import os import pyray as ray import random as rand import math from global_funcs import * from collections import deque class GameScreen: def __init__(self, width, height): self.width = width self.height = height self.judge_x = 414 self.current_ms = 0 def load_textures(self): folder_path = 'Graphics\\lumendata\\enso_system\\common\\' self.texture_judge_circle = ray.load_texture(folder_path + 'lane_hit_img00017.png') self.image_lane = ray.load_image(folder_path + 'lane_img00000.png') ray.image_resize(self.image_lane, 948, 176) self.texture_lane = ray.load_texture_from_image(self.image_lane) self.texture_lane_cover = ray.load_texture(folder_path + 'lane_obi_img00000.png') self.texture_score_cover = ray.load_texture(folder_path + 'lane_obi_img00003.png') self.texture_don = [ray.load_texture(folder_path + 'onp_don_img00000.png'), ray.load_texture(folder_path + 'onp_don_img00001.png')] self.texture_kat = [ray.load_texture(folder_path + 'onp_katsu_img00000.png'), ray.load_texture(folder_path + 'onp_katsu_img00001.png')] self.texture_dai_don = [ray.load_texture(folder_path + 'onp_don_dai_img00000.png'), ray.load_texture(folder_path + 'onp_don_dai_img00001.png')] self.texture_dai_kat = [ray.load_texture(folder_path + 'onp_katsu_dai_img00000.png'), ray.load_texture(folder_path + 'onp_katsu_dai_img00001.png')] self.texture_balloon_head = [ray.load_texture(folder_path + 'onp_fusen_img00001.png'), ray.load_texture(folder_path + 'onp_fusen_img00002.png')] self.texture_balloon_tail = [ray.load_texture(folder_path + 'onp_fusen_img00000.png'), ray.load_texture(folder_path + 'onp_fusen_img00000.png')] self.texture_drumroll_head = [ray.load_texture(folder_path + 'onp_renda_img00002.png'), ray.load_texture(folder_path + 'onp_renda_img00003.png')] self.texture_drumroll_body = [ray.load_texture(folder_path + 'onp_renda_img00000.png'), ray.load_texture(folder_path + 'onp_renda_img00000.png')] self.texture_drumroll_tail = [ray.load_texture(folder_path + 'onp_renda_img00001.png'), ray.load_texture(folder_path + 'onp_renda_img00001.png')] self.texture_dai_drumroll_head = [ray.load_texture(folder_path + 'onp_renda_dai_img00002.png'), ray.load_texture(folder_path + 'onp_renda_dai_img00003.png')] self.texture_dai_drumroll_body = [ray.load_texture(folder_path + 'onp_renda_dai_img00000.png'), ray.load_texture(folder_path + 'onp_renda_dai_img00000.png')] self.texture_dai_drumroll_tail = [ray.load_texture(folder_path + 'onp_renda_dai_img00001.png'), ray.load_texture(folder_path + 'onp_renda_dai_img00001.png')] self.texture_drumroll_count = ray.load_texture(folder_path + 'renda_num_img00000.png') self.texture_drumroll_number = [] for i in range(1, 11): filename = f'renda_num_img{str(i).zfill(5)}.png' self.texture_drumroll_number.append(ray.load_texture(folder_path + filename)) self.texture_barline = ray.load_texture(folder_path + 'lane_syousetsu_img00000.png') self.texture_good = ray.load_texture(folder_path + 'lane_hit_effect_img00009.png') self.texture_good_hit_center = ray.load_texture(folder_path + 'lane_hit_img00019.png') self.texture_good_hit_center_big = ray.load_texture(folder_path + 'lane_hit_img00021.png') self.texture_good_hit_effect = [ray.load_texture(folder_path + 'lane_hit_effect_img00005.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00006.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00007.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00008.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00008.png')] self.texture_good_hit_effect_big = [ray.load_texture(folder_path + 'lane_hit_effect_img00011.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00012.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00013.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00014.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00015.png')] self.texture_ok = ray.load_texture(folder_path + 'lane_hit_effect_img00004.png') self.texture_ok_hit_center = ray.load_texture(folder_path + 'lane_hit_img00018.png') self.texture_ok_hit_center_big = ray.load_texture(folder_path + 'lane_hit_img00020.png') self.texture_ok_hit_effect = [ray.load_texture(folder_path + 'lane_hit_effect_img00000.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00001.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00002.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00003.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00003.png')] self.texture_ok_hit_effect_big = [ray.load_texture(folder_path + 'lane_hit_effect_img00016.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00017.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00018.