import random from libs.animation import Animation from libs.texture import TextureWrapper class Dancer: @staticmethod def create(tex: TextureWrapper, index: int, bpm: float): map = [DancerGroup0] selected_obj = map[index] return selected_obj(tex, index, bpm) class BaseDancer: def __init__(self, name: str, index: int, bpm: float): self.name = name self.index = index self.bpm = bpm self.keyframes = [] self.start_keyframes = [] self.is_started = False def keyframe(self): duration = (60000 / self.bpm) / 2 self.total_duration = duration * len(self.keyframes) self.textures = [(duration*i, duration*(i+1), index) for i, index in enumerate(self.keyframes)] self.texture_change = Animation.create_texture_change(self.total_duration, textures=self.textures) self.texture_change.start() def start(self): self.is_started = True duration = (60000 / self.bpm) self.s_bounce_up = Animation.create_move(duration/2, start_position=-200, total_distance=350, ease_out='quadratic', delay=500) self.s_bounce_down = Animation.create_move(duration/2, total_distance=140, ease_in='quadratic', delay=self.s_bounce_up.duration + 500) self.start_textures = [((duration / len(self.start_keyframes))*i, (duration / len(self.start_keyframes))*(i+1), index) for i, index in enumerate(self.start_keyframes)] self.s_texture_change = Animation.create_texture_change(duration, textures=self.start_textures, delay=500) self.s_texture_change.start() self.s_bounce_up.start() self.s_bounce_down.start() def update(self, current_time_ms: float, bpm: float): self.texture_change.update(current_time_ms) if self.is_started: self.s_texture_change.update(current_time_ms) self.s_bounce_up.update(current_time_ms) self.s_bounce_down.update(current_time_ms) if bpm != self.bpm: self.bpm = bpm duration = (60000 / bpm) / 2 self.total_duration = duration * len(self.keyframes) self.textures = [(duration*i, duration*(i+1), index) for i, index in enumerate(self.keyframes)] self.texture_change.duration = self.total_duration self.texture_change.textures = self.textures if self.texture_change.is_finished: self.texture_change.restart() def draw(self, tex: TextureWrapper, x: int): if not self.is_started: return if not self.s_texture_change.is_finished: tex.draw_texture(self.name, str(self.index) + '_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute) else: tex.draw_texture(self.name, str(self.index) + '_loop', frame=self.texture_change.attribute, x=x) class Dancer0_0(BaseDancer): def __init__(self, name: str, index: int, bpm: float): super().__init__(name, index, bpm) self.start_keyframes = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4] self.keyframes = [0, 1, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 7, 8, 5, 9, 4, 10, 4, 9, 4, 10, 4, 9, 11, 12, 13, 12, 11, 12, 13, 12, 11, 9, 4, 10, 4, 9, 4, 10, 4, 9, 11, 12, 13, 12, 11, 12, 13, 12, 11] class Dancer0_1(BaseDancer): def __init__(self, name: str, index: int, bpm: float): super().__init__(name, index, bpm) self.start_keyframes = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4] self.keyframes = [0, 1, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 7, 8, 5, 9, 4, 10, 4, 9, 4, 10, 4, 9, 11, 12, 13, 12, 11, 12, 13, 12, 11, 9, 4, 10, 4, 9, 4, 10, 4, 9, 11, 12, 13, 12, 11, 12, 13, 12, 11] class Dancer0_2(BaseDancer): def __init__(self, name: str, index: int, bpm: float): super().__init__(name, index, bpm) self.start_keyframes = [0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2] self.keyframes = [0, 1, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 7, 8, 5, 9, 10, 11, 10, 9, 10, 11, 10, 9, 12, 13, 14, 13, 12, 13, 14, 13, 12, 9, 10, 11, 10, 9, 10, 11, 10, 9, 12, 13, 14, 13, 12, 13, 14, 13, 12] class Dancer0_3(BaseDancer): def __init__(self, name: str, index: int, bpm: float): super().