import logging import pyray as ray from libs.animation import Animation from libs.audio import audio from libs.chara_2d import Chara2D from libs.global_data import PlayerNum, reset_session 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, ) from scenes.game import Gauge from scenes.result import Background logger = logging.getLogger(__name__) class DanResultScreen(Screen): def on_screen_start(self): super().on_screen_start() audio.play_sound('bgm', 'music') self.fade_out = tex.get_animation(0) self.coin_overlay = CoinOverlay() self.allnet_indicator = AllNetIcon() self.start_ms = get_current_ms() self.background = Background(PlayerNum.DAN, tex.screen_width) self.player = DanResultPlayer(global_data.player_num) self.is_result_2 = False self.result_2_fade_in = tex.get_animation(1) self.gauge = DanGauge(global_data.player_num, global_data.session_data[global_data.player_num].dan_result_data.gauge_length) self.song_names = [OutlinedText(song.song_title, tex.skin_config["dan_title"].font_size, ray.WHITE) for song in global_data.session_data[global_data.player_num].dan_result_data.songs] self.hori_name = OutlinedText(global_data.session_data[global_data.player_num].dan_result_data.dan_title, tex.skin_config["dan_title"].font_size, ray.WHITE) self.exam_info = global_data.session_data[global_data.player_num].dan_result_data.exams self.exam_data = global_data.session_data[global_data.player_num].dan_result_data.exam_data print(global_data.session_data[global_data.player_num].dan_result_data.songs) def on_screen_end(self, next_screen: str): reset_session() return super().on_screen_end(next_screen) def handle_input(self): if is_r_don_pressed() or is_l_don_pressed(): if self.is_result_2: self.fade_out.start() audio.play_sound('don', 'sound') else: audio.play_sound('don', 'sound') self.result_2_fade_in.start() self.is_result_2 = True def update(self): super().update() current_time = get_current_ms() self.player.update(current_time) self.handle_input() self.result_2_fade_in.update(current_time) self.fade_out.update(current_time) self.gauge.update(current_time) if self.fade_out.is_finished: self.fade_out.update(current_time) return self.on_screen_end("DAN_SELECT") def draw_overlay(self): ray.draw_rectangle(0, 0, tex.screen_width, tex.screen_height, ray.fade(ray.BLACK, self.fade_out.attribute)) self.coin_overlay.draw() self.allnet_indicator.draw() def draw_song_info_1(self): result_data = global_data.session_data[global_data.player_num].dan_result_data height = tex.skin_config["dan_result_info_height"].y for i in range(len(result_data.songs)): song = result_data.songs[i] tex.draw_texture('background', 'genre_banner', y=i*height, frame=song.genre_index) self.song_names[i].draw(x=tex.skin_config["dan_result_song_name"].x - self.song_names[i].texture.width, y=i*height + tex.skin_config["dan_result_song_name"].y) tex.draw_texture('result_info', 'song_num', frame=i, y=i*height) tex.draw_texture('result_info', 'difficulty', frame=song.selected_difficulty, y=i*height) tex.draw_texture('result_info', 'diff_star', y=i*height) tex.draw_texture('result_info', 'diff_x', y=i*height) counter = str(song.diff_level)[::-1] margin = tex.skin_config["dan_result_diff_num_margin"].x for j, digit in enumerate(counter): tex.draw_texture('result_info', 'diff_num', frame=int(digit), x=-(j*margin), y=i*height) tex.draw_texture('result_info', 'good', y=i*height) margin = tex.skin_config["score_info_counter_margin"].x counter = str(song.good)[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=0, frame=int(digit), x=-(j*margin), y=i*height) tex.draw_texture('result_info', 'ok', y=i*height) counter = str(song.ok)[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=1, frame=int(digit), x=-(j*margin), y=i*height) tex.draw_texture('result_info', 'bad', y=i*height) counter = str(song.bad)[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=2, frame=int(digit), x=-(j*margin), y=i*height) tex.draw_texture('result_info', 'drumroll', y=i*height) counter = str(song.drumroll)[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=3, frame=int(digit), x=-(j*margin), y=i*height) def