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00019.png'), ray.load_texture(folder_path + 'lane_hit_effect_img00020.png')] self.texture_bad = ray.load_texture(folder_path + 'lane_hit_effect_img00010.png') self.image_lane_effect_good = ray.load_image(folder_path + 'lane_hit_img00007.png') ray.image_resize(self.image_lane_effect_good, 951, 130) self.image_lane_effect_don = ray.load_image(folder_path + 'lane_hit_img00005.png') ray.image_resize(self.image_lane_effect_don, 951, 130) self.image_lane_effect_kat = ray.load_image(folder_path + 'lane_hit_img00006.png') ray.image_resize(self.image_lane_effect_kat, 951, 130) self.texture_lane_effect_good = ray.load_texture_from_image(self.image_lane_effect_good) self.texture_lane_effect_don = ray.load_texture_from_image(self.image_lane_effect_don) self.texture_lane_effect_kat = ray.load_texture_from_image(self.image_lane_effect_kat) self.texture_drum = ray.load_texture(folder_path + 'lane_obi_img00014.png') self.texture_don_R = ray.load_texture(folder_path + 'lane_obi_img00015.png') self.texture_don_L = ray.load_texture(folder_path + 'lane_obi_img00016.png') self.texture_kat_R = ray.load_texture(folder_path + 'lane_obi_img00017.png') self.texture_kat_L = ray.load_texture(folder_path + 'lane_obi_img00018.png') self.texture_1p_emblem = ray.load_texture(folder_path + 'lane_obi_img00019.png') self.texture_difficulty = [ray.load_texture(folder_path + 'lane_obi_img00021.png'), ray.load_texture(folder_path + 'lane_obi_img00022.png'), ray.load_texture(folder_path + 'lane_obi_img00023.png'), ray.load_texture(folder_path + 'lane_obi_img00024.png'), ray.load_texture(folder_path + 'lane_obi_img00025.png')] self.texture_combo_text = [ray.load_texture(folder_path + 'lane_obi_img00035.png'), ray.load_texture(folder_path + 'lane_obi_img00046.png')] self.texture_combo_numbers = [] for i in range(36, 58): if i not in [46, 48]: filename = f'lane_obi_img{str(i).zfill(5)}.png' self.texture_combo_numbers.append(ray.load_texture(folder_path + filename)) self.texture_combo_glimmer = ray.load_texture(folder_path + 'lane_obi_img00048.png') self.texture_score_numbers = [] for i in range(4, 14): filename = f'lane_obi_img{str(i).zfill(5)}.png' self.texture_score_numbers.append(ray.load_texture(folder_path + filename)) self.texture_se_moji = [] for i in range(0, 17): filename = f'onp_moji_img{str(i).zfill(5)}.png' if i == 8: filename = 'onp_renda_moji_img00001.png' self.texture_se_moji.append(ray.load_texture(folder_path + filename)) folder_path = 'Graphics\\lumendata\\enso_system\\base1p\\' self.texture_balloon_speech_bubble_p1 = ray.load_texture(folder_path + 'action_fusen_1p_img00000.png') self.texture_balloon = [ray.load_texture(folder_path + 'action_fusen_1p_img00011.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00012.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00013.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00014.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00015.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00016.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00017.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00018.png')] self.texture_balloon_number = [ray.load_texture(folder_path + 'action_fusen_1p_img00001.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00002.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00003.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00004.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00005.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00006.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00007.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00008.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00009.png'), ray.load_texture(folder_path + 'action_fusen_1p_img00010.png')] self.texture_base_score_numbers = [] for i in range(0, 10): filename = f'score_add_1p_img{str(i).zfill(5)}.png' self.texture_base_score_numbers.append(ray.load_texture(folder_path + filename)) def load_sounds(self): self.sound_don = ray.load_sound('Sounds\\inst_00_don.wav') self.sound_kat = ray.load_sound('Sounds\\inst_00_katsu.wav') self.sound_balloon_pop = ray.load_sound('Sounds\\balloon_pop.wav') def init_tja(self, song, difficulty): self.load_textures() self.load_sounds() self.note_type_dict = {'1': self.texture_don, '2': self.texture_kat, '3': self.texture_dai_don, '4': self.texture_dai_kat, '5': self.texture_drumroll_head, '6': self.texture_dai_drumroll_head, '7': self.texture_balloon_head, 'drumroll_body': self.texture_drumroll_body, 'drumroll_tail': self.texture_drumroll_tail, 'dai_drumroll_body': self.texture_dai_drumroll_body, 'dai_drumroll_tail': self.texture_dai_drumroll_tail, 'balloon_tail': self.texture_balloon_tail} self.tja = tja_parser(f'Songs\\{song}') self.tja.get_metadata() self.tja.distance = self.width - self.judge_x self.player_1 = Player(self, 1, int(difficulty)) self.song_music = ray.load_music_stream(self.tja.wave) ray.play_music_stream(self.song_music) self.start_ms = get_current_ms() - self.tja.offset*1000 def update(self): ray.update_music_stream(self.song_music) self.current_ms = get_current_ms() - self.start_ms self.player_1.update(self) def draw(self): self.player_1.draw(self) class Player: def __init__(self, game_screen, player_number, difficulty): self.timing_good = 25.0250015258789 self.timing_ok = 75.0750045776367 self.timing_bad = 108.441665649414 self.player_number = player_number self.difficulty = difficulty self.play_note_list, self.draw_note_list, self.draw_bar_list = game_screen.tja.notes_to_position(self.difficulty) self.base_score = self.calculate_base_score() self.judge_offset = 0 #Note management self.current_notes = deque() self.current_bars = [] self.current_notes_draw = [] self.play_note_index = 0 self.draw_note_index = 0 self.bar_index = 0 self.is_drumroll = False self.drumroll_big = 0 self.curr_drumroll_count = 0 self.is_balloon = False self.curr_balloon_count = 0 #Score management self.good_count = 0 self.ok_count = 0 self.bad_count = 0 self.combo = 0 self.score = 0 self.max_combo = 0 self.arc_points = 25 self.draw_judge_list = [] self.draw_effect_list = [] self.draw_arc_list = [] self.draw_drum_hit_list = [] self.drumroll_counter = [] self.balloon_list = [] self.combo_list = [] self.score_list = [] self.base_score_list = [] def calculate_base_score(self): total_notes = 0 balloon_num = 0 balloon_sec = 0 balloon_count = 0 drumroll_sec = 0 for i in range(len(self.play_note_list)): note = self.play_note_list[i] if i < len(self.play_note_list)-1: next_note = self.play_note_list[i+1] else: next_note = self.play_note_list[len(self.play_note_list)-1] if note.get('note') in {'1','2','3','4'}: total_notes += 1 elif note.get('note') in {'5', '6'}: drumroll_sec += (next_note.get('ms') - note.get('ms')) / 1000 elif note.get('note') in {'7', '9'}: balloon_num += 1 balloon_count += next_note.get('balloon') total_score = (1000000 - (balloon_count * 100) - (drumroll_sec * 1692.0079999994086)) / total_notes return math.ceil(total_score / 10) * 10 def get_position(self, game_screen, ms, pixels_per_frame): return int(game_screen.width + pixels_per_frame * 60 / 1000 * (ms - game_screen.current_ms + self.judge_offset) - 64) def animation_manager(self, game_screen, animation_list): if len(animation_list) != 0: for i in range(len(animation_list)-1, -1, -1): animation = animation_list[i] animation.update(game_screen.current_ms) if animation.is_finished: animation_list.pop(i) def note_manager(self, game_screen): #Add bar to current_bars list if it is ready to be shown on screen if len(self.draw_bar_list) > 0 and game_screen.current_ms > self.draw_bar_list[0]['load_ms']: self.current_bars.append(self.draw_bar_list.popleft()) #Add note to current_notes list if it is ready to be shown on screen if len(self.play_note_list) > 0 and game_screen.current_ms + 1000 >= self.play_note_list[0]['load_ms']: self.current_notes.append(self.play_note_list.popleft()) if len(self.play_note_list) > 0 and self.play_note_list[0]['note'] == '8': self.current_notes.append(self.play_note_list.popleft()) if len(self.draw_note_list) > 0 and game_screen.current_ms + 1000 >= self.draw_note_list[0]['load_ms']: if self.draw_note_list[0]['note'] in {'5','6','7','9'}: while self.draw_note_list[0]['note'] != '8': self.current_notes_draw.append(self.draw_note_list.popleft()) self.current_notes_draw.append(self.draw_note_list.popleft()) else: self.current_notes_draw.append(self.draw_note_list.popleft()) #if a note was not hit within the window, remove it if len(self.current_notes) != 0: note = self.current_notes[0] if note['ms'] + self.timing_bad < game_screen.current_ms: if note['note'] in {'1', '2', '3', '4'}: self.combo = 0 self.bad_count += 1 self.current_notes.popleft() elif (note['ms'] <= game_screen.current_ms): if note['note'] == '5': self.is_drumroll = True self.drumroll_big = 0 elif note['note'] == '6': self.is_drumroll = True self.drumroll_big = 2 elif note['note'] == '7': self.is_balloon = True elif note['note'] == '8' and (self.is_drumroll or self.is_balloon): self.is_drumroll = False self.is_balloon = False #If a bar is off screen, remove it if len(self.current_bars) != 0: for i in range(len(self.current_bars)-1, -1, -1): bar_ms, pixels_per_frame = self.current_bars[i]['ms'], self.current_bars[i]['ppf'] position = self.get_position(game_screen, bar_ms, pixels_per_frame) if position < game_screen.judge_x + 650: self.current_bars.pop(i) #If a note is off screen, remove it if len(self.current_notes_draw) != 0: for i in range(len(self.current_notes_draw)-1, -1, -1): note_type, note_ms, pixels_per_frame = self.current_notes_draw[i]['note'], self.current_notes_draw[i]['ms'], self.current_notes_draw[i]['ppf'] position = self.get_position(game_screen, note_ms, pixels_per_frame) if position < game_screen.judge_x + 650 and note_type not in {'5', '6', '7'}: if note_type == '8' and self.current_notes_draw[i-1]['note'] in {'5', '6', '7'} and self.current_notes_draw[i-1]['ms'] < self.current_notes_draw[i]['ms']: self.current_notes_draw.pop(i-1) else: self.current_notes_draw.pop(i) if len(self.current_notes_draw) != 0: if self.current_notes_draw[0]['note'] in {'5', '6', '8'}: if 255 > self.current_notes_draw[0]['color'] > 0: self.current_notes_draw[0]['color'] += 1 def note_correct(self, game_screen, note): index = note['index'] if note['note'] == '8': note_type = game_screen.note_type_dict['3'] else: note_type = game_screen.note_type_dict[note['note']] self.combo += 1 if self.combo > self.max_combo: self.max_combo = self.combo self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number)) self.current_notes.popleft() #Remove note from the screen if note in self.current_notes_draw: i = self.current_notes_draw.index(note) if note['note'] == '8' and self.current_notes_draw[i-1]['note'] == '7' and self.current_notes_draw[i-1]['ms'] < self.current_notes_draw[i]['ms']: self.current_notes_draw.pop(i-1) self.current_notes_draw.pop(i-1) else: self.current_notes_draw.pop(i) def check_note(self, game_screen, drum_type): if self.is_drumroll: note_type = game_screen.note_type_dict[str(int(drum_type)+self.drumroll_big)] self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number)) self.curr_drumroll_count += 1 self.score += 100 self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100)) color = 255 - (self.curr_drumroll_count*10) if color < 0: self.current_notes_draw[0]['color'] = 0 else: self.current_notes_draw[0]['color'] = color elif self.is_balloon and drum_type == '1': current_note = self.current_notes[0] if current_note['note'] == '7': current_note = self.current_notes[1] if len(self.balloon_list) < 1: self.balloon_list.append(BalloonAnimation(game_screen.current_ms, current_note['balloon'])) self.curr_balloon_count += 1 self.score += 100 self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100)) self.current_notes_draw[0]['popped'] = False if self.curr_balloon_count == current_note['balloon']: self.is_balloon = False self.current_notes_draw[0]['popped'] = True ray.play_sound(game_screen.sound_balloon_pop) self.note_correct(game_screen, self.current_notes[0]) elif len(self.current_notes) != 0: self.curr_drumroll_count = 0 self.curr_balloon_count = 0 current_note = self.current_notes[0] note_type = current_note['note'] note_ms = current_note['ms'] #If the wrong key was hit, stop checking if drum_type == '1' and note_type not in {'1', '3'}: return if drum_type == '2' and note_type not in {'2', '4'}: return #If the note is too far away, stop checking if game_screen.current_ms > (note_ms + self.timing_bad): return if note_type in ('3','4'): big = True else: big = False if (note_ms - self.timing_good) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_good) + self.judge_offset: self.draw_judge_list.append(Judgement(game_screen.current_ms, 'GOOD', big)) self.draw_effect_list.pop() self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'GOOD')) self.good_count += 1 self.score += self.base_score self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, self.base_score)) self.note_correct(game_screen, current_note) elif (note_ms - self.timing_ok) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_ok) + self.judge_offset: self.draw_judge_list.append(Judgement(game_screen.current_ms, 'OK', big)) self.ok_count += 1 self.score += 10 * math.floor(self.base_score / 2 / 10) self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 10 * math.floor(self.base_score / 2 / 10))) self.note_correct(game_screen, current_note) elif (note_ms - self.timing_bad) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_bad) + self.judge_offset: self.draw_judge_list.append(Judgement(game_screen.current_ms, 'BAD', big)) self.bad_count += 1 self.combo = 0 def drumroll_counter_manager(self, game_screen): if self.is_drumroll and self.curr_drumroll_count > 0: if len(self.drumroll_counter) == 0 or self.drumroll_counter[-1].is_finished: self.drumroll_counter.append(DrumrollCounter(game_screen.current_ms)) if len(self.drumroll_counter) > 0: if self.drumroll_counter[0].is_finished: self.drumroll_counter.pop(0) else: self.drumroll_counter[0].update(game_screen, game_screen.current_ms, self.curr_drumroll_count) def balloon_animation_manager(self, game_screen): if len(self.balloon_list) != 0: if self.balloon_list[0].is_finished: self.balloon_list.pop(0) else: if self.is_balloon: self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, False) else: self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, True) def combo_manager(self, game_screen): if self.combo >= 3 and len(self.combo_list) == 0: self.combo_list.append(Combo(self.combo, game_screen.current_ms)) elif self.combo < 3 and len(self.combo_list) != 0: self.combo_list.pop(0) elif len(self.combo_list) == 1: self.combo_list[0].update(game_screen, game_screen.current_ms, self.combo) def score_manager(self, game_screen): if len(self.score_list) == 0: self.score_list.append(ScoreCounter(self.score, game_screen.current_ms)) elif len(self.score_list) == 1: self.score_list[0].update(game_screen.current_ms, self.score) def key_manager(self, game_screen): if ray.is_key_pressed(ray.KeyboardKey.KEY_F): self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON')) self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'L')) ray.play_sound(game_screen.sound_don) self.check_note(game_screen, '1') if ray.is_key_pressed(ray.KeyboardKey.KEY_J): self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON')) self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'R')) ray.play_sound(game_screen.sound_don) self.check_note(game_screen, '1') if ray.is_key_pressed(ray.KeyboardKey.KEY_D): self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT')) self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'L')) ray.play_sound(game_screen.sound_kat) self.check_note(game_screen, '2') if ray.is_key_pressed(ray.KeyboardKey.KEY_K): self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT')) self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'R')) ray.play_sound(game_screen.sound_kat) self.check_note(game_screen, '2') def