Files
PyTaiko/libs/animation.py
Anthony Samms 0e668f991e minor bug fixes
2025-10-13 21:16:58 -04:00

460 lines
17 KiB
Python

import time
from typing import Any, Optional
from libs.global_data import global_data
def rounded(num: float) -> int:
sign = 1 if (num >= 0) else -1
num = abs(num)
result = int(num)
if (num - result >= 0.5):
result += 1
return sign * result
def get_current_ms() -> int:
return rounded(time.time() * 1000)
class BaseAnimation():
def __init__(self, duration: float, delay: float = 0.0, loop: bool = False, lock_input: bool = False) -> None:
"""
Initialize a base animation.
Args:
duration: Length of the animation in milliseconds
delay: Time to wait before starting the animation
reverse_delay: If provided, animation will play in reverse after this delay
"""
self.duration = duration
self.delay = delay
self.delay_saved = delay
self.start_ms = get_current_ms()
self.is_finished = False
self.attribute = 0
self.is_started = False
self.unlocked = False
self.loop = loop
self.lock_input = lock_input
def __repr__(self):
return str(self.__dict__)
def __str__(self):
return str(self.__dict__)
def update(self, current_time_ms: float) -> None:
"""Update the animation based on the current time."""
if self.loop and self.is_finished:
self.restart()
if self.lock_input and self.is_finished and not self.unlocked:
self.unlocked = True
global_data.input_locked -= 1
def restart(self) -> None:
self.start_ms = get_current_ms()
self.is_finished = False
self.delay = self.delay_saved
self.unlocked = False
if self.lock_input:
global_data.input_locked += 1
def start(self) -> None:
self.is_started = True
self.restart()
def pause(self):
self.is_started = False
if self.lock_input:
global_data.input_locked -= 1
def unpause(self):
self.is_started = True
if self.lock_input:
global_data.input_locked += 1
def reset(self):
self.restart()
self.pause()
def _ease_in(self, progress: float, ease_type: str) -> float:
if ease_type == "quadratic":
return progress * progress
elif ease_type == "cubic":
return progress * progress * progress
elif ease_type == "exponential":
return 0 if progress == 0 else pow(2, 10 * (progress - 1))
return progress
def _ease_out(self, progress: float, ease_type: str) -> float:
if ease_type == "quadratic":
return progress * (2 - progress)
elif ease_type == "cubic":
return 1 - pow(1 - progress, 3)
elif ease_type == "exponential":
return 1 if progress == 1 else 1 - pow(2, -10 * progress)
return progress
def _apply_easing(self, progress: float, ease_in: Optional[str] = None,
ease_out: Optional[str] = None) -> float:
if ease_in:
return self._ease_in(progress, ease_in)
elif ease_out:
return self._ease_out(progress, ease_out)
return progress
class FadeAnimation(BaseAnimation):
def __init__(self, duration: float, initial_opacity: float = 1.0, loop: bool = False,
lock_input: bool = False, final_opacity: float = 0.0, delay: float = 0.0,
ease_in: Optional[str] = None, ease_out: Optional[str] = None,
reverse_delay: Optional[float] = None) -> None:
super().__init__(duration, delay=delay, loop=loop, lock_input=lock_input)
self.initial_opacity = initial_opacity
self.attribute = initial_opacity
self.final_opacity = final_opacity
self.initial_opacity_saved = initial_opacity
self.final_opacity_saved = final_opacity
self.ease_in = ease_in
self.ease_out = ease_out
self.reverse_delay = reverse_delay
self.reverse_delay_saved = reverse_delay
def restart(self) -> None:
super().restart()
self.reverse_delay = self.reverse_delay_saved
self.initial_opacity = self.initial_opacity_saved
self.final_opacity = self.final_opacity_saved
self.attribute = self.initial_opacity
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
super().update(current_time_ms)
elapsed_time = current_time_ms - self.start_ms
if elapsed_time <= self.delay:
self.attribute = self.initial_opacity
elif elapsed_time >= self.delay + self.duration:
self.attribute = self.final_opacity
if self.reverse_delay is not None:
self.start_ms = current_time_ms
self.delay = self.reverse_delay
self.initial_opacity, self.final_opacity = self.final_opacity, self.initial_opacity
self.reverse_delay = None
else:
self.is_finished = True
else:
animation_time = elapsed_time - self.delay
progress = animation_time / self.duration
progress = max(0.0, min(1.0, progress))
progress = self._apply_easing(progress, self.ease_in, self.ease_out)
self.attribute = self.initial_opacity + progress * (self.final_opacity - self.initial_opacity)
class MoveAnimation(BaseAnimation):
def __init__(self, duration: float, total_distance: int = 0, loop: bool = False,
lock_input: bool = False, start_position: int = 0, delay: float = 0.0,
reverse_delay: Optional[float] = None,
