Files
PyTaiko/scenes/dan/dan_result.py
2025-11-20 02:07:46 -05:00

266 lines
14 KiB
Python

import logging
import pyray as ray
from libs.animation import Animation
from libs.chara_2d import Chara2D
from libs.global_data import PlayerNum, reset_session
from libs.audio import audio
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)
tex.draw_texture('exam_info', f'exam_{exam.type}', y=y_offset, x=-len(red_counter)*20*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=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):
"""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
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)