__init__(name, index, bpm) self.start_keyframes = [0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2] self.keyframes = [0, 1, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 7, 8, 5, 9, 10, 11, 10, 9, 10, 11, 10, 9, 12, 13, 14, 13, 12, 13, 14, 13, 12, 9, 10, 11, 10, 9, 10, 11, 10, 9, 12, 13, 14, 13, 12, 13, 14, 13, 12] class Dancer0_4(BaseDancer): def __init__(self, name: str, index: int, bpm: float): super().__init__(name, index, bpm) self.keyframes = [0, 1, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 7, 8, 5, 9, 10, 11, 10, 9, 10, 11, 10, 9, 12, 13, 14, 13, 12, 13, 14, 13, 12, 9, 10, 11, 10, 9, 10, 11, 10, 9, 12, 13, 14, 13, 12, 13, 14, 13, 12] self.start_keyframes = [0, 0, 0, 0, 1, 2, 2, 3, 4, 4, 5, 5, 5, 6, 6] duration = (60000 / bpm) / 2 self.bounce_up = Animation.create_move(duration, total_distance=20, ease_out='quadratic', delay=duration*2) self.bounce_down = Animation.create_move(duration, total_distance=20, ease_in='quadratic', delay=duration*2+self.bounce_up.duration) self.bounce_up.start() self.bounce_down.start() def update(self, current_time_ms: float, bpm: float): super().update(current_time_ms, bpm) self.bounce_up.update(current_time_ms) self.bounce_down.update(current_time_ms) if self.bounce_down.is_finished: self.bounce_up.restart() self.bounce_down.restart() def draw(self, tex: TextureWrapper, x: int): if not self.is_started: return if not self.s_texture_change.is_finished: tex.draw_texture(self.name, '4_start', frame=7, x=x, y=-50-self.s_bounce_up.attribute + self.s_bounce_down.attribute) tex.draw_texture(self.name, '4_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute) else: if 0 <= self.texture_change.attribute <= 3: tex.draw_texture(self.name, '4_loop', frame=15, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute) elif 5 <= self.texture_change.attribute <= 8: tex.draw_texture(self.name, '4_loop', frame=17, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute) elif self.texture_change.attribute == 4: tex.draw_texture(self.name, '4_loop', frame=16, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute) tex.draw_texture(self.name, '4_loop', frame=self.texture_change.attribute, x=x) class BaseDancerGroup(): def __init__(self, tex: TextureWrapper, index: int, bpm: float): self.name = 'dancer_' + str(index) self.active_count = 0 tex.load_zip('background', f'dancer/{self.name}') self.dancers = [] # Define spawn positions: center (2), left (1), right (3), far left (0), far right (4) self.spawn_positions = [2, 1, 3, 0, 4] self.active_dancers = [None] * 5 def add_dancer(self): if self.active_count < len(self.dancers) and self.active_count < len(self.spawn_positions): position = self.spawn_positions[self.active_count] dancer = self.dancers[self.active_count] self.active_dancers[position] = dancer dancer.start() self.active_count += 1 def update(self, current_time_ms: float, bpm: float): for dancer in self.dancers: dancer.update(current_time_ms, bpm) def draw(self, tex: TextureWrapper): for i, dancer in enumerate(self.active_dancers): if dancer is not None: dancer.draw(tex, 100 + i * 210) class DancerGroup0(BaseDancerGroup): def __init__(self, tex: TextureWrapper, index: int, bpm: float): super().__init__(tex, index, bpm) self.dancers = [Dancer0_0(self.name, 0, bpm), Dancer0_1(self.name, 1, bpm), Dancer0_2(self.name, 2, bpm), Dancer0_3(self.name, 3, bpm), Dancer0_4(self.name, 4, bpm)] random.shuffle(self.dancers) for dancer in self.dancers: dancer.keyframe() self.add_dancer()