Files
PyTaiko/scenes/result.py
2025-07-26 17:14:03 -04:00

504 lines
24 KiB
Python

from pathlib import Path
import pyray as ray
from raylib import SHADER_UNIFORM_FLOAT
from libs import utils
from libs.animation import Animation
from libs.audio import audio
from libs.utils import (
OutlinedText,
draw_scaled_texture,
get_current_ms,
global_data,
is_l_don_pressed,
is_r_don_pressed,
load_all_textures_from_zip,
session_data,
)
class State:
FAIL = 0
CLEAR = 1
RAINBOW = 2
class ResultScreen:
def __init__(self, width: int, height: int):
self.width = width
self.height = height
self.screen_init = False
self.alpha_shader = ray.load_shader('', 'shader/grayscale_alpha.fs')
def load_textures(self):
zip_file = Path('Graphics/lumendata/enso_result.zip')
self.textures = load_all_textures_from_zip(zip_file)
def load_sounds(self):
sounds_dir = Path("Sounds")
self.sound_don = audio.load_sound(sounds_dir / "inst_00_don.wav")
self.sound_kat = audio.load_sound(sounds_dir / "inst_00_katsu.wav")
self.sound_num_up = audio.load_sound(sounds_dir / "result" / "SE_RESULT [4].ogg")
self.bgm = audio.load_sound(sounds_dir / "result" / "JINGLE_SEISEKI [1].ogg")
def on_screen_start(self):
if not self.screen_init:
self.load_textures()
self.load_sounds()
self.screen_init = True
self.song_info = OutlinedText(session_data.song_title, 40, ray.Color(255, 255, 255, 255), ray.Color(0, 0, 0, 255), outline_thickness=5)
audio.play_sound(self.bgm)
self.fade_in = FadeIn()
self.fade_out = None
self.fade_in_bottom = None
self.gauge = None
self.score_delay = None
self.bottom_characters = BottomCharacters()
self.crown = None
self.state = None
self.score_animator = ScoreAnimator(session_data.result_score)
self.score = -1
self.good = -1
self.ok = -1
self.bad = -1
self.max_combo = -1
self.total_drumroll = -1
self.update_list = [['score', session_data.result_score],
['good', session_data.result_good],
['ok', session_data.result_ok],
['bad', session_data.result_bad],
['total_drumroll', session_data.result_total_drumroll],
['max_combo', session_data.result_max_combo]]
self.update_index = 0
self.is_skipped = False
self.start_ms = get_current_ms()
if session_data.result_bad == 0:
self.crown_texture = 125
else:
self.crown_texture = 124
def on_screen_end(self):
self.screen_init = False
global_data.songs_played += 1
for zip in self.textures:
for texture in self.textures[zip]:
ray.unload_texture(texture)
audio.stop_sound(self.bgm)
utils.session_data = utils.reset_session()
return "SONG_SELECT"
def update_score_animation(self, is_skipped):
if self.is_skipped:
setattr(self, self.update_list[self.update_index][0], self.update_list[self.update_index][1])
if self.update_index == len(self.update_list) - 1:
return
self.update_index += 1
elif self.score_delay is not None:
if get_current_ms() > self.score_delay:
if self.score_animator is not None and not self.score_animator.is_finished:
curr_num = self.update_list[self.update_index][0]
setattr(self, self.update_list[self.update_index][0], self.score_animator.next_score())
if self.update_list[self.update_index] != curr_num:
audio.play_sound(self.sound_num_up)
if self.score_animator.is_finished:
audio.play_sound(self.sound_don)
self.score_delay += 750
if self.update_index == len(self.update_list) - 1:
self.is_skipped = True
return
self.update_index += 1
self.score_animator = ScoreAnimator(self.update_list[self.update_index][1])
self.score_delay += 16.67 * 3
def handle_input(self):
if is_r_don_pressed() or is_l_don_pressed():
if not self.is_skipped:
self.is_skipped = True
else:
if self.fade_out is None:
self.fade_out = FadeOut()
audio.play_sound(self.sound_don)
def update(self):
self.on_screen_start()
if self.fade_in is not None:
self.fade_in.update(get_current_ms())
if self.fade_in.is_finished and self.gauge is None:
self.gauge = Gauge(get_current_ms(), session_data.result_gauge_length)
self.bottom_characters.start()
self.bottom_characters.update(self.state)
if self.bottom_characters.is_finished and self.crown is None:
if self.gauge is not None and self.gauge.gauge_length > 69:
self.crown = Crown()
if self.gauge is not None:
self.gauge.update(get_current_ms())
if self.gauge.is_finished and self.score_delay is None:
self.score_delay = get_current_ms() + 1883
if self.score_delay is not None:
if get_current_ms() > self.score_delay and self.fade_in_bottom is None:
self.fade_in_bottom = Animation.create_fade(333, initial_opacity=0.0, final_opacity=1.0)
if self.gauge is not None:
self.state = self.gauge.state
if self.fade_in_bottom is not None:
self.fade_in_bottom.update(get_current_ms())
alpha_loc = ray.get_shader_location(self.alpha_shader, "ext_alpha")
alpha_value = ray.ffi.new('float*', self.fade_in_bottom.attribute)
ray.set_shader_value(self.alpha_shader, alpha_loc, alpha_value, SHADER_UNIFORM_FLOAT)
if get_current_ms() >= self.start_ms + 5000:
self.handle_input()
self.update_score_animation(self.is_skipped)
if self.fade_out is not None:
self.fade_out.update(get_current_ms())
if self.fade_out.is_finished:
return self.on_screen_end()
if self.crown is not None:
self.crown.update(get_current_ms())
def draw_score_info(self):
if self.good > -1:
for i in range(len(str(self.good))):
ray.draw_texture(self.textures['result'][int(str(self.good)[::-1][i]) + 136], 943-(i*24), 186, ray.WHITE)
if self.ok > -1:
for i in range(len(str(self.ok))):
ray.draw_texture(self.textures['result'][int(str(self.ok)[::-1][i]) + 136], 943-(i*24), 227, ray.WHITE)
if self.bad > -1:
for i in range(len(str(self.bad))):
ray.draw_texture(self.textures['result'][int(str(self.bad)[::-1][i]) + 136], 943-(i*24), 267, ray.WHITE)
if self.max_combo > -1:
for i in range(len(str(self.max_combo))):
ray.draw_texture(self.textures['result'][int(str(self.max_combo)[::-1][i]) + 136], 1217-(i*24), 227, ray.WHITE)
if self.total_drumroll > -1:
for i in range(len(str(self.total_drumroll))):
ray.draw_texture(self.textures['result'][int(str(self.total_drumroll)[::-1][i]) + 136], 1217-(i*24), 186, ray.WHITE)
def draw_total_score(self):
if self.fade_in is None:
return
if not self.fade_in.is_finished:
return
ray.draw_texture(self.textures['result'][167], 554, 236, ray.WHITE)
if self.score > -1:
for i in range(len(str(self.score))):
ray.draw_texture(self.textures['result'][int(str(self.score)[::-1][i]) + 156], 723-(i*21), 252, ray.WHITE)
def draw_bottom_textures(self):
if self.fade_in_bottom is not None:
src = ray.Rectangle(0, 0, self.textures['result'][328].width, self.textures['result'][328].height)
if self.state == State.FAIL:
dest = ray.Rectangle(0, self.height//2, self.width, self.height//2)
ray.draw_texture_pro(self.textures['result'][329], src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, min(0.4, self.fade_in_bottom.attribute)))
else:
dest = ray.Rectangle(0, self.height//2 - 72, self.width, self.height//2)
ray.begin_shader_mode(self.alpha_shader)
ray.draw_texture_pro(self.textures['result'][328], src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, self.fade_in_bottom.attribute))
ray.end_shader_mode()
self.bottom_characters.draw(self.textures['result'])
def draw(self):
x = 0
while x < self.width:
ray.draw_texture(self.textures['result'][326], x, 0 - self.textures['result'][326].height//2, ray.WHITE)
ray.draw_texture(self.textures['result'][326], x, self.height - self.textures['result'][326].height//2, ray.WHITE)
x += self.textures['result'][326].width
x = 0
while x < self.width:
ray.draw_texture(self.textures['result'][327], x, 0 - self.textures['result'][327].height//2, ray.WHITE)
ray.draw_texture(self.textures['result'][327], x, self.height - self.textures['result'][327].height + self.textures['result'][327].height//2, ray.WHITE)
x += self.textures['result'][327].width
ray.draw_texture(self.textures['result'][330], -5, 3, ray.WHITE)
ray.draw_texture(self.textures['result'][(global_data.songs_played % 4) + 331], 232, 4, ray.WHITE)
src = ray.Rectangle(0, 0, self.song_info.texture.width, self.song_info.texture.height)
