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

515 lines
22 KiB
Python

import logging
from typing import Optional
import pyray as ray
from libs.audio import audio
from libs.chara_2d import Chara2D
from libs.global_data import PlayerNum
from libs.global_objects import AllNetIcon, CoinOverlay, Nameplate, Indicator, EntryOverlay, Timer
from libs.texture import tex
from libs.screen import Screen
from libs.utils import (
OutlinedText,
get_current_ms,
global_data,
is_l_don_pressed,
is_l_kat_pressed,
is_r_don_pressed,
is_r_kat_pressed,
)
logger = logging.getLogger(__name__)
class State:
"""State enum for the entry screen"""
SELECT_SIDE = 0
SELECT_MODE = 1
class EntryScreen(Screen):
def on_screen_start(self):
super().on_screen_start()
self.side = 1
self.is_2p = False
self.box_manager = BoxManager()
self.state = State.SELECT_SIDE
# Initial nameplate for side selection
plate_info = global_data.config['nameplate_1p']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], PlayerNum.ALL, -1, False, False, 0)
self.coin_overlay = CoinOverlay()
self.allnet_indicator = AllNetIcon()
self.entry_overlay = EntryOverlay()
self.timer = Timer(60, get_current_ms(), self.box_manager.select_box)
self.screen_init = True
self.side_select_fade = tex.get_animation(0)
self.bg_flicker = tex.get_animation(1)
self.side_select_fade.start()
self.chara = Chara2D(0)
self.announce_played = False
self.players: list[Optional[EntryPlayer]] = [None, None]
audio.play_sound('bgm', 'music')
def on_screen_end(self, next_screen: str):
audio.stop_sound('bgm')
self.nameplate.unload()
for player in self.players:
if player:
player.unload()
return super().on_screen_end(next_screen)
def handle_input(self):
if self.state == State.SELECT_SIDE:
if is_l_don_pressed() or is_r_don_pressed():
if self.side == 1:
return self.on_screen_end("TITLE")
global_data.player_num = PlayerNum.P1 if self.side == 0 else PlayerNum.P2
if self.players[0]:
self.players[1] = EntryPlayer(global_data.player_num, self.side, self.box_manager)
self.players[1].start_animations()
global_data.player_num = PlayerNum.P1
self.is_2p = True
else:
self.players[0] = EntryPlayer(global_data.player_num, self.side, self.box_manager)
self.players[0].start_animations()
self.is_2p = False
audio.play_sound('cloud', 'sound')
audio.play_sound(f'entry_start_{global_data.player_num}p', 'voice')
self.state = State.SELECT_MODE
audio.play_sound('don', 'sound')
if is_l_kat_pressed():
audio.play_sound('kat', 'sound')
if self.players[0] and self.players[0].player_num == PlayerNum.P1:
self.side = 1
elif self.players[0] and self.players[0].player_num == PlayerNum.P2:
self.side = 0
else:
self.side = max(0, self.side - 1)
if is_r_kat_pressed():
audio.play_sound('kat', 'sound')
if self.players[0] and self.players[0].player_num == PlayerNum.P1:
self.side = 2
elif self.players[0] and self.players[0].player_num == PlayerNum.P2:
self.side = 1
else:
self.side = min(2, self.side + 1)
elif self.state == State.SELECT_MODE:
for player in self.players:
if player:
player.handle_input()
if self.players[0] and self.players[0].player_num == PlayerNum.P1 and is_l_don_pressed(PlayerNum.P2) or is_r_don_pressed(PlayerNum.P2):
audio.play_sound('don', 'sound')
self.state = State.SELECT_SIDE
plate_info = global_data.config['nameplate_2p']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], PlayerNum.ALL, -1, False, False, 1)
self.chara = Chara2D(1)
self.side_select_fade.restart()
self.side = 1
elif self.players[0] and self.players[0].player_num == PlayerNum.P2 and is_l_don_pressed(PlayerNum.P1) or is_r_don_pressed(PlayerNum.P1):
audio.play_sound('don', 'sound')
