import random from pathlib import Path import pyray as ray from libs.animation import Animation from libs.texture import TextureWrapper from libs.utils import load_all_textures_from_zip class Background: def __init__(self, screen_width: int, screen_height: int, player_num: int): self.screen_width = screen_width self.screen_height = screen_height self.tex_wrapper = TextureWrapper() self.tex_wrapper.load_animations('background') self.donbg = DonBG.create(self.tex_wrapper, self.screen_width, self.screen_height, random.randint(0, 5), player_num) self.bg_normal = BGNormal.create(self.screen_width, self.screen_height, random.randint(1, 5)) self.bg_fever = BGFever.create(self.screen_width, self.screen_height, 4) self.footer = Footer(self.tex_wrapper, random.randint(0, 2)) self.is_clear = False def update(self, current_time_ms: float, is_clear: bool): if not self.is_clear and is_clear: self.bg_fever.start() self.is_clear = is_clear self.donbg.update(current_time_ms, self.is_clear) self.bg_normal.update(current_time_ms) self.bg_fever.update(current_time_ms) def draw(self): self.bg_normal.draw() if self.is_clear: self.bg_fever.draw() self.footer.draw(self.tex_wrapper) self.donbg.draw(self.tex_wrapper) def unload(self): self.tex_wrapper.unload_textures() class DonBG: @staticmethod def create(tex: TextureWrapper, screen_width: int, screen_height: int, index: int, player_num: int): map = [DonBG1, DonBG2, DonBG3, DonBG4, DonBG5, DonBG6] selected_obj = map[index] return selected_obj(tex, index, screen_width, screen_height, player_num) class DonBGBase: def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): self.screen_width = screen_width self.screen_height = screen_height self.name = f'{index}_{player_num}' tex.load_zip('background', f'donbg/{self.name}') self.move = tex.get_animation(0) self.move.start() self.is_clear = False self.clear_fade = tex.get_animation(1) def update(self, current_time_ms: float, is_clear: bool): if not self.is_clear and is_clear: self.clear_fade.start() self.is_clear = is_clear self.move.update(current_time_ms) self.clear_fade.update(current_time_ms) if self.move.is_finished: self.move.restart() class DonBG1(DonBGBase): def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): super().__init__(tex, index, screen_width, screen_height, player_num) self.overlay_move = tex.get_animation(2) self.overlay_move.start() def update(self, current_time_ms: float, is_clear: bool): super().update(current_time_ms, is_clear) self.overlay_move.update(current_time_ms) if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self, tex: TextureWrapper): self._draw_textures(tex, 1.0) if self.is_clear: self._draw_textures(tex, self.clear_fade.attribute) def _draw_textures(self, tex: TextureWrapper, fade: float): for i in range(5): tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) for i in range(6): tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*347)+self.move.attribute*(347/328), y=self.overlay_move.attribute) for i in range(30): tex.draw_texture(self.name, 'footer', frame=self.is_clear, fade=fade, x=(i*56)+self.move.attribute*((56/328)*3), y=self.overlay_move.attribute) class DonBG2(DonBGBase): def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): super().__init__(tex, index, screen_width, screen_height, player_num) self.overlay_move = tex.get_animation(3) self.overlay_move.start() def update(self, current_time_ms: float, is_clear: bool): super().update(current_time_ms, is_clear) self.overlay_move.update(current_time_ms) if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self, tex: TextureWrapper): self._draw_textures(tex, 1.0) if self.is_clear: self._draw_textures(tex, self.clear_fade.attribute) def _draw_textures(self, tex: TextureWrapper, fade: float): for i in range(5): tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute) class DonBG3(DonBGBase): def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): super().__init__(tex, index, screen_width, screen_height, player_num) self.bounce_up = tex.get_animation(4) self.bounce_down = tex.get_animation(5) self.overlay_move = tex.get_animation(6) self.overlay_move_2 = tex.get_animation(7) self.bounce_up.start() self.bounce_down.start() self.overlay_move.start() self.overlay_move_2.start() def update(self, current_time_ms: float, is_clear: bool): super().update(current_time_ms, is_clear) self.bounce_up.update(current_time_ms) self.bounce_down.update(current_time_ms) self.overlay_move.update(current_time_ms) self.overlay_move_2.update(current_time_ms) if self.overlay_move_2.is_finished: self.bounce_up.restart() self.bounce_down.restart() self.overlay_move.restart() self.overlay_move_2.restart() def draw(self, tex: TextureWrapper): self._draw_textures(tex, 1.0) if self.is_clear: self._draw_textures(tex, self.clear_fade.attribute) def _draw_textures(self, tex: TextureWrapper, fade: float): for i in range(10): tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute) y = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute for i in range(6): tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y) class DonBG4(DonBGBase): def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): super().