dest = ray.Rectangle(1252 - self.song_info.texture.width, 35 - self.song_info.texture.height / 2, self.song_info.texture.width, self.song_info.texture.height)
self.song_info.draw(src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
ray.draw_texture(self.textures['result'][175], 532, 98, ray.fade(ray.WHITE, 0.75))
ray.draw_texture(self.textures['result'][233 + session_data.selected_difficulty], 289, 129, ray.WHITE)
self.draw_bottom_textures()
if self.gauge is not None:
self.gauge.draw(self.textures['result'])
ray.draw_texture(self.textures['result'][170], 817, 186, ray.WHITE)
ray.draw_texture(self.textures['result'][171], 817, 227, ray.WHITE)
ray.draw_texture(self.textures['result'][172], 817, 267, ray.WHITE)
ray.draw_texture(self.textures['result'][173], 987, 186, ray.WHITE)
ray.draw_texture(self.textures['result'][174], 981, 227, ray.WHITE)
self.draw_score_info()
self.draw_total_score()
if self.crown is not None:
self.crown.draw(self.textures['result'], self.crown_texture)
if self.fade_in is not None:
self.fade_in.draw(self.width, self.height, self.textures['result'][326], self.textures['result'][327])
if self.fade_out is not None:
self.fade_out.draw(self.width, self.height)
def draw_3d(self):
pass
class Crown:
def __init__(self):
duration = 466
self.resize = Animation.create_texture_resize(duration, initial_size=3.5, final_size=0.90, ease_in='quadratic')
self.resize_fix = Animation.create_texture_resize(216, initial_size=self.resize.final_size, final_size=1.0, delay=self.resize.duration)
self.white_fadein = Animation.create_fade(133, initial_opacity=0.0, final_opacity=1.0, delay=self.resize.duration + self.resize_fix.duration, reverse_delay=0)
self.gleam = Animation.create_texture_change(400, textures=[(0, 200, 0), (200, 250, 127), (250, 300, 128), (300, 350, 129), (350, 400, 0)], delay=self.resize.duration + self.resize_fix.duration + self.white_fadein.duration)
self.fadein = Animation.create_fade(duration, initial_opacity=0.0, final_opacity=1.0, ease_in='quadratic')
self.sound = audio.load_sound(Path('Sounds/result/SE_RESULT [1].ogg'))
self.sound_played = False
def update(self, current_ms: float):
self.fadein.update(current_ms)
self.resize.update(current_ms)
self.resize_fix.update(current_ms)
self.white_fadein.update(current_ms)
self.gleam.update(current_ms)
if self.resize_fix.is_finished and not self.sound_played:
audio.play_sound(self.sound)
self.sound_played = True
def draw(self, textures: list[ray.Texture], crown_index: int):
scale = self.resize.attribute
if self.resize.is_finished:
scale = self.resize_fix.attribute
texture = textures[crown_index]
x_x = 335 + (texture.width//2) - ((texture.width * scale)//2)
x_y = 150 + (texture.height//2) - ((texture.height * scale)//2)
x_source = ray.Rectangle(0, 0, texture.width, texture.height)
x_dest = ray.Rectangle(x_x, x_y, texture.width*scale, texture.height*scale)
ray.draw_texture_pro(texture, x_source, x_dest, ray.Vector2(0,0), 0, ray.fade(ray.WHITE, self.fadein.attribute))
ray.draw_texture(textures[126], int(x_x), int(x_y), ray.fade(ray.WHITE, self.white_fadein.attribute))
if self.gleam.attribute != 0:
ray.draw_texture(textures[self.gleam.attribute], int(x_x), int(x_y), ray.WHITE)
class BottomCharacters:
def __init__(self):
self.move_up = None
self.move_down = None
self.move_center = None
self.bounce_up = None
self.bounce_down = None
self.flower_up = None
self.state = None
self.flower_index = 341
self.flower_start = None
self.char_1_index = 339
self.char_2_index = 340
self.c_bounce_up = Animation.create_move(266, total_distance=40, ease_in='quadratic')
self.c_bounce_down = Animation.create_move(266, total_distance=40, ease_out='quadratic', delay=self.c_bounce_up.duration)
self.is_finished = False
def start(self):
self.move_up = Animation.create_move(366, total_distance=380, ease_out='cubic')
self.move_down = Animation.create_move(133, total_distance=30, ease_out='cubic', delay=self.move_up.duration-5)
def update(self, state):
self.state = state
if self.state == State.CLEAR or self.state == State.RAINBOW:
self.char_1_index = 345