self.state = State.SELECT_SIDE
self.side_select_fade.restart()
self.side = 1
def update(self):
super().update()
current_time = get_current_ms()
self.side_select_fade.update(current_time)
self.bg_flicker.update(current_time)
self.box_manager.update(current_time, self.is_2p)
self.timer.update(current_time)
self.nameplate.update(current_time)
self.chara.update(current_time, 100, False, False)
for player in self.players:
if player:
player.update(current_time)
if self.box_manager.is_finished():
logger.info(f"Box selection finished, transitioning to {self.box_manager.selected_box()}")
return self.on_screen_end(self.box_manager.selected_box())
for player in self.players:
if player and player.cloud_fade.is_finished and not audio.is_sound_playing(f'entry_start_{global_data.player_num}p') and not self.announce_played:
audio.play_sound('select_mode', 'voice')
self.announce_played = True
return self.handle_input()
def draw_background(self):
tex.draw_texture('background', 'bg')
tex.draw_texture('background', 'tower')
tex.draw_texture('background', 'shops_center')
tex.draw_texture('background', 'people')
tex.draw_texture('background', 'shops_left')
tex.draw_texture('background', 'shops_right')
tex.draw_texture('background', 'lights', scale=2.0, fade=self.bg_flicker.attribute)
def draw_side_select(self, fade):
tex.draw_texture('side_select', 'box_top_left', fade=fade)
tex.draw_texture('side_select', 'box_top_right', fade=fade)
tex.draw_texture('side_select', 'box_bottom_left', fade=fade)
tex.draw_texture('side_select', 'box_bottom_right', fade=fade)
tex.draw_texture('side_select', 'box_top', fade=fade)
tex.draw_texture('side_select', 'box_bottom', fade=fade)
tex.draw_texture('side_select', 'box_left', fade=fade)
tex.draw_texture('side_select', 'box_right', fade=fade)
tex.draw_texture('side_select', 'box_center', fade=fade)
tex.draw_texture('side_select', 'question', fade=fade)
self.chara.draw(tex.skin_config["chara_entry"].x, tex.skin_config["chara_entry"].y)
tex.draw_texture('side_select', '1P', fade=fade)
tex.draw_texture('side_select', 'cancel', fade=fade)
tex.draw_texture('side_select', '2P', fade=fade)
if self.side == 0:
tex.draw_texture('side_select', '1P_highlight', fade=fade)
tex.draw_texture('side_select', '1P2P_outline', index=0, fade=fade, mirror='horizontal')
elif self.side == 1:
tex.draw_texture('side_select', 'cancel_highlight', fade=fade)
tex.draw_texture('side_select', 'cancel_outline', fade=fade)
else:
tex.draw_texture('side_select', '2P_highlight', fade=fade)
tex.draw_texture('side_select', '1P2P_outline', index=1, fade=fade)
tex.draw_texture('side_select', 'cancel_text', fade=fade)
self.nameplate.draw(tex.skin_config["nameplate_entry"].x, tex.skin_config["nameplate_entry"].y)
def draw_player_drum(self):
for player in self.players:
if player:
player.draw_drum()
def draw_mode_select(self):
for player in self.players:
if player and not player.is_cloud_animation_finished():
return
self.box_manager.draw()
def draw(self):
self.draw_background()
self.draw_player_drum()
if self.state == State.SELECT_SIDE:
self.draw_side_select(self.side_select_fade.attribute)
elif self.state == State.SELECT_MODE:
self.draw_mode_select()
tex.draw_texture('side_select', 'footer')
if self.players[0] and self.players[1]:
pass
elif not self.players[0]:
tex.draw_texture('side_select', 'footer_left')
tex.draw_texture('side_select', 'footer_right')
elif self.players[0] and self.players[0].player_num == PlayerNum.P1:
tex.draw_texture('side_select', 'footer_right')
elif self.players[0] and self.players[0].player_num == PlayerNum.P2:
tex.draw_texture('side_select', 'footer_left')
