed, is_r_don_pressed ) logger = logging.getLogger(__name__) class State: """Enum representing the state of the result screen.""" FAIL = 0 CLEAR = 1 RAINBOW = 2 class ResultScreen(Screen): def on_screen_start(self): super().on_screen_start() self.song_info = OutlinedText(global_data.session_data[0].song_title, 40, ray.WHITE, outline_thickness=5) audio.play_sound('bgm', 'music') self.fade_in = FadeIn(str(global_data.player_num)) self.fade_out = tex.get_animation(0) self.coin_overlay = CoinOverlay() self.allnet_indicator = AllNetIcon() self.start_ms = get_current_ms() self.is_skipped = False self.background = Background(str(global_data.player_num), 1280) self.player_1 = ResultPlayer(str(global_data.player_num), False, False) def on_screen_end(self, next_screen: str): global_data.songs_played += 1 reset_session() return super().on_screen_end(next_screen) def handle_input(self): if is_r_don_pressed() or is_l_don_pressed(): if not self.is_skipped: self.is_skipped = True else: self.fade_out.start() audio.play_sound('don', 'sound') def update(self): super().update() current_time = get_current_ms() self.fade_in.update(current_time) self.player_1.update(current_time, self.fade_in.is_finished, self.is_skipped) if current_time >= self.start_ms + 5000 and not self.fade_out.is_started: self.handle_input() self.fade_out.update(current_time) if self.fade_out.is_finished: self.fade_out.update(current_time) return self.on_screen_end("SONG_SELECT") def draw_overlay(self): self.fade_in.draw() ray.draw_rectangle(0, 0, 1280, 720, ray.fade(ray.BLACK, self.fade_out.attribute)) self.coin_overlay.draw() self.allnet_indicator.draw() def draw_song_info(self): tex.draw_texture('song_info', 'song_num', frame=global_data.songs_played%4) self.song_info.draw(outline_color=ray.BLACK, x=1252 - self.song_info.texture.width, y=35 - self.song_info.texture.height / 2) def draw(self): self.background.draw() self.draw_song_info() self.player_1.draw() self.draw_overlay() class Background: def __init__(self, player_num: str, width: int): self.player_num = player_num self.width = width def draw(self): x = 0 if self.player_num == '3': while x < self.width: tex.draw_texture('background', 'background_1p', x=x, y=-360) tex.draw_texture('background', 'background_2p', x=x, y=360) tex.draw_texture('background', 'footer_1p', x=x, y=-72) tex.draw_texture('background', 'footer_2p', x=x, y=648) x += 256 else: while x < self.width: tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=-360) tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=360) tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=-72) tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=648) x += 256 tex.draw_texture('background', 'result_text') class ResultPlayer: def __init__(self, player_num: str, has_2p: bool, is_2p: bool): self.player_num = player_num self.has_2p = has_2p self.is_2p = is_2p self.fade_in_finished = False self.fade_in_bottom = tex.get_animation(1, is_copy=True) self.bottom_characters = BottomCharacters() self.gauge = None self.score_delay = None self.crown = None self.state = None self.high_score_indicator = None self.chara = Chara2D(int(self.player_num) - 1, 100) session_data = global_data.session_data[int(self.player_num)-1] self.score_animator = ScoreAnimator(session_data.result_score) plate_info = global_data.config[f'nameplate_{self.player_num}p'] self.nameplate = Nameplate(plate_info['name'], plate_info['title'], int(self.player_num), plate_info['dan'], plate_info['gold'], plate_info['rainbow'], plate_info['title_bg']) self.score, self.good, self.ok, self.bad, self.max_combo, self.total_drumroll = '', '', '', '', '', '' self.update_list: list[tuple[str, int]] = [('score', session_data.result_score), ('good', session_data.result_good), ('ok', session_data.result_ok), ('bad', session_data.result_bad), ('max_combo', session_data.result_max_combo), ('total_drumroll', session_data.result_total_drumroll)] self.update_index = 0 if session_data.result_ok == 0 and session_data.result_bad == 0: self.crown_type = 'crown_dfc' elif session_data.result_bad == 0: self.crown_type = 'crown_fc' else: self.crown_type = 'crown_clear' def update_score_animation(self, is_skipped: bool): """ Update the score animation if a high score is achieved. """ if is_skipped: if self.update_index == len(self.update_list) - 1: return setattr(self, self.update_list[self.update_index][0], self.update_list[self.update_index][1]) self.update_index += 1 elif self.score_delay is not None: if get_current_ms() > self.score_delay: if self.score_animator is not None and not self.score_animator.is_finished: curr_num = self.update_list[self.update_index][0] setattr(self, self.update_list[self.update_index][0], self.score_animator.next_score()) if self.update_list[self.update_index] != curr_num: audio.play_sound('num_up', 'sound') if self.score_animator.is_finished: audio.play_sound('don', 'sound') self.score_delay += 750 if self.update_index == len(self.update_list) - 1: self.is_skipped = True return self.update_index += 1 self.score_animator = ScoreAnimator(self.update_list[self.update_index][1]) self.score_delay += 16.67 * 3 if self.update_index > 0 and self.high_score_indicator is None: session_data = global_data.session_data[int(self.player_num)-1] if session_data.result_score > session_data.prev_score: self.high_score_indicator = HighScoreIndicator(session_data.prev_score, session_data.result_score, self.is_2p) def update(self, current_ms: float, fade_in_finished: bool, is_skipped: bool): self.fade_in_finished = fade_in_finished if self.fade_in_finished and self.gauge is None: self.gauge = Gauge(self.player_num, global_data.session_data[int(self.player_num)-1].result_gauge_length, self.is_2p) self.bottom_characters.start() self.bottom_characters.update(self.state) self.update_score_animation(is_skipped) if self.bottom_characters.is_finished and self.crown is None: if self.gauge is not None and self.gauge.gauge_length > 69: self.crown = Crown(self.is_2p) if self.high_score_indicator is not None: self.high_score_indicator.update(current_ms) self.fade_in_bottom.update(current_ms) self.nameplate.update(current_ms) if self.gauge is not None: self.gauge.update(current_ms) if self.gauge.is_finished and self.score_delay is None: self.score_delay = current_ms + 1883 if self.score_delay is not None: if current_ms > self.score_delay and not self.fade_in_bottom.is_started: self.fade_in_bottom.start() if self.gauge is not None: self.state = self.gauge.state if self.crown is not None: self.crown.update(current_ms) self.chara.update(current_ms, 100, False, False) def draw_score_info(self): """Draw the score information.""" for j, score in enumerate([self.good, self.ok, self.bad, self.max_combo, self.total_drumroll]): if score == '': continue score_str = str(score)[::-1] for i, digit in enumerate(score_str): tex.draw_texture('score', 'judge_num', frame=int(digit), x=-(i*24), index=j+(self.is_2p*5)) def draw_total_score(self): """ Draw the total score. """ if not self.fade_in_finished: return tex.draw_texture('score', 'score_shinuchi', index=self.is_2p) if self.score != '': for i in range(len(str(self.score))): tex.draw_texture('score', 'score_num', x=-(i*21), frame=int(str(self.score)[::-1][i]), index=self.is_2p) def draw_modifiers(self): """Draw the modifiers if enabled.""" if global_data.modifiers[int(self.player_num)-1].display: tex.draw_texture('score', 'mod_doron', index=self.is_2p) if global_data.modifiers[int(self.player_num)-1].inverse: tex.draw_texture('score', 'mod_abekobe', index=self.is_2p) if global_data.modifiers[int(self.player_num)-1].random == 1: tex.draw_texture('score', 'mod_kimagure', index=self.is_2p) elif global_data.modifiers[int(self.player_num)-1].random == 2: tex.draw_texture('score', 'mod_detarame', index=self.is_2p) if global_data.modifiers[int(self.player_num)-1].speed >= 4: tex.draw_texture('score', 