self.char_2_index = 346
if self.bounce_up is None:
self.bounce_up = Animation.create_move(266, total_distance=40, ease_in='quadratic')
self.bounce_down = Animation.create_move(266, total_distance=40, ease_out='quadratic', delay=self.bounce_up.duration)
self.move_center = Animation.create_move(266, total_distance=450, ease_out='quadratic', delay=self.bounce_down.duration+self.bounce_up.duration)
if self.flower_up is None:
self.flower_up = Animation.create_move(333, total_distance=365, ease_out='quadratic')
self.flower_start = get_current_ms()
elif self.state == State.FAIL:
self.char_1_index = 347
self.char_2_index = 348
if self.move_up is not None:
self.move_up.update(get_current_ms())
if self.move_down is not None:
self.move_down.update(get_current_ms())
self.is_finished = self.move_down.is_finished
if self.bounce_up is not None:
self.bounce_up.update(get_current_ms())
if self.bounce_down is not None:
self.bounce_down.update(get_current_ms())
if self.bounce_down.is_finished and self.bounce_up is not None:
self.bounce_up.restart()
self.bounce_down.restart()
if self.move_center is not None:
self.move_center.update(get_current_ms())
if self.flower_up is not None:
self.flower_up.update(get_current_ms())
if self.flower_start is not None:
if get_current_ms() > self.flower_start + 116*2 + 333:
self.flower_index = 343
elif get_current_ms() > self.flower_start + 116 + 333:
self.flower_index = 342
self.c_bounce_up.update(get_current_ms())
self.c_bounce_down.update(get_current_ms())
if self.c_bounce_down.is_finished:
self.c_bounce_up.restart()
self.c_bounce_down.restart()
def draw_flowers(self, textures: list[ray.Texture]):
if self.flower_up is None:
return
y = 720+textures[self.flower_index].height - int(self.flower_up.attribute)
source_rect = ray.Rectangle(0, 0, textures[self.flower_index].width, textures[self.flower_index].height)
dest_rect = ray.Rectangle(1280-textures[self.flower_index].width, y, textures[self.flower_index].width, textures[self.flower_index].height)
source_rect.width = -textures[self.flower_index].width
ray.draw_texture_pro(textures[self.flower_index], source_rect, dest_rect, ray.Vector2(0, 0), 0, ray.WHITE)
ray.draw_texture(textures[self.flower_index], 0, y, ray.WHITE)
def draw(self, textures: list[ray.Texture]):
if self.move_up is None or self.move_down is None:
return
self.draw_flowers(textures)
y = 720 - int(self.move_up.attribute) + int(self.move_down.attribute)
if self.bounce_up is not None and self.bounce_down is not None:
y = 720 - int(self.move_up.attribute) + int(self.move_down.attribute) + int(self.bounce_up.attribute) - int(self.bounce_down.attribute)
if self.state == State.RAINBOW and self.move_center is not None:
center_y = int(self.c_bounce_up.attribute) - int(self.c_bounce_down.attribute)
ray.draw_texture(textures[344], 1280//2 - textures[344].width//2, (800 - int(self.move_center.attribute)) + int(center_y), ray.WHITE)
ray.draw_texture(textures[self.char_1_index], 125, y, ray.WHITE)
ray.draw_texture(textures[self.char_2_index], 820, y, ray.WHITE)
class FadeIn:
def __init__(self):
self.fadein = Animation.create_fade(450, initial_opacity=1.0, final_opacity=0.0, delay=100)
self.fade = ray.fade(ray.WHITE, self.fadein.attribute)
self.is_finished = False
def update(self, current_ms: float):
self.fadein.update(current_ms)
self.fade = ray.fade(ray.WHITE, self.fadein.attribute)
self.is_finished = self.fadein.is_finished
def draw(self, screen_width: int, screen_height: int, texture_1: ray.Texture, texture_2: ray.Texture):
x = 0
while x < screen_width:
ray.draw_texture(texture_1, x, 0 - texture_1.height//2, self.fade)
ray.draw_texture(texture_1, x, screen_height - texture_1.height//2, self.fade)
x += texture_1.width
x = 0
while x < screen_width:
ray.draw_texture(texture_2, x, 0 - texture_2.height//2, self.fade)
ray.draw_texture(texture_2, x, screen_height - texture_2.height + texture_2.height//2, self.fade)
x += texture_2.width
class ScoreAnimator:
def __init__(self, target_score):