update(self, game_screen): self.current_notes_draw = sorted(self.current_notes_draw, key=lambda d: d['ms']) self.note_manager(game_screen) self.combo_manager(game_screen) self.drumroll_counter_manager(game_screen) self.balloon_animation_manager(game_screen) self.animation_manager(game_screen, self.draw_judge_list) self.animation_manager(game_screen, self.draw_effect_list) self.animation_manager(game_screen, self.draw_drum_hit_list) self.animation_manager(game_screen, self.draw_arc_list) self.animation_manager(game_screen, self.base_score_list) self.score_manager(game_screen) self.key_manager(game_screen) def draw_animation_list(self, game_screen, animation_list): for animation in animation_list: animation.draw(game_screen) def draw_drumroll(self, game_screen, big, position, index, color): drumroll_start_position = position tail = self.current_notes_draw[index+1] i = 0 while tail['note'] != '8': tail = self.current_notes_draw[index+i] i += 1 if big: drumroll_body = 'dai_drumroll_body' drumroll_tail = 'dai_drumroll_tail' drumroll_length = 70 else: drumroll_body = 'drumroll_body' drumroll_tail = 'drumroll_tail' drumroll_length = 47 if tail['note'] == '8': drumroll_end_position = self.get_position(game_screen, tail['load_ms'], tail['ppf']) length = (drumroll_end_position - drumroll_start_position - 50) self.draw_note(game_screen, drumroll_body, (drumroll_start_position+64), color, 8, drumroll_length=length) self.draw_note(game_screen, drumroll_tail, drumroll_end_position, color, 10, drumroll_length=None) def draw_balloon(self, game_screen, note, position, index): end_time = self.current_notes_draw[index+1] i = 0 while end_time['note'] != '8': end_time = self.current_notes_draw[index+i] i += 1 end_time_position = self.get_position(game_screen, end_time['load_ms'], end_time['ppf']) if game_screen.current_ms >= end_time['ms']: position = end_time_position elif game_screen.current_ms >= note['ms']: position = 349 self.draw_note(game_screen, '7', position, 255, 9) def draw_note(self, game_screen, note, position, color, se_note, drumroll_length=None): note_padding = 64 if note == 'barline': y = 184 ray.draw_texture(game_screen.texture_barline, position+note_padding-4, y+6, ray.WHITE) return elif note in game_screen.note_type_dict: eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8 if self.combo >= 50: current_eighth = int(game_screen.current_ms // eighth_in_ms) else: current_eighth = 0 if note in {'5', '6', 'drumroll_tail', 'dai_drumroll_tail', 'drumroll_body', 'dai_drumroll_body'}: draw_color = color else: draw_color = 255 if note == '7': offset = 12 balloon = True else: offset = 0 balloon = False if drumroll_length == None: drumroll_length = game_screen.note_type_dict[note][0].width source_rect = ray.Rectangle(0,0,game_screen.note_type_dict[note][0].width,game_screen.note_type_dict[note][0].height) dest_rect = ray.Rectangle(position-offset, 192, drumroll_length,game_screen.note_type_dict['1'][0].height) ray.draw_texture_pro(game_screen.note_type_dict[note][current_eighth % 2], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.Color(255, draw_color, draw_color, 255)) if balloon: ray.draw_texture(game_screen.note_type_dict['balloon_tail'][current_eighth % 2], position-offset+128, 192, ray.Color(255, draw_color, draw_color, 255)) if se_note != None: if drumroll_length == game_screen.note_type_dict[note][0].width: drumroll_length = game_screen.texture_se_moji[se_note].width offset = 0 else: offset = 30 source_rect = ray.Rectangle(0,0,game_screen.texture_se_moji[se_note].width,game_screen.texture_se_moji[se_note].height) dest_rect = ray.Rectangle(position-offset - (game_screen.texture_se_moji[se_note].width // 2) + 64, 323, drumroll_length,game_screen.texture_se_moji[se_note].height) ray.draw_texture_pro(game_screen.texture_se_moji[se_note], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE) def draw_notes(self, game_screen): if len(self.current_notes_draw) != 0 or len(self.current_bars) != 0: for i in range(len(self.current_bars)-1, -1, -1): bar = self.current_bars[i] load_ms, pixels_per_frame = bar['load_ms'], bar['ppf'] position = self.get_position(game_screen, load_ms, pixels_per_frame) self.draw_note(game_screen, 'barline', position, 255, None) for i in range(len(self.current_notes_draw)-1, -1, -1): note = self.current_notes_draw[i] note_type, load_ms, pixels_per_frame = note['note'], note['load_ms'], note['ppf'] position = self.get_position(game_screen, load_ms, pixels_per_frame) if 'popped' in note: continue if note_type == '5': self.draw_drumroll(game_screen, False, position, i, note['color']) elif note_type == '6': self.draw_drumroll(game_screen, True, position, i, note['color']) if note_type == '7': self.draw_balloon(game_screen, note, position, i) else: self.draw_note(game_screen, note_type, position, 255, note['se_note']) def draw(self, game_screen): ray.draw_texture(game_screen.texture_lane, 332, 184, ray.WHITE) self.draw_animation_list(game_screen, self.draw_effect_list) ray.draw_texture(game_screen.texture_judge_circle, 342, 184, ray.WHITE) self.draw_animation_list(game_screen, self.draw_judge_list) self.draw_notes(game_screen) ray.draw_texture(game_screen.texture_lane_cover, 