ease_in: Optional[str] = None, ease_out: Optional[str] = None) -> None:
super().__init__(duration, delay=delay, loop=loop, lock_input=lock_input)
self.reverse_delay = reverse_delay
self.reverse_delay_saved = reverse_delay
self.total_distance = total_distance
self.start_position = start_position
self.total_distance_saved = total_distance
self.start_position_saved = start_position
self.ease_in = ease_in
self.ease_out = ease_out
def restart(self) -> None:
super().restart()
self.reverse_delay = self.reverse_delay_saved
self.total_distance = self.total_distance_saved
self.start_position = self.start_position_saved
self.attribute = self.start_position
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
super().update(current_time_ms)
elapsed_time = current_time_ms - self.start_ms
if elapsed_time < self.delay:
self.attribute = self.start_position
elif elapsed_time >= self.delay + self.duration:
self.attribute = self.start_position + self.total_distance
if self.reverse_delay is not None:
self.start_ms = current_time_ms
self.delay = self.reverse_delay
self.start_position = self.start_position + self.total_distance
self.total_distance = -(self.total_distance)
self.reverse_delay = None
else:
self.is_finished = True
else:
progress = (elapsed_time - self.delay) / self.duration
progress = self._apply_easing(progress, self.ease_in, self.ease_out)
self.attribute = self.start_position + (self.total_distance * progress)
class TextureChangeAnimation(BaseAnimation):
def __init__(self, duration: float, textures: list[tuple[float, float, int]],
loop: bool = False, lock_input: bool = False, delay: float = 0.0) -> None:
super().__init__(duration, loop=loop, lock_input=lock_input)
self.textures = textures
self.delay = delay
self.delay_saved = delay
self.attribute = textures[0][2]
def reset(self):
super().reset()
self.attribute = self.textures[0][2]
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
super().update(current_time_ms)
elapsed_time = current_time_ms - self.start_ms
if elapsed_time < self.delay:
return
animation_time = elapsed_time - self.delay
if animation_time <= self.duration:
for start, end, index in self.textures:
if start < animation_time <= end:
self.attribute = index
else:
self.is_finished = True
class TextStretchAnimation(BaseAnimation):
def __init__(self, duration: float, loop: bool = False, lock_input: bool = False, delay: float = 0.0) -> None:
super().__init__(duration, loop=loop, lock_input=lock_input, delay=delay)
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
super().update(current_time_ms)
elapsed_time = current_time_ms - self.start_ms
if elapsed_time < self.delay:
return
animation_time = elapsed_time - self.delay
if animation_time <= self.duration:
self.attribute = 2 + 5 * (animation_time // 25)
elif animation_time <= self.duration + 116:
frame_time = (animation_time - self.duration) // 16.57
self.attribute = 2 + 10 - (2 * (frame_time + 1))
else:
self.attribute = 0
self.is_finished = True
class TextureResizeAnimation(BaseAnimation):
def __init__(self, duration: float, initial_size: float = 1.0,
loop: bool = False, lock_input: bool = False,
final_size: float = 0.0, delay: float = 0.0,
reverse_delay: Optional[float] = None,
ease_in: Optional[str] = None, ease_out: Optional[str] = None) -> None:
super().__init__(duration, delay=delay, loop=loop, lock_input=lock_input)
self.initial_size = initial_size
self.final_size = final_size
self.reverse_delay = reverse_delay
self.initial_size_saved = initial_size
self.final_size_saved = final_size
self.reverse_delay_saved = reverse_delay
self.ease_in = ease_in
self.ease_out = ease_out
self.attribute = self.initial_size
def restart(self) -> None:
super().restart()
self.reverse_delay = self.reverse_delay_saved
self.initial_size = self.initial_size_saved
self.final_size = self.final_size_saved
def update(self, current_time_ms: float) -> None:
if not self.is_started:
return
else:
self.is_started = not self.is_finished
super().update(current_time_ms)
elapsed_time = current_time_ms - self.start_ms
if elapsed_time <= self.delay:
self.attribute = self.initial_size
elif elapsed_time >= self.delay + self.duration:
self.attribute = self.final_size
if self.reverse_delay is not None:
self.start_ms = current_time_ms
self.delay = self.reverse_delay
self.initial_size, self.final_size = self.final_size, self.initial_size
self.reverse_delay = None
else:
self.is_finished = True
else:
animation_time = elapsed_time - self.delay
progress = animation_time / self.duration
progress = self._apply_easing(progress, self.ease_in, self.ease_out)
self.attribute = self.initial_size + ((self.final_size - self.initial_size) * progress)
class Animation:
"""Factory for creating different types of animations."""