for player in self.players:
if player:
player.draw_nameplate_and_indicator(fade=player.nameplate_fadein.attribute)
tex.draw_texture('global', 'player_entry')
if self.box_manager.is_finished():
ray.draw_rectangle(0, 0, tex.screen_width, tex.screen_height, ray.BLACK)
self.timer.draw()
self.entry_overlay.draw(y=tex.skin_config['entry_overlay_entry'].y)
self.coin_overlay.draw()
self.allnet_indicator.draw()
class EntryPlayer:
"""Player-specific state and rendering for the entry screen"""
def __init__(self, player_num: PlayerNum, side: int, box_manager: 'BoxManager'):
"""
Initialize a player for the entry screen
Args:
player_num: 1 or 2 (player number)
side: 0 for left (1P), 2 for right (2P)
box_manager: Reference to the box manager for input handling
"""
self.player_num = player_num
self.side = side
self.box_manager = box_manager
# Load player-specific resources
plate_info = global_data.config[f'nameplate_{self.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.indicator = Indicator(Indicator.State.SELECT)
# Character (0 for red/1P, 1 for blue/2P)
chara_id = 0 if side == 0 else 1
self.chara = Chara2D(chara_id)
# Animations
self.drum_move_1 = tex.get_animation(2)
self.drum_move_2 = tex.get_animation(3)
self.drum_move_3 = tex.get_animation(4)
self.cloud_resize = tex.get_animation(5)
self.cloud_resize_loop = tex.get_animation(6)
self.cloud_texture_change = tex.get_animation(7)
self.cloud_fade = tex.get_animation(8)
self.nameplate_fadein = tex.get_animation(12)
def start_animations(self):
"""Start all player entry animations"""
self.drum_move_1.start()
self.drum_move_2.start()
self.drum_move_3.start()
self.cloud_resize.start()
self.cloud_resize_loop.start()
self.cloud_texture_change.start()
self.cloud_fade.start()
self.nameplate_fadein.start()
def update(self, current_time: float):
"""Update player animations and state"""
self.drum_move_1.update(current_time)
self.drum_move_2.update(current_time)
self.drum_move_3.update(current_time)
self.cloud_resize.update(current_time)
self.cloud_texture_change.update(current_time)
self.cloud_fade.update(current_time)
self.cloud_resize_loop.update(current_time)
self.nameplate_fadein.update(current_time)
self.nameplate.update(current_time)
self.indicator.update(current_time)
self.chara.update(current_time)
def draw_drum(self):
"""Draw the player's drum with animations"""
move_x = self.drum_move_3.attribute
move_y = self.drum_move_1.attribute + self.drum_move_2.attribute
if self.side == 0: # Left side (1P/red)
offset = tex.skin_config["entry_drum_offset"].x
tex.draw_texture('side_select', 'red_drum', x=move_x, y=move_y)
chara_x = move_x + offset + tex.skin_config["entry_chara_offset_l"].x
chara_mirror = False
else: # Right side (2P/blue)
move_x *= -1
offset = tex.skin_config["entry_drum_offset"].y # bad practice to use y value as x value
tex.draw_texture('side_select', 'blue_drum', x=move_x, y=move_y)
chara_x = move_x + offset + tex.skin_config["entry_chara_offset_r"].x
chara_mirror = True
# Draw character
chara_y = tex.skin_config["entry_chara_offset_r"].y + move_y
self.chara.draw(chara_x, chara_y, mirror=chara_mirror)
# Draw cloud
scale = self.cloud_resize.attribute
if self.cloud_resize.is_finished:
scale = max(1, self.cloud_resize_loop.attribute)
tex.draw_texture(
'side_select', 'cloud',
x=move_x + offset,
y=move_y,
frame=self.cloud_texture_change.attribute,
fade=self.cloud_fade.attribute,
scale=scale,
center=True
)
def draw_nameplate_and_indicator(self, fade: float = 1.0):
"""Draw nameplate and indicator at player-specific position"""
if self.side == 0: # Left side