draw_song_info_2(self, fade: float): result_data = global_data.session_data[global_data.player_num].dan_result_data tex.draw_texture('background', 'result_2_bg', fade=fade) for i in range(5): tex.draw_texture('background', 'result_2_divider', fade=fade, x=i*240) tex.draw_texture('background', 'result_2_pullout', fade=fade) tex.draw_texture('result_info', 'dan_emblem', fade=fade, frame=result_data.dan_color) self.hori_name.draw(outline_color=ray.BLACK, x=tex.skin_config["dan_result_hori_name"].x - (self.hori_name.texture.width//2), y=tex.skin_config["dan_result_hori_name"].y, x2=min(self.hori_name.texture.width, tex.skin_config["dan_result_hori_name"].width)-self.hori_name.texture.width, color=ray.fade(ray.WHITE, fade)) tex.draw_texture('result_info', 'good', index=1, fade=fade) margin = tex.skin_config["score_info_counter_margin"].x counter = str(sum(song.good for song in result_data.songs))[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=4, frame=int(digit), x=-(j*margin), fade=fade) tex.draw_texture('result_info', 'ok', index=1, fade=fade) counter = str(sum(song.ok for song in result_data.songs))[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=5, frame=int(digit), x=-(j*margin), fade=fade) tex.draw_texture('result_info', 'bad', index=1, fade=fade) counter = str(sum(song.bad for song in result_data.songs))[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=6, frame=int(digit), x=-(j*margin), fade=fade) tex.draw_texture('result_info', 'drumroll', index=1, fade=fade) counter = str(sum(song.drumroll for song in result_data.songs))[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=7, frame=int(digit), x=-(j*margin), fade=fade) tex.draw_texture('result_info', 'max_combo', fade=fade) counter = str(result_data.max_combo)[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=8, frame=int(digit), x=-(j*margin), fade=fade) tex.draw_texture('result_info', 'max_hits', fade=fade) counter = str(sum(song.drumroll + song.ok + song.bad + song.good for song in result_data.songs))[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'counter', index=9, frame=int(digit), x=-(j*margin), fade=fade) tex.draw_texture('result_info', 'exam_header', fade=fade) tex.draw_texture('result_info', 'score_box', fade=fade) margin = tex.skin_config['dan_score_box_margin'].x counter = str(result_data.score)[::-1] for j, digit in enumerate(counter): tex.draw_texture('result_info', 'score_counter', frame=int(digit), x=-(j*margin), fade=fade) self.gauge.draw(fade) self.draw_dan_info(fade) if any(exam_data.failed for exam_data in self.exam_data): tex.draw_texture('exam_info', 'fail', fade=fade) elif all(exam_data.progress >= exam.gold for exam_data, exam in zip(self.exam_data, self.exam_info)): tex.draw_texture('exam_info', 'gold_clear', fade=fade) else: tex.draw_texture('exam_info', 'red_clear', fade=fade) def draw_dan_info(self, fade: float, scale=0.8): # Draw exam info for i, exam in enumerate(self.exam_info): exam_data = self.exam_data[i] y_offset = i * tex.skin_config["dan_exam_info"].y * scale # Scale the y offset tex.draw_texture('exam_info', 'exam_bg', y=y_offset, fade=fade, scale=scale) tex.draw_texture('exam_info', 'exam_overlay_1', y=y_offset, fade=fade, scale=scale) # Draw progress bar tex.draw_texture('exam_info', exam_data.bar_texture, x2=tex.skin_config["dan_exam_info"].width *exam_data.progress*scale, y=y_offset, fade=fade, scale=scale) # Draw exam type and red value counter red_counter = str(exam.red) self._draw_counter(red_counter, margin=tex.skin_config["dan_exam_info"].x*scale, texture='value_counter', index=0, y=y_offset, fade=fade, scale=scale, exam_type=exam.type) tex.draw_texture('exam_info', f'exam_{exam.type}', y=y_offset, x=-len(red_counter)*(20 * tex.screen_scale), fade=fade, scale=scale) # Draw range indicator if exam.range == 'less': tex.draw_texture('exam_info', 'exam_less', y=y_offset, fade=fade, scale=scale) elif exam.range == 'more': tex.draw_texture('exam_info', 'exam_more', y=y_offset, fade=fade, scale=scale) # Draw