'mod_yonbai', index=self.is_2p) elif global_data.modifiers[int(self.player_num)-1].speed >= 3: tex.draw_texture('score', 'mod_sanbai', index=self.is_2p) elif global_data.modifiers[int(self.player_num)-1].speed > 1: tex.draw_texture('score', 'mod_baisaku', index=self.is_2p) def draw(self): if self.is_2p: if self.state == State.FAIL: tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute)) elif self.state == State.CLEAR: tex.draw_texture('background', 'gradient_clear', fade=min(0.4, self.fade_in_bottom.attribute)) else: y = -288 if self.has_2p else 0 if self.state == State.FAIL: tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute), y=y) elif self.state == State.CLEAR: tex.draw_texture('background', 'gradient_clear', fade=min(0.4, self.fade_in_bottom.attribute), y=y) tex.draw_texture('score', 'overlay', color=ray.fade(ray.WHITE, 0.75), index=self.is_2p) tex.draw_texture('score', 'difficulty', frame=global_data.session_data[int(self.player_num)-1].selected_difficulty, index=self.is_2p) if not self.has_2p: self.bottom_characters.draw() tex.draw_texture('score', 'judge_good', index=self.is_2p) tex.draw_texture('score', 'judge_ok', index=self.is_2p) tex.draw_texture('score', 'judge_bad', index=self.is_2p) tex.draw_texture('score', 'max_combo', index=self.is_2p) tex.draw_texture('score', 'drumroll', index=self.is_2p) self.draw_score_info() self.draw_total_score() if self.crown is not None: self.crown.draw(self.crown_type) self.draw_modifiers() if self.high_score_indicator is not None: self.high_score_indicator.draw() self.chara.draw(y=100+(self.is_2p*360)) if self.gauge is not None: self.gauge.draw() self.nameplate.draw(265, 80+(self.is_2p*300)) class Crown: """Represents a crown animation""" def __init__(self, is_2p: bool): self.is_2p = is_2p self.resize = tex.get_animation(2, is_copy=True) self.resize_fix = tex.get_animation(3, is_copy=True) self.white_fadein = tex.get_animation(4, is_copy=True) self.gleam = tex.get_animation(5, is_copy=True) self.fadein = tex.get_animation(6, is_copy=True) self.resize.start() self.resize_fix.start() self.white_fadein.start() self.gleam.start() self.fadein.start() self.sound_played = False def update(self, current_ms: float): self.fadein.update(current_ms) self.resize.update(current_ms) self.resize_fix.update(current_ms) self.white_fadein.update(current_ms) self.gleam.update(current_ms) if self.resize_fix.is_finished and not self.sound_played: audio.play_sound('crown', 'sound') self.sound_played = True def draw(self, crown_name: str): scale = self.resize.attribute if self.resize.is_finished: scale = self.resize_fix.attribute tex.draw_texture('crown', crown_name, scale=scale, center=True, index=self.is_2p) tex.draw_texture('crown', 'crown_fade', fade=self.white_fadein.attribute, index=self.is_2p) if self.gleam.attribute >= 0: tex.draw_texture('crown', 'gleam', frame=self.gleam.attribute, index=self.is_2p) class BottomCharacters: """Represents the bottom characters animation""" def __init__(self): self.move_up = tex.get_animation(7) self.move_down = tex.get_animation(8) self.bounce_up = tex.get_animation(9) self.bounce_down = tex.get_animation(10) self.move_center = tex.get_animation(11) self.c_bounce_up = tex.get_animation(12) self.c_bounce_down = tex.get_animation(13) self.flower_up = tex.get_animation(14) self.state = None self.flower_index = 0 self.flower_start = None self.chara_0_index = 0 self.chara_1_index = 0 self.is_finished = False def start(self): self.move_up.start() self.move_down.start() self.c_bounce_up.start() self.c_bounce_down.start() def update(self, state): self.state = state if self.state == State.CLEAR or self.state == State.RAINBOW: self.chara_0_index = 1 self.chara_1_index = 1 if not self.bounce_up.is_started: self.bounce_up.start() self.bounce_down.start() self.move_center.start() if self.flower_start is None: self.flower_up.start() self.flower_start = get_current_ms() elif self.state == State.FAIL: self.chara_0_index = 2 self.chara_1_index = 2 self.move_up.update(get_current_ms()) self.move_down.update(get_current_ms()) self.is_finished = self.move_down.is_finished self.bounce_up.update(get_current_ms()) self.bounce_down.update(get_current_ms()) if self.bounce_down.is_finished: self.bounce_up.restart() self.bounce_down.restart() self.move_center.update(get_current_ms()) self.flower_up.update(get_current_ms()) if self.flower_start is not None: if get_current_ms() > self.flower_start + 116*2 + 333: self.flower_index = 2 elif get_current_ms() > self.flower_start + 116 + 333: self.flower_index = 1 self.c_bounce_up.update(get_current_ms()) self.c_bounce_down.update(get_current_ms()) if self.c_bounce_down.is_finished: self.c_bounce_up.restart() self.c_bounce_down.restart() def draw_flowers(self): tex.draw_texture('bottom','flowers', y=-self.flower_up.attribute, frame=self.flower_index) tex.draw_texture('bottom','flowers', y=-self.flower_up.attribute, frame=self.flower_index, x=792, mirror='horizontal') def draw(self): self.draw_flowers() y = -self.move_up.attribute + self.move_down.attribute + self.bounce_up.attribute - self.bounce_down.attribute if self.state == State.RAINBOW: center_y = self.c_bounce_up.attribute - self.c_bounce_down.attribute tex.draw_texture('bottom', 'chara_center', y=-self.move_center.attribute + center_y) tex.draw_texture('bottom', 'chara_0', frame=self.chara_0_index, y=y) tex.draw_texture('bottom', 'chara_1', frame=self.chara_1_index, y=y) class FadeIn: """A fade out disguised as a fade in""" def __init__(self, player_num: str): self.fadein = tex.get_animation(15) self.fadein.start() self.is_finished = False self.player_num = player_num def update(self, current_ms: float): self.fadein.update(current_ms) self.is_finished = self.fadein.is_finished def draw(self): x = 0 if self.player_num == '3': while x < 1280: tex.draw_texture('background', 'background_1p', x=x, y=-360, fade=self.fadein.attribute) tex.draw_texture('background', 'background_2p', x=x, y=360, fade=self.fadein.attribute) tex.draw_texture('background', 'footer_1p', x=x, y=-72, fade=self.fadein.attribute) tex.draw_texture('background', 'footer_2p', x=x, y=648, fade=self.fadein.attribute) x += 256 else: while x < 1280: tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=-360, fade=self.fadein.attribute) tex.draw_texture('background', f'background_{self.player_num}p', x=x, y=360, fade=self.fadein.attribute) tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=-72, fade=self.fadein.attribute) tex.draw_texture('background', f'footer_{self.player_num}p', x=x, y=648, fade=self.fadein.attribute) x += 256 class ScoreAnimator: """Animates a number from left to right""" def __init__(self, target_score): self.target_score = str(target_score) self.current_score_list = [[0,0] for _ in range(len(self.target_score))] self.digit_index = len(self.target_score) - 1 self.is_finished = False def next_score(self) -> str: """Returns the next number in the animation""" if self.digit_index == -1: self.is_finished = True return str(int(''.join([str(item[0]) for item in self.current_score_list]))) curr_digit, counter = self.current_score_list[self.digit_index] if counter < 9: self.current_score_list[self.digit_index][1] += 1 self.current_score_list[self.digit_index][0] = (curr_digit + 1) % 10 else: self.current_score_list[self.digit_index][0] = int(self.target_score[self.digit_index]) self.digit_index -= 1 ret_val = ''.join([str(item[0]) for item in self.current_score_list]) if int(ret_val) == 0: if not (len(self.target_score) - self.digit_index) > (len(self.target_score)): return '0' * (len(self.target_score) - self.digit_index) return '0' return str(int(ret_val)) class HighScoreIndicator: """Indicates the difference between the old and new high score""" def __init__(self, old_score: int, new_score: int, is_2p: bool): self.is_2p = is_2p self.score_diff = new_score - old_score self.move = tex.get_animation(18) self.fade = tex.get_animation(19) self.move.start() self.fade.start() def update(self, current_ms): self.move.update(current_ms) self.fade.update(current_ms) def draw(self): tex.draw_texture('score', 'high_score', y=self.move.attribute, fade=self.fade.attribute, index=self.is_2p) for i in range(len(str(self.score_diff))): tex.draw_texture('score', 'high_score_num', x=-(i*14), frame=int(str(self.score_diff)[::-1][i]), y=self.move.attribute, fade=self.fade.attribute, index=self.is_2p) class Gauge: """The gauge from the game screen, at 0.9x scale""" def __init__(self, player_num: str, gauge_length: int, is_2p: bool): self.is_2p = is_2p self.player_num = player_num self.difficulty = min(2, global_data.session_data[int(player_num)-1].selected_difficulty) self.gauge_length = gauge_length self.clear_start = [69, 69, 69] self.gauge_max = 87 if self.difficulty >= 2: self.string_diff = "_hard" elif self.difficulty == 1: self.string_diff = "_normal" elif self.difficulty == 0: self.string_diff = "_easy" self.rainbow_animation = tex.get_animation(16) self.gauge_fade_in = tex.get_animation(17) self.tamashii_fire_change = tex.get_animation(20) self.rainbow_animation.start() self.gauge_fade_in.start() self.is_finished = self.gauge_fade_in.is_finished if self.gauge_length == self.gauge_max: self.state = State.RAINBOW elif self.gauge_length > self.clear_start[self.difficulty]: self.state = State.CLEAR else: self.state = State.FAIL def update(self, current_ms: float): self.rainbow_animation.update(current_ms) self.tamashii_fire_change.update(current_ms) if self.rainbow_animation.is_finished: self.rainbow_animation.restart() self.gauge_fade_in.update(current_ms) self.is_finished = self.gauge_fade_in.is_finished def draw(self): scale = 10/11 tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) gauge_length = int(self.gauge_length) if gauge_length == self.gauge_max: if 0 < self.rainbow_animation.attribute < 8: tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) else: for i in range(gauge_length+1): width = int(i * 7.2) if i == self.clear_start[self.difficulty] - 1: tex.draw_texture('gauge', 'bar_clear_transition', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) elif i > self.clear_start[self.difficulty] - 1: if i % 5 == 0: tex.draw_texture('gauge', 'bar_clear_top', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', 'bar_clear_bottom', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', 'bar_clear_top', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', 'bar_clear_bottom', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) else: if i % 5 == 0: tex.draw_texture('gauge', f'{self.player_num}p_bar', x=width, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', f'{self.player_num}p_bar', x=width+1, scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', 'overlay' + self.string_diff, scale=scale, fade=min(0.15, self.gauge_fade_in.attribute), index=self.is_2p) tex.draw_texture('gauge', 'footer', scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) if gauge_length >= self.clear_start[self.difficulty]: tex.draw_texture('gauge', 'clear', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty+(self.is_2p*3)) if self.state == State.RAINBOW: tex.draw_texture('gauge', 'tamashii_fire', scale=0.75 * scale, center=True, frame=self.tamashii_fire_change.attribute, fade=self.gauge_fade_in.attribute, index=self.is_2p) tex.draw_texture('gauge', 'tamashii', scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p) if self.state == State.RAINBOW and self.tamashii_fire_change.attribute in (0, 1, 4, 5): tex.draw_texture('gauge', 'tamashii_overlay', scale=scale, fade=min(0.5, self.gauge_fade_in.attribute), index=self.is_2p) else: tex.draw_texture('gauge', 'clear_dark', scale=scale, fade=self.gauge_fade_in.attribute, index=self.difficulty+(self.is_2p*3)) tex.draw_texture('gauge', 'tamashii_dark', scale=scale, fade=self.gauge_fade_in.attribute, index=self.is_2p)