__init__(tex, index, screen_width, screen_height, player_num) self.overlay_move = tex.get_animation(2) self.overlay_move.start() def update(self, current_time_ms: float, is_clear: bool): super().update(current_time_ms, is_clear) self.overlay_move.update(current_time_ms) if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self, tex: TextureWrapper): self._draw_textures(tex, 1.0) if self.is_clear: self._draw_textures(tex, self.clear_fade.attribute) def _draw_textures(self, tex: TextureWrapper, fade: float): for i in range(5): tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute) class DonBG5(DonBGBase): def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): super().__init__(tex, index, screen_width, screen_height, player_num) self.bounce_up = tex.get_animation(4) self.bounce_down = tex.get_animation(5) self.adjust = tex.get_animation(8) self.bounce_up.start() self.bounce_down.start() self.adjust.start() def update(self, current_time_ms: float, is_clear: bool): super().update(current_time_ms, is_clear) self.bounce_up.update(current_time_ms) self.bounce_down.update(current_time_ms) self.adjust.update(current_time_ms) if self.adjust.is_finished: self.bounce_up.restart() self.bounce_down.restart() self.adjust.restart() def draw(self, tex: TextureWrapper): self._draw_textures(tex, 1.0) if self.is_clear: self._draw_textures(tex, self.clear_fade.attribute) def _draw_textures(self, tex: TextureWrapper, fade: float): for i in range(5): tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) for i in range(6): tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*368)+(self.move.attribute * ((184/328)*2)), y=self.bounce_up.attribute - self.bounce_down.attribute - self.adjust.attribute) class DonBG6(DonBGBase): def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int): super().__init__(tex, index, screen_width, screen_height, player_num) self.overlay_move = tex.get_animation(2) self.overlay_move.start() def update(self, current_time_ms: float, is_clear: bool): super().update(current_time_ms, is_clear) self.overlay_move.update(current_time_ms) if self.overlay_move.is_finished: self.overlay_move.restart() def draw(self, tex: TextureWrapper): self._draw_textures(tex, 1.0) if self.is_clear: self._draw_textures(tex, self.clear_fade.attribute) def _draw_textures(self, tex: TextureWrapper, fade: float): for i in range(5): tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute) for i in range(0, 6, 2): tex.draw_texture(self.name, 'overlay_1', frame=self.is_clear, fade=fade, x=(i*264) + self.move.attribute*3, y=-self.move.attribute*0.85) for i in range(5): tex.draw_texture(self.name, 'overlay_2', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute) class BGNormal: @staticmethod def create(screen_width: int, screen_height: int, index: int): map = [None, BGNormal1, BGNormal2, BGNormal3, BGNormal4, BGNormal5] selected_obj = map[index] return selected_obj(index, screen_width, screen_height) class BGNormalBase: def __init__(self, index: int, screen_width: int, screen_height: int): self.screen_width = screen_width self.screen_height = screen_height self.name = 'bg_nomal_a_' + str(index).zfill(2) self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip'))) def unload(self): for texture_group in self.textures: for texture in self.textures[texture_group]: ray.unload_texture(texture) class BGNormal1(BGNormalBase): def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) self.flicker = Animation.create_fade(16.67*4, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0) self.flicker.start() def update(self, current_time_ms: float): self.flicker.update(current_time_ms) if self.flicker.is_finished: self.flicker.restart() def draw(self): ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE) ray.draw_texture(self.textures[self.name][1], 0, 360, ray.fade(ray.WHITE, self.flicker.attribute)) class BGNormal2(BGNormalBase): def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) self.flicker = Animation.create_fade(16.67*4, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0) self.flicker.start() def update(self, current_time_ms: float): self.flicker.update(current_time_ms) if self.flicker.is_finished: self.flicker.restart() def draw(self): ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE) ray.draw_texture(self.textures[self.name][1], 0, 360, ray.fade(ray.WHITE, self.flicker.attribute)) class BGNormal3(BGNormalBase): def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) self.flicker = Animation.create_fade(16.67*10, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0) self.flicker.start() def update(self, current_time_ms): self.flicker.update(current_time_ms) if self.flicker.is_finished: self.flicker.restart() def draw(self): src = ray.Rectangle(0, 0, self.textures[self.name][0].width, self.textures[self.name][0].height) dest = ray.Rectangle(0, 360, self.screen_width, self.textures[self.name][0].height) ray.draw_texture_pro(self.textures[self.name][0], src, dest, ray.Vector2(0, 0), 0, ray.WHITE) ray.draw_texture(self.textures[self.name][3], (self.screen_width//2) - (self.textures[self.name][3].width//2), 360, ray.WHITE) ray.draw_texture(self.textures[self.name][6], 0, 360, ray.WHITE) src = ray.Rectangle(0, 0, -self.textures[self.name][7].width, self.textures[self.name][7].height) dest = ray.Rectangle((self.screen_width//2) - 170, 490, self.textures[self.name][7].width, self.textures[self.name][7].height) ray.draw_texture_pro(self.textures[self.name][7], src, dest, ray.Vector2(0, 0), 0, ray.WHITE) ray.draw_texture(self.textures[self.name][7], (self.screen_width//2) + 50, 490, ray.WHITE) #Orange color = ray.fade(ray.WHITE, self.flicker.attribute) ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) + 180, 300, color) ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) - 380, 300, color) #Red Green Orange ray.draw_texture(self.textures[self.name][2], (self.screen_width//2) - 220, 350, color) ray.draw_texture(self.textures[self.name][4], (self.screen_width//2) - 100, 350, color) ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) + 10, 350, color) #Yellow ray.draw_texture(self.textures[self.name][5], (self.screen_width//2) - 220, 500, color) ray.draw_texture(self.textures[self.name][5], (self.screen_width//2) + 10, 500, color) ray.draw_texture(self.textures[self.name][9], (self.screen_width//2) - 320, 520, ray.WHITE) ray.draw_texture(self.textures[self.name][10], 100, 360, ray.WHITE) ray.draw_texture(self.textures[self.name][11], self.screen_width - 100 - self.textures[self.name][11].width, 360, ray.WHITE) class BGNormal4(BGNormalBase): class Petal: def __init__(self): self.spawn_point = self.random_excluding_range() duration = random.randint(1400, 2000) self.move_y = Animation.create_move(duration, total_distance=360) self.move_y.start() self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300)) self.move_x.start() def random_excluding_range(self): while True: num = random.randint(0, 1280) if num < 260 or num > 540: return num def update(self, current_time_ms): self.move_x.update(current_time_ms) self.move_y.update(current_time_ms) def draw(self, texture): ray.draw_texture(texture, self.spawn_point + int(self.move_x.attribute), 360+int(self.move_y.attribute), ray.fade(ray.WHITE, 0.75)) def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) self.flicker = Animation.create_fade(16.67*3, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0) self.flicker.start() self.turtle_move = Animation.create_move(3333*2, start_position=screen_width+112, total_distance=-(screen_width+(112*4))) self.turtle_move.start() textures = ((0, 100, 3), (100, 200, 4), (200, 300, 5), (300, 400, 6), (400, 500, 7), (500, 600, 8)) self.turtle_change = Animation.create_texture_change(600, textures=textures) self.turtle_change.start() self.petals = {self.Petal(), self.Petal(), self.Petal(), self.Petal(), self.Petal()} def update(self, current_time_ms: float): self.flicker.update(current_time_ms) if self.flicker.is_finished: self.flicker.restart() self.turtle_move.update(current_time_ms) if self.turtle_move.is_finished: self.turtle_move.restart() self.turtle_change.update(current_time_ms) if self.turtle_change.is_finished: self.turtle_change.restart() for petal in self.petals: petal.update(current_time_ms) if petal.move_y.is_finished: self.petals.remove(petal) self.petals.add(self.Petal()) def draw(self): ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE) ray.draw_texture(self.textures[self.name][2], self.screen_width//2 - 20, 380, ray.WHITE) ray.draw_texture(self.textures[self.name][self.turtle_change.attribute], int(self.turtle_move.attribute), 550, ray.WHITE) ray.draw_texture(self.textures[self.name][9], 0, 360, ray.WHITE) for petal in self.petals: petal.draw(self.textures[self.name][10]) class BGNormal5(BGNormalBase): def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) self.flicker = Animation.create_fade(16.67*10, initial_opacity=0.75, final_opacity=0.4, reverse_delay=0) self.flicker.start() def update(self, current_time_ms: float): self.flicker.update(current_time_ms) if self.flicker.is_finished: self.flicker.restart() def draw(self): ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE) ray.draw_texture(self.textures[self.name][13], -35, 340, ray.WHITE) ray.draw_texture(self.textures[self.name][12], 103, 