self.target_score = str(target_score)
self.current_score_list = [[0,0] for i in range(len(self.target_score))]
self.digit_index = len(self.target_score) - 1
self.is_finished = False
def next_score(self):
if self.digit_index == -1:
self.is_finished = True
return int(''.join([str(item[0]) for item in self.current_score_list]))
curr_digit, counter = self.current_score_list[self.digit_index]
if counter < 9:
self.current_score_list[self.digit_index][1] += 1
self.current_score_list[self.digit_index][0] = (curr_digit + 1) % 10
else:
self.current_score_list[self.digit_index][0] = int(self.target_score[self.digit_index])
self.digit_index -= 1
return int(''.join([str(item[0]) for item in self.current_score_list]))
class Gauge:
def __init__(self, current_ms: float, gauge_length):
self.gauge_length = gauge_length
self.rainbow_animation = None
self.gauge_fade_in = Animation.create_fade(366, initial_opacity=0.0, final_opacity=1.0)
self.is_finished = self.gauge_fade_in.is_finished
if self.gauge_length == 87:
self.state = State.RAINBOW
elif self.gauge_length > 69:
self.state = State.CLEAR
else:
self.state = State.FAIL
def _create_rainbow_anim(self, current_ms):
anim = Animation.create_texture_change((16.67*8) * 3, textures=[((16.67 * 3) * i, (16.67 * 3) * (i + 1), i) for i in range(8)])
return anim
def _create_anim(self, current_ms: float, init: float, final: float):
anim = Animation.create_fade(450, initial_opacity=init, final_opacity=final)
return anim
def update(self, current_ms: float):
if self.rainbow_animation is None:
self.rainbow_animation = self._create_rainbow_anim(current_ms)
else:
self.rainbow_animation.update(current_ms)
if self.rainbow_animation.is_finished:
self.rainbow_animation = None
self.gauge_fade_in.update(current_ms)
self.is_finished = self.gauge_fade_in.is_finished
def draw(self, textures: list[ray.Texture]):
color = ray.fade(ray.WHITE, self.gauge_fade_in.attribute)
draw_scaled_texture(textures[217], 554, 109, (10/11), color)
gauge_length = int(self.gauge_length)
if gauge_length == 87 and self.rainbow_animation is not None:
if 0 < self.rainbow_animation.attribute < 8:
draw_scaled_texture(textures[217 + int(self.rainbow_animation.attribute)], 554, 109, (10/11), color)
draw_scaled_texture(textures[218 + int(self.rainbow_animation.attribute)], 554, 109, (10/11), color)
else:
for i in range(gauge_length+1):
width = int(i * 7.2)
if i == 69:
draw_scaled_texture(textures[192], 562 + width, 142 - 22, (10/11), color)
elif i > 69:
if i % 5 == 0:
draw_scaled_texture(textures[191], 561 + width, 142 - 20, (10/11), color)
draw_scaled_texture(textures[196], 561 + width, 142, (10/11), color)
draw_scaled_texture(textures[191], 562 + width, 142 - 20, (10/11), color)
draw_scaled_texture(textures[196], 562 + width, 142, (10/11), color)
else:
if i % 5 == 0:
draw_scaled_texture(textures[189], 561 + width, 142, (10/11), color)
draw_scaled_texture(textures[189], 562 + width, 142, (10/11), color)
draw_scaled_texture(textures[226], 554, 109, (10/11), ray.fade(ray.WHITE, min(0.15, self.gauge_fade_in.attribute)))
draw_scaled_texture(textures[176], 1185, 116, (10/11), color)
if gauge_length >= 69:
draw_scaled_texture(textures[194], 1058, 124, (10/11), color)
draw_scaled_texture(textures[195], 1182, 115, (10/11), color)
else:
draw_scaled_texture(textures[187], 1058, 124, (10/11), color)
draw_scaled_texture(textures[188], 1182, 115, (10/11), color)
class FadeOut:
def __init__(self) -> None:
self.texture = global_data.textures['scene_change_fade'][0]
self.fade_out = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0)
self.is_finished = False
def update(self, current_time_ms: float):
self.fade_out.update(current_time_ms)
self.is_finished = self.fade_out.is_finished
def draw(self, screen_width: int, screen_height: int):
src = ray.Rectangle(0, 0, self.texture.width, self.texture.height)
dst = ray.Rectangle(0, 0, screen_width, screen_height)
ray.draw_texture_pro(self.texture, src, dst, ray.Vector2(0,0), 0, ray.fade(ray.WHITE, self.fade_out.attribute))