import os import sqlite3 from pathlib import Path import pyray as ray from libs.animation import Animation from libs.audio import audio from libs.tja import TJAParser from libs.utils import ( OutlinedText, get_config, get_current_ms, global_data, load_all_textures_from_zip, session_data, ) class SongSelectScreen: def __init__(self, width: int, height: int): self.width = width self.height = height self.song_list: dict[str, list] = dict() self.song_name_textures: list[OutlinedText] = [] self.selected_song = 0 self.selected_difficulty = 0 self.song_boxes: list[SongBox] = [] self.yellow_box = YellowBox() self.screen_init = False self.box_wait = 0 self.move = Animation.create_move(0) self.game_transition = None def _load_font_for_text(self, text: str) -> ray.Font: codepoint_count = ray.ffi.new('int *', 0) unique_codepoints = set(text) codepoints = ray.load_codepoints(''.join(unique_codepoints), codepoint_count) return ray.load_font_ex(str(Path('Graphics/Modified-DFPKanteiryu-XB.ttf')), 40, codepoints, 0) def load_textures(self): self.textures = load_all_textures_from_zip(Path('Graphics/lumendata/song_select.zip')) def load_sounds(self): sounds_dir = Path("Sounds") self.sound_don = audio.load_sound(str(sounds_dir / "inst_00_don.wav")) self.sound_kat = audio.load_sound(str(sounds_dir / "inst_00_katsu.wav")) def get_scores(self, tja: TJAParser, difficulty: int): with sqlite3.connect('scores.db') as con: cursor = con.cursor() hash = tja.hash_note_data(tja.data_to_notes(difficulty)[0]) check_query = "SELECT score, good, ok, bad FROM Scores WHERE hash = ? LIMIT 1" cursor.execute(check_query, (hash,)) result = cursor.fetchone() return result def on_screen_start(self): if not self.screen_init: self.load_textures() self.load_sounds() self.game_transition = None for dirpath, dirnames, filenames in os.walk(f'{get_config()["paths"]["tja_path"]}'): for filename in filenames: if filename.endswith(".tja"): tja = TJAParser(dirpath) scores = dict() self.song_list[dirpath] = tja.get_metadata() for diff in self.song_list[dirpath][8].keys(): scores[diff] = self.get_scores(tja, diff) name = self.song_list[dirpath][0] font = self._load_font_for_text(name) text = OutlinedText(font, name, 40, ray.WHITE, ray.BLACK, outline_thickness=4, vertical=True) self.song_boxes.append(SongBox(text, dirpath, scores)) self.screen_init = True self.is_song_select = True self.is_difficulty_select = False self.background_move = Animation.create_move(15000, start_position=0, total_distance=1280) def on_screen_end(self): self.screen_init = False session_data.selected_song = self.song_boxes[5].dirpath session_data.selected_difficulty = self.selected_difficulty for zip in self.textures: for texture in self.textures[zip]: ray.unload_texture(texture) return "GAME" def update_song_select(self): if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER): audio.play_sound(self.sound_don) self.is_song_select = False self.is_difficulty_select = True elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT): audio.play_sound(self.sound_kat) self.song_boxes.insert(0, self.song_boxes.pop()) self.move = Animation.create_move(66.68, start_position=0, total_distance=100) self.box_wait = get_current_ms() elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT): audio.play_sound(self.sound_kat) self.song_boxes.append(self.song_boxes.pop(0)) self.move = Animation.create_move(66.68, start_position=0, total_distance=-100) self.box_wait = get_current_ms() def update_difficulty_select(self): if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER): if self.selected_difficulty == -1: self.is_song_select = True self.is_difficulty_select = False else: audio.play_sound(self.sound_don) self.game_transition = Transition(self.height) elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT): audio.play_sound(self.sound_kat) if self.selected_difficulty >= 0: self.selected_difficulty = (self.selected_difficulty - 1) elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT): audio.play_sound(self.sound_kat) if self.selected_difficulty < 4: self.selected_difficulty = (self.selected_difficulty + 1) def