380, ray.WHITE) ray.draw_texture(self.textures[self.name][11], 241, 400, ray.WHITE) ray.draw_texture(self.textures[self.name][10], 380, 380, ray.WHITE) ray.draw_texture(self.textures[self.name][9], 518, 340, ray.WHITE) ray.draw_texture(self.textures[self.name][4], 657, 340, ray.WHITE) ray.draw_texture(self.textures[self.name][5], 795, 380, ray.WHITE) ray.draw_texture(self.textures[self.name][6], 934, 400, ray.WHITE) ray.draw_texture(self.textures[self.name][7], 1072, 380, ray.WHITE) ray.draw_texture(self.textures[self.name][8], 1211, 340, ray.WHITE) color = ray.fade(ray.WHITE, self.flicker.attribute) ray.draw_texture(self.textures[self.name][14], -35 - 10, 340 - 10, color) ray.draw_texture(self.textures[self.name][14], 103 - 10, 380 - 10, color) ray.draw_texture(self.textures[self.name][14], 241 - 10, 400 - 10, color) ray.draw_texture(self.textures[self.name][14], 380 - 10, 380 - 10, color) ray.draw_texture(self.textures[self.name][14], 518 - 10, 340 - 10, color) ray.draw_texture(self.textures[self.name][14], 657 - 10, 340 - 10, color) ray.draw_texture(self.textures[self.name][14], 795 - 10, 380 - 10, color) ray.draw_texture(self.textures[self.name][14], 934 - 10, 400 - 10, color) ray.draw_texture(self.textures[self.name][14], 1072 - 10, 380 - 10, color) ray.draw_texture(self.textures[self.name][14], 1211 - 10, 340 - 10, color) ray.draw_texture(self.textures[self.name][3], (self.screen_width//2) - (self.textures[self.name][3].width//2), 360+172, ray.fade(ray.WHITE, 0.75)) ray.draw_texture(self.textures[self.name][1], 50, 600, ray.fade(ray.WHITE, 0.75)) ray.draw_texture(self.textures[self.name][1], self.screen_width-50 - self.textures[self.name][2].width, 600, ray.fade(ray.WHITE, 0.75)) ray.draw_texture(self.textures[self.name][2], self.screen_width-50 - self.textures[self.name][2].width, 600, ray.WHITE) ray.draw_texture(self.textures[self.name][2], 50, 600, ray.WHITE) class BGFever: @staticmethod def create(screen_width: int, screen_height: int, index: int): map = [None, None, None, None, BGFever4] selected_obj = map[index] return selected_obj(index, screen_width, screen_height) class BGFeverBase: def __init__(self, index: int, screen_width: int, screen_height: int): self.screen_width = screen_width self.screen_height = screen_height self.name = 'bg_fever_a_' + str(index).zfill(2) self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip'))) self.transitioned = False def unload(self): for texture_group in self.textures: for texture in self.textures[texture_group]: ray.unload_texture(texture) class BGFever4(BGFeverBase): def __init__(self, index: int, screen_width: int, screen_height: int): super().__init__(index, screen_width, screen_height) self.vertical_move = Animation.create_move(1300, start_position=0, total_distance=50, reverse_delay=0) self.vertical_move.start() self.horizontal_move = Animation.create_move(5000, start_position=0, total_distance=self.textures[self.name][2].width) self.horizontal_move.start() self.bg_texture_move_down = None self.bg_texture_move_up = None def start(self): self.bg_texture_move_down = Animation.create_move(516, total_distance=400, ease_in='cubic') self.bg_texture_move_down.start() self.bg_texture_move_up = Animation.create_move(200, total_distance=40, delay=self.bg_texture_move_down.duration, ease_out='quadratic') self.bg_texture_move_up.start() def update(self, current_time_ms: float): if self.bg_texture_move_down is not None: self.bg_texture_move_down.update(current_time_ms) if self.bg_texture_move_up is not None: self.bg_texture_move_up.update(current_time_ms) if self.bg_texture_move_up.is_finished and not self.transitioned: self.transitioned = True self.vertical_move.restart() self.horizontal_move.restart() if self.transitioned: self.vertical_move.update(current_time_ms) if self.vertical_move.is_finished: self.vertical_move.restart() self.horizontal_move.update(current_time_ms) if self.horizontal_move.is_finished: self.horizontal_move.restart() def draw(self): if self.bg_texture_move_down is None or self.bg_texture_move_up is None: return texture = self.textures[self.name][0] y = int(self.bg_texture_move_down.attribute) - int(self.bg_texture_move_up.attribute) for i in range(0, self.screen_width + texture.width, texture.width): ray.draw_texture(texture, i, y, ray.WHITE) ray.draw_texture(self.textures[self.name][1], 0, (720 + 50 - int(self.vertical_move.attribute)) - y, ray.WHITE) ray.draw_texture(self.textures[self.name][2], -int(self.horizontal_move.attribute), y, ray.WHITE) ray.draw_texture(self.textures[self.name][2], self.textures[self.name][2].width -int(self.horizontal_move.attribute), y, ray.WHITE) class Footer: def __init__(self, tex: TextureWrapper, index: int): self.index = index tex.load_zip('background', 'footer') def draw(self, tex: TextureWrapper): tex.draw_texture('footer', str(self.index))