from libs.animation import Animation 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 BaseDancerGroup from libs.bg_objects.fever import BaseFever from libs.bg_objects.footer import Footer from libs.bg_objects.renda import RendaController from libs.texture import TextureWrapper from libs.bg_objects.don_bg import DonBGBase import pyray as ray class Background: def __init__(self, tex: TextureWrapper, player_num: int, bpm: float, path: str, max_dancers: int): self.tex_wrapper = tex self.max_dancers = max_dancers self.don_bg = DonBGBase(self.tex_wrapper, 0, player_num, path) self.bg_normal = BGNormal(self.tex_wrapper, 0, path) self.bg_fever = BGFever(self.tex_wrapper, 0, path) self.footer = Footer(self.tex_wrapper, 0, path) self.fever = Fever(self.tex_wrapper, 0, bpm, path) self.dancer = BaseDancerGroup(self.tex_wrapper, 0, bpm, self.max_dancers, path) self.renda = RendaController(self.tex_wrapper, 0, path) self.chibi = ChibiController(self.tex_wrapper, 0, bpm, path) class Fever(BaseFever): def __init__(self, tex: TextureWrapper, player_num: int, bpm: float, path: str): super().__init__(tex, player_num, bpm, path) self.texture_change = Animation.create_texture_change(120000 / bpm, textures=[(0, (120000 / bpm) / 2, 0), ((120000 / bpm) / 2, 120000 / bpm, 1)]) self.texture_change.loop = True self.texture_change.start() def update(self, current_time_ms: float, bpm: float): super().update(current_time_ms, bpm) self.texture_change.update(current_time_ms) def draw(self, tex: TextureWrapper): tex.draw_texture(self.name, 'overlay', y=self.bounce_down.attribute-self.bounce_up.attribute, frame=self.texture_change.attribute) class BGNormal(BGNormalBase): def __init__(self, tex: TextureWrapper, index: int, path: str): super().__init__(tex, index, path) self.overlay_fade = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0, reverse_delay=500, delay=500) self.overlay_fade.loop = True self.overlay_fade.start() self.spotlight_colors = [ray.Color(0, 255, 255, 255), ray.YELLOW, ray.MAGENTA, ray.Color(0, 255, 255, 255), ray.YELLOW] def update(self, current_time_ms: float): super().update(current_time_ms) self.overlay_fade.update(current_time_ms) def draw(self, tex: TextureWrapper): super().draw(tex) tex.draw_texture(self.name, 'overlay', fade=self.overlay_fade.attribute) for i in range(5): if i % 2 == 0: fade = min(0.5, self.overlay_fade.attribute) else: fade = min(0.5, 1 - self.overlay_fade.attribute) tex.draw_texture(self.name, 'spotlight', index=i, color=self.spotlight_colors[i], fade=fade) class BGFever(BGFeverBase): def __init__(self, tex: TextureWrapper, index: int, path: str): super().__init__(tex, index, path) self.overlay_fade = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0, reverse_delay=500, delay=500) self.overlay_fade.loop = True self.overlay_fade.start() self.spotlight_colors = [ray.Color(0, 255, 255, 255), ray.YELLOW, ray.MAGENTA, ray.Color(0, 255, 255, 255), ray.YELLOW] def update(self, current_time_ms: float): super().update(current_time_ms) self.overlay_fade.update(current_time_ms) def draw(self, tex: TextureWrapper): tex.draw_texture(self.name, 'background') tex.draw_texture(self.name, 'overlay', fade=self.overlay_fade.attribute) tex.draw_texture(self.name, 'light_orange', fade=self.overlay_fade.attribute) tex.draw_texture(self.name, 'light_green', fade=1 - self.overlay_fade.attribute) for i in range(5): if i % 2 == 0: fade = min(0.5, self.overlay_fade.attribute) else: fade = min(0.5, 1 - self.overlay_fade.attribute) tex.draw_texture(self.name, 'spotlight', index=i, color=self.spotlight_colors[i], fade=fade)