update(self): self.on_screen_start() self.background_move.update(get_current_ms()) if self.game_transition is not None: self.game_transition.update(get_current_ms()) if self.game_transition.is_finished: return self.on_screen_end() if self.background_move.is_finished: self.background_move = Animation.create_move(15000, start_position=0, total_distance=1280) if self.is_song_select: self.update_song_select() self.yellow_box.update(self.song_boxes[5].name, False) elif self.is_difficulty_select: self.yellow_box.update(self.song_boxes[5].name, True) self.update_difficulty_select() if self.move is not None: self.move.update(get_current_ms()) def draw_song_select(self): offset = 0 for i in range(-1, 17): box = self.song_boxes[i+1] if i == 4 and self.move.is_finished and get_current_ms() >= self.box_wait + 133.36: self.yellow_box.draw(self.textures, self.song_list, self.song_boxes) offset = 300 else: move = 0 if self.move is not None: move = int(self.move.attribute) - self.move.total_distance box.draw(44 + (i*100) + offset + move, 95, 620, self.textures) def draw_selector(self): if self.selected_difficulty == -1: ray.draw_texture(self.textures['song_select'][133], 314, 110, ray.WHITE) else: ray.draw_texture(self.textures['song_select'][140], 450 + (self.selected_difficulty * 115), 7, ray.WHITE) ray.draw_texture(self.textures['song_select'][131], 461 + (self.selected_difficulty * 115), 132, ray.WHITE) def draw_difficulty_select(self): self.yellow_box.draw(self.textures, self.song_list, self.song_boxes) self.draw_selector() def draw(self): texture = self.textures['song_select'][784] for i in range(0, texture.width * 4, texture.width): ray.draw_texture(self.textures['song_select'][784], i - int(self.background_move.attribute), 0, ray.WHITE) if self.is_song_select: self.draw_song_select() ray.draw_texture(self.textures['song_select'][244], 5, 5, ray.WHITE) elif self.is_difficulty_select: self.draw_difficulty_select() ray.draw_texture(self.textures['song_select'][192], 5, 5, ray.WHITE) ray.draw_texture(self.textures['song_select'][394], 0, self.height - self.textures['song_select'][394].height, ray.WHITE) if self.game_transition is not None: self.game_transition.draw(self.height) class SongBox: def __init__(self, song_name_texture: OutlinedText, dirpath, scores): self.name = song_name_texture self.dirpath = dirpath self.scores = scores def update(self): pass def draw(self, x: int, y: int, texture_index: int, textures): ray.draw_texture(textures['song_select'][texture_index+1], x, y, ray.WHITE) for i in range(0, textures['song_select'][texture_index].width * 4, textures['song_select'][texture_index].width): ray.draw_texture(textures['song_select'][texture_index], (x+32)+i, y, ray.WHITE) ray.draw_texture(textures['song_select'][texture_index+2], x+64, y, ray.WHITE) ray.draw_texture(textures['song_select'][texture_index+3], x+12, y+16, ray.WHITE) src = ray.Rectangle(0, 0, self.name.texture.width, self.name.texture.height) dest = ray.Rectangle(x + 47 - int(self.name.texture.width / 2), y+35, self.name.texture.width, min(self.name.texture.height, 417)) self.name.draw(src, dest, ray.Vector2(0, 0), 0, ray.WHITE) class YellowBox: def __init__(self): self.is_diff_select = False self.right_x = 803 self.left_x = 443 self.top_y = 94 self.bottom_y = 542 self.center_width = 331 self.center_height = 422 self.edge_height = 32 self.name = None def update(self, name, is_diff_select): self.is_diff_select = is_diff_select self.name = name if self.is_diff_select: self.right_x = 1014 self.left_x = 230 self.top_y = 34 self.center_width = 755 self.center_height = 482 else: self.right_x = 803 self.left_x = 443 self.top_y = 94 self.center_width = 331 self.center_height = 422 def draw(self, textures, song_list, song_boxes): # Draw corners ray.draw_texture(textures['song_select'][235], self.right_x, self.bottom_y, ray.WHITE) # Bottom right ray.draw_texture(textures['song_select'][236], self.left_x, self.bottom_y, ray.WHITE) # Bottom left ray.draw_texture(textures['song_select'][237], self.right_x, self.top_y, ray.WHITE) # Top right ray.draw_texture(textures['song_select'][238], self.left_x, self.top_y, ray.WHITE) # Top