from libs.animation import Animation from libs.utils import global_data class Chara2D: def __init__(self, index: int, bpm: float, path: str = 'chara'): self.name = "chara_" + str(index) self.tex = global_data.tex self.anims = dict() self.bpm = bpm self.current_anim = 'normal' self.past_anim = 'normal' self.is_rainbow = False self.is_clear = False self.temp_anims = {'10_combo','10_combo_max', 'soul_in', 'clear_in', 'balloon_pop', 'balloon_miss'} for name in self.tex.textures[self.name]: tex_list = self.tex.textures[self.name][name].texture keyframe_len = len(tex_list) if isinstance(tex_list, list) else 1 if index == 0: duration = 2250*2 / self.bpm else: duration = 2250 / self.bpm total_duration = duration * keyframe_len keyframes = [i for i in range(keyframe_len)] textures = [[duration*i, duration*(i+1), index] for i, index in enumerate(keyframes)] self.anims[name] = Animation.create_texture_change(total_duration, textures=textures) self.anims[name].start() def set_animation(self, name: str): if name == self.current_anim: return if self.current_anim in self.temp_anims: return self.past_anim = self.current_anim if name == 'balloon_pop' or name == 'balloon_miss': self.past_anim = 'normal' if self.is_clear: self.past_anim = 'clear' self.current_anim = name self.anims[name].start() def update(self, current_time_ms: float, bpm: float, is_clear: bool, is_rainbow: bool): if is_rainbow and not self.is_rainbow: self.is_rainbow = True self.set_animation('soul_in') if is_clear and not self.is_clear: self.is_clear = True self.set_animation('clear_in') self.past_anim = 'clear' if bpm != self.bpm: self.bpm = bpm for name in self.tex.textures[self.name]: tex_list = self.tex.textures[self.name][name].texture keyframe_len = len(tex_list) if isinstance(tex_list, list) else 1 duration = 2250 / self.bpm total_duration = duration * keyframe_len keyframes = [i for i in range(keyframe_len)] textures = [[duration*i, duration*(i+1), index] for i, index in enumerate(keyframes)] self.anims[name] = Animation.create_texture_change(total_duration, textures=textures) self.anims[name].start() self.anims[self.current_anim] = self.anims[self.current_anim] self.anims[self.current_anim].update(current_time_ms) if self.anims[self.current_anim].is_finished: if self.current_anim in self.temp_anims: self.anims[self.current_anim].reset() self.current_anim = self.past_anim self.anims[self.current_anim].restart() def draw(self, x: float = 0, y: float = 0, mirror=False): if self.is_rainbow and self.current_anim not in {'soul_in', 'balloon_pop', 'balloon_popping'}: self.tex.draw_texture(self.name, self.current_anim + '_max', frame=self.anims[self.current_anim].attribute, x=x, y=y) else: if mirror: self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y, mirror='horizontal') else: self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y)