@staticmethod
def create_fade(duration: float, **kwargs) -> FadeAnimation:
"""Create a fade animation.
Args:
duration: Length of the fade in milliseconds
delay: Time to wait before starting the fade
initial_opacity: Default is 1.0
final_opacity: Default is 0.0
reverse_delay: If provided, fade will play in reverse after this delay
ease_in: Control ease into the fade
ease_out: Control ease out of the fade
Easing options:
quadratic,
cubic,
exponential
"""
return FadeAnimation(duration, **kwargs)
@staticmethod
def create_move(duration: float, **kwargs) -> MoveAnimation:
"""Create a movement animation.
Args:
duration: Length of the move in milliseconds
start_position: The coordinates of the object before the move
total_distance: The distance travelled from the start to end position
reverse_delay: If provided, move will play in reverse after this delay
delay: Time to wait before starting the move
ease_in: Control ease into the move
ease_out: Control ease out of the move
Easing options:
quadratic,
cubic,
exponential
"""
return MoveAnimation(duration, **kwargs)
@staticmethod
def create_texture_change(duration: float, **kwargs) -> TextureChangeAnimation:
"""Create a texture change animation
Args:
duration: Length of the change in milliseconds
textures: Passed in as a tuple of the starting millisecond, ending millisecond, and texture index
delay: Time to wait before starting the change
"""
return TextureChangeAnimation(duration, **kwargs)
@staticmethod
def create_text_stretch(duration: float, **kwargs) -> TextStretchAnimation:
"""Create a text stretch animation.
Args:
duration: Length of the stretch in milliseconds
delay: Time to wait before starting the stretch
"""
return TextStretchAnimation(duration, **kwargs)
@staticmethod
def create_texture_resize(duration: float, **kwargs) -> TextureResizeAnimation:
"""Create a texture resize animation.
Args:
duration: Length of the change in milliseconds
initial_size: Default is 1.0
final_size: Default is 0.0
delay: Time to wait before starting the resize
reverse_delay: If provided, resize will play in reverse after this delay
"""
return TextureResizeAnimation(duration, **kwargs)
ANIMATION_CLASSES = {
"fade": FadeAnimation,
"move": MoveAnimation,
"texture_change": TextureChangeAnimation,
"text_stretch": TextStretchAnimation,
"texture_resize": TextureResizeAnimation
}
def parse_animations(animation_json):
raw_anims = {}
for item in animation_json:
if "id" not in item:
raise Exception("Animation requires id")
if "type" not in item:
raise Exception("Animation requires type")
raw_anims[item["id"]] = item.copy()
def find_refs(anim_id: int, visited: Optional[set] = None):
if visited is None:
visited = set()
if anim_id in visited:
raise Exception(f"Circular reference detected involving animation {anim_id}")
visited.add(anim_id)
animation = raw_anims[anim_id].copy()
for key, value in animation.items():
if isinstance(value, dict) and "reference_id" in value:
animation[key] = resolve_value(value, visited.copy())
visited.remove(anim_id)
return animation
def resolve_value(ref_obj: dict[str, Any], visited: set):
if "property" not in ref_obj:
raise Exception("Reference requires 'property' field")
ref_id = ref_obj["reference_id"]
ref_property = ref_obj["property"]
if ref_id not in raw_anims:
raise Exception(f"Referenced animation {ref_id} not found")
resolved_ref_animation = find_refs(ref_id, visited)
if ref_property not in resolved_ref_animation:
raise Exception(f"Property '{ref_property}' not found in animation {ref_id}")
base_value = resolved_ref_animation[ref_property]
if "init_val" in ref_obj:
init_val = ref_obj["init_val"]
if isinstance(init_val, dict) and "reference_id" in init_val:
init_val = resolve_value(init_val, visited)
try:
return base_value + init_val
except TypeError:
raise Exception(f"Cannot add init_val {init_val} to referenced value {base_value}")
return base_value
anim_dict = dict()
for id in raw_anims:
absolute_anim = find_refs(id)
type = absolute_anim.pop("type")
id_val = absolute_anim.pop("id")
if "comment" in absolute_anim:
absolute_anim.pop("comment")
if type not in ANIMATION_CLASSES:
raise Exception(f"Unknown Animation type: {type}")
anim_class = ANIMATION_CLASSES[type]
anim_object = anim_class(**absolute_anim)
anim_dict[id_val] = anim_object
return anim_dict