0, 184, ray.WHITE) ray.draw_texture(game_screen.texture_drum, 211, 206, ray.WHITE) self.draw_animation_list(game_screen, self.draw_drum_hit_list) self.draw_animation_list(game_screen, self.combo_list) ray.draw_texture(game_screen.texture_score_cover, 0, 184, ray.WHITE) ray.draw_texture(game_screen.texture_1p_emblem, 0, 225, ray.WHITE) ray.draw_texture(game_screen.texture_difficulty[self.difficulty], 50, 222, ray.WHITE) self.draw_animation_list(game_screen, self.drumroll_counter) self.draw_animation_list(game_screen, self.draw_arc_list) self.draw_animation_list(game_screen, self.balloon_list) self.draw_animation_list(game_screen, self.score_list) self.draw_animation_list(game_screen, self.base_score_list) class Judgement: def __init__(self, current_ms, type, big): self.type = type self.big = big self.is_finished = False self.fade_animation_1 = Animation(current_ms, 132, 'fade') self.fade_animation_1.params['initial_opacity'] = 0.5 self.fade_animation_1.params['delay'] = 100 self.fade_animation_2 = Animation(current_ms, 316 - 233.3, 'fade') self.fade_animation_2.params['delay'] = 233.3 self.move_animation = Animation(current_ms, 83, 'move') self.move_animation.params['total_distance'] = 15 self.move_animation.params['start_position'] = 144 self.texture_animation = Animation(current_ms, 100, 'texture_change') self.texture_animation.params['textures'] = [(33, 50, 1), (50, 83, 2), (83, 100, 3), (100, float('inf'), 4)] def update(self, current_ms): self.fade_animation_1.update(current_ms) self.fade_animation_2.update(current_ms) self.move_animation.update(current_ms) self.texture_animation.update(current_ms) if self.fade_animation_2.is_finished: self.is_finished = True def draw(self, game_screen): y = self.move_animation.attribute index = self.texture_animation.attribute hit_color = ray.fade(ray.WHITE, self.fade_animation_1.attribute) color = ray.fade(ray.WHITE, self.fade_animation_2.attribute) if self.type == 'GOOD': if self.big: ray.draw_texture(game_screen.texture_good_hit_center_big, 342, 184, color) ray.draw_texture(game_screen.texture_good_hit_effect_big[index], 304, 143, hit_color) else: ray.draw_texture(game_screen.texture_good_hit_center, 342, 184, color) ray.draw_texture(game_screen.texture_good_hit_effect[index], 304, 143, hit_color) ray.draw_texture(game_screen.texture_good, 370, int(y), color) elif self.type == 'OK': if self.big: ray.draw_texture(game_screen.texture_ok_hit_center_big, 342, 184, color) ray.draw_texture(game_screen.texture_ok_hit_effect_big[index], 304, 143, hit_color) else: ray.draw_texture(game_screen.texture_ok_hit_center, 342, 184, color) ray.draw_texture(game_screen.texture_ok_hit_effect[index], 304, 143, hit_color) ray.draw_texture(game_screen.texture_ok, 370, int(y), color) elif self.type == 'BAD': ray.draw_texture(game_screen.texture_bad, 370, int(y), color) class LaneHitEffect: def __init__(self, current_ms, type): self.type = type self.color = ray.fade(ray.WHITE, 0.5) self.animation = Animation(current_ms, 150, 'fade') self.animation.params['delay'] = 83 self.animation.params['initial_opacity'] = 0.5 self.is_finished = False def update(self, current_ms): self.animation.update(current_ms) fade_opacity = self.animation.attribute self.color = ray.fade(ray.WHITE, fade_opacity) if self.animation.is_finished: self.is_finished = True def draw(self, game_screen): if self.type == 'GOOD': ray.draw_texture(game_screen.texture_lane_effect_good, 328, 192, self.color) elif self.type == 'DON': ray.draw_texture(game_screen.texture_lane_effect_don, 328, 192, self.color) elif self.type == 'KAT': ray.draw_texture(game_screen.texture_lane_effect_kat, 328, 192, self.color) class DrumHitEffect: def __init__(self, current_ms, type, side): self.type = type self.side = side self.color = ray.fade(ray.WHITE, 1) self.is_finished = False self.animation = Animation(current_ms, 100, 'fade') self.animation.params['delay'] = 67 def update(self, current_ms): self.animation.update(current_ms) fade_opacity = self.animation.attribute self.color = ray.fade(ray.WHITE, fade_opacity) if self.animation.is_finished: self.is_finished = True def draw(self, game_screen): x, y = 211, 206 if self.type == 'DON': if self.side == 'L': ray.draw_texture(game_screen.texture_don_L, x, y, self.color) elif self.side == 'R': ray.draw_texture(game_screen.texture_don_R, x, y, self.color) elif self.type == 'KAT': if self.side == 'L': ray.draw_texture(game_screen.texture_kat_L, x, y, self.color) elif self.side == 'R': ray.draw_texture(game_screen.texture_kat_R, x, y, self.color) class NoteArc: def __init__(self, note_type, current_ms, player_number): self.note_type = note_type self.arc_points = 25 self.create_ms = current_ms self.player_number = player_number self.x_i = 414 - 64 self.y_i = 168 self.is_finished = False def update(self, current_ms): if self.x_i >= 1150: self.is_finished = True radius = 414 #Start at 180 degrees, end at 0 theta_start = 3.14 if self.player_number == 1: theta_end = 2 * 3.14 #center of circle that does not exist center_x, center_y = 785, 168 else: theta_end = 0 center_x, center_y = 785, 468 ms_since_call = (current_ms - self.create_ms) / 16.67 if ms_since_call < 0: ms_since_call = 0 if ms_since_call > self.arc_points: ms_since_call = self.arc_points angle_change = (theta_end - theta_start) / self.arc_points theta_i = theta_start + ms_since_call * angle_change self.x_i = center_x + radius * math.cos(theta_i) self.y_i = center_y + radius * 0.5 * math.sin(theta_i) def draw(self, game_screen): if self.note_type == None: return eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8 current_eighth = int(game_screen.current_ms // eighth_in_ms) ray.draw_texture(self.note_type[current_eighth % 2], int(self.x_i), int(self.y_i), ray.WHITE) class DrumrollCounter: def __init__(self, current_ms): self.create_ms = current_ms self.is_finished = False self.total_duration = 1349 self.drumroll_count = 0 self.fade_animation = Animation(current_ms, 166, 'fade') self.fade_animation.params['delay'] = self.total_duration - 166 self.stretch_animation = Animation(current_ms, 0, 'text_stretch') def update_count(self, current_ms, count, elapsed_time): self.total_duration = elapsed_time + 1349 if self.drumroll_count != count: self.drumroll_count = count self.stretch_animation = Animation(current_ms, 50, 'text_stretch') def update(self, game_screen, current_ms, drumroll_count): self.stretch_animation.update(current_ms) self.fade_animation.update(current_ms) elapsed_time = current_ms - self.create_ms if drumroll_count != 0: self.update_count(current_ms, drumroll_count, elapsed_time) if self.fade_animation.is_finished: self.is_finished = True def draw(self, game_screen): color = ray.fade(ray.WHITE, self.fade_animation.attribute) ray.draw_texture(game_screen.texture_drumroll_count, 200, 0, color) counter = str(self.drumroll_count) total_width = len(counter) * 52 start_x = 344 - (total_width // 2) source_rect = ray.Rectangle(0, 0, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height) for i in range(len(counter)): dest_rect = ray.Rectangle(start_x + (i * 52), 50 - self.stretch_animation.attribute, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height + self.stretch_animation.attribute) ray.draw_texture_pro(game_screen.texture_balloon_number[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, color) class BalloonAnimation: def __init__(self, current_ms, balloon_total): self.create_ms = current_ms self.is_finished = False self.total_duration = 83.33 self.color = ray.fade(ray.WHITE, 1.0) self.balloon_count = 0 self.balloon_total = balloon_total self.is_popped = False self.fade_animation = Animation(current_ms, 166, 'fade') self.stretch_animation = Animation(current_ms, 0, 'text_stretch') def update_count(self, current_ms, balloon_count): if self.balloon_count != balloon_count: self.balloon_count = balloon_count self.stretch_animation = Animation(current_ms, 50, 'text_stretch') def update(self, game_screen, current_ms, balloon_count, is_popped): self.update_count(current_ms, balloon_count) self.stretch_animation.update(current_ms) self.is_popped = is_popped elapsed_time = current_ms - self.create_ms if self.is_popped: self.fade_animation.update(current_ms) self.color = ray.fade(ray.WHITE, self.fade_animation.attribute) else: self.total_duration = elapsed_time + 166 self.fade_animation.params['delay'] = self.total_duration - 166 if self.fade_animation.is_finished: self.is_finished = True def draw(self, game_screen): if self.is_popped: ray.draw_texture(game_screen.texture_balloon[7], 460, 130, self.color) elif self.balloon_count >= 1: balloon_index = (self.balloon_count - 1) * 7 // self.balloon_total ray.draw_texture(game_screen.texture_balloon[balloon_index], 460, 130, self.color) if self.balloon_count > 0: ray.draw_texture(game_screen.texture_balloon_speech_bubble_p1, 414, 40, ray.WHITE) counter = str(self.balloon_total - self.balloon_count + 1) x, y = 493, 68 margin = 52 total_width = len(counter) * margin start_x = x - (total_width // 2) source_rect = ray.Rectangle(0, 0, game_screen.texture_balloon_number[0].width, game_screen.texture_balloon_number[0].height) for i in range(len(counter)): dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_balloon_number[0].width, game_screen.texture_balloon_number[0].height + self.stretch_animation.attribute) ray.draw_texture_pro(game_screen.texture_balloon_number[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color) class Combo: def __init__(self, combo, current_ms): self.combo = combo self.stretch_animation = Animation(current_ms, 0, 'text_stretch') self.color = [ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1)] self.glimmer_dict = {0: 0, 1: 0, 2: 0} self.total_time = 250 self.cycle_time = self.total_time * 2 self.start_times = [ current_ms, current_ms + (2 / 3) * self.cycle_time, current_ms + (4 / 3) * self.cycle_time ] def update_count(self, current_ms, combo): if self.combo != combo: self.combo = combo self.stretch_animation = Animation(current_ms, 50, 'text_stretch') def update(self, game_screen, current_ms, combo): self.update_count(current_ms, combo) self.stretch_animation.update(current_ms) for i in range(3): elapsed_time = current_ms - self.start_times[i] if elapsed_time > self.cycle_time: cycles_completed = elapsed_time // self.cycle_time self.start_times[i] += cycles_completed * self.cycle_time elapsed_time = current_ms - self.start_times[i] if elapsed_time <= self.total_time: self.glimmer_dict[i] = -int(elapsed_time // 16.67) fade_start_time = self.total_time - 164 if elapsed_time >= fade_start_time: fade = 1 - (elapsed_time - fade_start_time) / 164 else: fade = 1 else: self.glimmer_dict[i] = 0 fade = 0 self.color[i] = ray.fade(ray.WHITE, fade) def draw(self, game_screen): if self.combo < 100: text_color = 0 margin = 30 else: text_color = 1 margin = 35 ray.draw_texture(game_screen.texture_combo_text[text_color], 234, 265, ray.WHITE) counter = str(self.combo) total_width = len(counter) * margin x, y = 262, 220 start_x = x - (total_width // 2) source_rect = ray.Rectangle(0, 0, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height) for i in range(len(counter)): dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height + self.stretch_animation.attribute) ray.draw_texture_pro(game_screen.texture_combo_numbers[int(counter[i]) + (text_color*10)], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE) glimmer_positions = [(225, 210), (200, 230), (250, 230)] if self.combo >= 100: for j, (x, y) in enumerate(glimmer_positions): for i in range(3): ray.draw_texture(game_screen.texture_combo_glimmer, x + (i * 30), y + self.glimmer_dict[j], self.color[j]) class ScoreCounter: def __init__(self, score, current_ms): self.score = score self.create_ms = current_ms self.stretch_animation = Animation(current_ms, 0, 'text_stretch') def update_count(self, current_ms, score): if self.score != score: self.score = score self.stretch_animation = Animation(current_ms, 50, 'text_stretch') def update(self, current_ms, score): self.update_count(current_ms, score) self.stretch_animation.update(current_ms) def draw(self, game_screen): counter = str(self.score) x, y = 150, 185 margin = 20 total_width = len(counter) * margin start_x = x - total_width source_rect = ray.Rectangle(0, 0, game_screen.texture_score_numbers[0].width, game_screen.texture_score_numbers[0].height) for i in range(len(counter)): dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_score_numbers[0].width, game_screen.texture_score_numbers[0].height + self.stretch_animation.attribute) ray.draw_texture_pro(game_screen.texture_score_numbers[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE) class ScoreCounterAnimation: def __init__(self, current_ms, counter): self.counter = int(counter) self.fade_animation_1 = Animation(current_ms, 50, 'fade') self.fade_animation_1.params['initial_opacity'] = 0.0 self.fade_animation_1.params['final_opacity'] = 1.0 self.move_animation_1 = Animation(current_ms, 80, 'move') self.move_animation_1.params['total_distance'] = -20 self.move_animation_1.params['start_position'] = 175 self.fade_animation_2 = Animation(current_ms, 80, 'fade') self.fade_animation_2.params['delay'] = 366.74 self.move_animation_2 = Animation(current_ms, 66, 'move') self.move_animation_2.params['total_distance'] = 5 self.move_animation_2.params['start_position'] = 145 self.move_animation_2.params['delay'] = 80 self.move_animation_3 = Animation(current_ms, 66, 'move') self.move_animation_3.params['delay'] = 279.36 self.move_animation_3.params['total_distance'] = -2 self.move_animation_3.params['start_position'] = 146 self.move_animation_4 = Animation(current_ms, 80, 'move') self.move_animation_4.params['delay'] = 366.74 self.move_animation_4.params['total_distance'] = 10 self.move_animation_4.params['start_position'] = 148 self.color = ray.fade(ray.Color(254, 102, 0, 255), 1.0) self.is_finished = False self.y_pos_list = [] def update(self, current_ms): self.fade_animation_1.update(current_ms) self.move_animation_1.update(current_ms) self.move_animation_2.update(current_ms) self.move_animation_3.update(current_ms) self.move_animation_4.update(current_ms) self.fade_animation_2.update(current_ms) if self.fade_animation_1.is_finished: self.color = ray.fade(ray.Color(254, 102, 0, 255), self.fade_animation_2.attribute) else: self.color = ray.fade(ray.Color(254, 102, 0, 255), self.fade_animation_1.attribute) if self.fade_animation_2.is_finished: self.is_finished = True self.y_pos_list = [] for i in range(1, len(str(self.counter))+1): self.y_pos_list.append(self.move_animation_4.attribute + i*5) def draw(self, game_screen): if self.move_animation_1.is_finished: x = self.move_animation_2.attribute else: x = self.move_animation_1.attribute if x == 0: return counter = str(self.counter) margin = 20 total_width = len(counter) * margin start_x = x - total_width source_rect = ray.Rectangle(0, 0, game_screen.texture_base_score_numbers[0].width, game_screen.texture_base_score_numbers[0].height) for i in range(len(counter)): if self.move_animation_3.is_finished: y = self.y_pos_list[i] elif self.move_animation_2.is_finished: y = self.move_animation_3.attribute else: y = 148 dest_rect = ray.Rectangle(start_x + (i * margin), y, game_screen.texture_base_score_numbers[0].width, game_screen.texture_base_score_numbers[0].height) ray.draw_texture_pro(game_screen.texture_base_score_numbers[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)