current value counter tex.draw_texture('exam_info', 'exam_overlay_2', y=y_offset, fade=fade, scale=scale) value_counter = str(exam_data.counter_value) self._draw_counter(value_counter, margin=tex.skin_config["dan_exam_info"].x*scale, texture='value_counter', index=1, y=y_offset, fade=fade, scale=scale) if exam.type == 'gauge': tex.draw_texture('exam_info', 'exam_percent', y=y_offset, index=0, fade=fade, scale=scale) tex.draw_texture('exam_info', 'exam_percent', y=y_offset, index=1, fade=fade, scale=scale) if exam_data.failed: tex.draw_texture('exam_info', 'exam_bg', fade=min(fade, 0.5), y=y_offset, scale=scale) tex.draw_texture('exam_info', 'exam_failed', y=y_offset, fade=fade, scale=scale) def _draw_counter(self, counter, margin, texture, index=None, y: float = 0.0, fade=0.0, scale=1.0, exam_type=None): """Helper to draw digit counters""" for j in range(len(counter)): kwargs = {'frame': int(counter[j]), 'x': -(len(counter) - j) * margin, 'y': y, 'fade': fade, 'scale': scale} if index is not None: kwargs['index'] = index if exam_type == 'gauge': # Add space for percentage kwargs['x'] = kwargs['x'] - margin tex.draw_texture('exam_info', texture, **kwargs) def draw(self): self.background.draw() self.draw_song_info_1() self.draw_song_info_2(self.result_2_fade_in.attribute) self.player.draw() self.draw_overlay() class DanResultPlayer: def __init__(self, player_num: PlayerNum): plate_info = global_data.config[f'nameplate_{player_num}p'] self.nameplate = Nameplate(plate_info['name'], plate_info['title'], player_num, plate_info['dan'], plate_info['gold'], plate_info['rainbow'], plate_info['title_bg']) self.chara = Chara2D(player_num-1) def update(self, current_time_ms: float): self.nameplate.update(current_time_ms) self.chara.update(current_time_ms, 100, False, False) def draw(self): self.nameplate.draw(tex.skin_config['dan_result_nameplate'].x, tex.skin_config['dan_result_nameplate'].y) self.chara.draw(tex.skin_config['dan_result_chara'].x, tex.skin_config['dan_result_chara'].y) class DanGauge(Gauge): """The player's gauge""" def __init__(self, player_num: PlayerNum, gauge_length: float): self.player_num = player_num self.gauge_length = gauge_length self.visual_length = int(self.gauge_length * 8) self.gauge_max = 89 self.tamashii_fire_change = tex.get_animation(25) self.is_clear = False self.is_rainbow = False self.rainbow_animation = Animation.create_texture_change((16.67*8) * 3, textures=[((16.67 * 3) * i, (16.67 * 3) * (i + 1), i) for i in range(8)]) self.rainbow_animation.start() self.rainbow_fade_in = Animation.create_fade(450, initial_opacity=0.0, final_opacity=1.0) self.rainbow_fade_in.start() def update(self, current_ms: float): self.is_rainbow = self.gauge_length == self.gauge_max self.is_clear = self.is_rainbow self.tamashii_fire_change.update(current_ms) self.rainbow_animation.update(current_ms) self.rainbow_fade_in.update(current_ms) if self.rainbow_animation.is_finished: self.rainbow_animation.restart() def draw(self, fade: float = 1.0): tex.draw_texture('gauge', f'{self.player_num}p_unfilled', fade=fade) if not self.is_rainbow: tex.draw_texture('gauge', f'{self.player_num}p_bar', x2=self.visual_length-8, fade=fade) # Rainbow effect for full gauge if self.is_rainbow: if 0 < self.rainbow_animation.attribute < 8: tex.draw_texture('gauge', 'rainbow', frame=self.rainbow_animation.attribute-1, fade=min(self.rainbow_fade_in.attribute, fade)) tex.draw_texture('gauge', 'rainbow', frame=self.rainbow_animation.attribute, fade=min(self.rainbow_fade_in.attribute, fade)) tex.draw_texture('gauge', 'overlay', fade=min(fade, 0.15)) # Draw clear status indicators tex.draw_texture('gauge', 'footer', fade=fade) if self.is_rainbow: tex.draw_texture('gauge', 'tamashii_fire', scale=0.75, center=True, frame=self.tamashii_fire_change.attribute, fade=fade) tex.draw_texture('gauge', 'tamashii', fade=fade) if self.is_rainbow and self.tamashii_fire_change.attribute in (0, 1, 4, 5): tex.draw_texture('gauge', 'tamashii_overlay', fade=min(fade, 0.5)) else: tex.draw_texture('gauge', 'tamashii_dark', fade=fade)