left # Edges # Bottom edge texture = textures['song_select'][231] src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(self.left_x + self.edge_height, self.bottom_y, self.center_width, texture.height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) # Right edge texture = textures['song_select'][232] src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(self.right_x, self.top_y + self.edge_height, texture.width, self.center_height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) # Left edge texture = textures['song_select'][233] src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(self.left_x, self.top_y + self.edge_height, texture.width, self.center_height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) # Top edge texture = textures['song_select'][234] src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(self.left_x + self.edge_height, self.top_y, self.center_width, texture.height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) # Center texture = textures['song_select'][230] src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(self.left_x + self.edge_height, self.top_y + self.edge_height, self.center_width, self.center_height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) if self.is_diff_select: #Back Button ray.draw_texture(textures['song_select'][153], 314, 110, ray.WHITE) #Difficulties ray.draw_texture(textures['song_select'][154], 450, 90, ray.WHITE) ray.draw_texture(textures['song_select'][182], 565, 90, ray.WHITE) ray.draw_texture(textures['song_select'][185], 680, 90, ray.WHITE) ray.draw_texture(textures['song_select'][188], 795, 90, ray.WHITE) for i in range(4): try: for j in range(song_list[song_boxes[5].dirpath][8][i][0]): ray.draw_texture(textures['song_select'][155], 482+(i*115), 471+(j*-20), ray.WHITE) except: pass else: #Crowns for i in range(4): if i in song_boxes[5].scores and song_boxes[5].scores[i] is not None and song_boxes[5].scores[i][3] == 0: ray.draw_texture(textures['song_select'][160], 473 + (i*60), 175, ray.WHITE) ray.draw_texture(textures['song_select'][158], 473 + (i*60), 175, ray.fade(ray.WHITE, 0.25)) #Difficulties ray.draw_texture(textures['song_select'][395], 458, 210, ray.WHITE) ray.draw_texture(textures['song_select'][401], 518, 210, ray.WHITE) ray.draw_texture(textures['song_select'][403], 578, 210, ray.WHITE) ray.draw_texture(textures['song_select'][406], 638, 210, ray.WHITE) #Stars for i in range(4): try: for j in range(song_list[song_boxes[5].dirpath][8][i][0]): ray.draw_texture(textures['song_select'][396], 474+(i*60), 490+(j*-17), ray.WHITE) except: pass if self.name is not None: texture = self.name.texture src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle((self.right_x - 32) - texture.width / 2, self.top_y + 32, texture.width, min(texture.height, 417)) self.name.draw(src, dest, ray.Vector2(0, 0), 0, ray.WHITE) class Transition: def __init__(self, screen_height) -> None: self.is_finished = False self.rainbow_up = Animation.create_move(266, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic') self.chara_down = None def update(self, current_time_ms: float): self.rainbow_up.update(current_time_ms) if self.rainbow_up.is_finished and self.chara_down is None: self.chara_down = Animation.create_move(33, start_position=0, total_distance=30) if self.chara_down is not None: self.chara_down.update(current_time_ms) self.is_finished = self.chara_down.is_finished def draw(self, screen_height): ray.draw_texture(global_data.textures['scene_change_rainbow'][2], 0, screen_height - int(self.rainbow_up.attribute), ray.WHITE) texture = global_data.textures['scene_change_rainbow'][0] src = ray.Rectangle(0, 0, texture.width, texture.height) dest = ray.Rectangle(0, screen_height - int(self.rainbow_up.attribute) + global_data.textures['scene_change_rainbow'][2].height, texture.width, screen_height) ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE) texture = global_data.textures['scene_change_rainbow'][3] offset = 0 if self.chara_down is not None: offset = int(self.chara_down.attribute) ray.draw_texture(texture, 76, 816 - int(self.rainbow_up.attribute) + offset, ray.WHITE)