self.nameplate.draw(tex.skin_config['nameplate_entry_left'].x, tex.skin_config['nameplate_entry_left'].y, fade=fade)
self.indicator.draw(tex.skin_config['indicator_entry_left'].x, tex.skin_config['indicator_entry_left'].y, fade=fade)
else: # Right side
self.nameplate.draw(tex.skin_config['nameplate_entry_right'].x, tex.skin_config['nameplate_entry_right'].y, fade=fade)
self.indicator.draw(tex.skin_config['indicator_entry_right'].x, tex.skin_config['indicator_entry_right'].y, fade=fade)
def is_cloud_animation_finished(self) -> bool:
"""Check if cloud texture change animation is finished"""
return self.cloud_texture_change.is_finished
def unload(self):
"""Unload player resources"""
self.nameplate.unload()
def handle_input(self):
"""Handle player input for mode selection"""
if self.box_manager.is_box_selected():
return
if is_l_don_pressed(self.player_num) or is_r_don_pressed(self.player_num):
audio.play_sound('don', 'sound')
self.box_manager.select_box()
if is_l_kat_pressed(self.player_num):
audio.play_sound('kat', 'sound')
self.box_manager.move_left()
if is_r_kat_pressed(self.player_num):
audio.play_sound('kat', 'sound')
self.box_manager.move_right()
class Box:
"""Box class for the entry screen"""
def __init__(self, text: OutlinedText, location: str):
self.text = text
self.location = location
self.box_tex_obj = tex.textures['mode_select']['box']
if isinstance(self.box_tex_obj.texture, list):
raise Exception("Box texture cannot be iterable")
self.texture = self.box_tex_obj.texture
self.x = self.box_tex_obj.x[0]
self.y = self.box_tex_obj.y[0]
self.move = tex.get_animation(10)
self.open = tex.get_animation(11)
self.is_selected = False
self.moving_left = False
self.moving_right = False
self.outline_color = ray.Color(109, 68, 24, 255)
def set_positions(self, x: int):
"""Set the positions of the box"""
self.x = x
self.static_x = self.x
self.left_x = self.x
self.static_left = self.left_x
self.right_x = self.left_x + tex.textures['mode_select']['box'].width - tex.textures['mode_select']['box_highlight_right'].width
self.static_right = self.right_x
def update(self, current_time_ms: float, is_selected: bool):
self.move.update(current_time_ms)
if self.moving_left:
self.x = self.static_x - int(self.move.attribute)
elif self.moving_right:
self.x = self.static_x + int(self.move.attribute)
if self.move.is_finished:
self.moving_left = False
self.moving_right = False
self.static_x = self.x
if is_selected and not self.is_selected:
self.open.start()
self.is_selected = is_selected
if self.is_selected:
self.left_x = self.static_left - int(self.open.attribute)
self.right_x = self.static_right + int(self.open.attribute)
self.open.update(current_time_ms)
def move_left(self):
"""Move the box left"""
if not self.move.is_started:
self.move.start()
self.moving_left = True
def move_right(self):
"""Move the box right"""
if not self.move.is_started:
self.move.start()
self.moving_right = True
def _draw_highlighted(self, color):
texture_left = tex.textures['mode_select']['box_highlight_left'].texture
if isinstance(texture_left, list):
raise Exception("highlight textures cannot be iterable")
tex.draw_texture('mode_select', 'box_highlight_center', x=self.left_x + texture_left.width, y=self.y, x2=self.right_x - self.left_x + tex.skin_config["entry_box_highlight_offset"].x, color=color)
tex.draw_texture('mode_select', 'box_highlight_left', x=self.left_x, y=self.y, color=color)
tex.draw_texture('mode_select', 'box_highlight_right', x=self.right_x, y=self.y, color=color)
def _draw_text(self, color):
text_x = self.x + (self.texture.width//2) - (self.text.texture.width//2)
if self.is_selected:
text_x += self.open.attribute
text_y = self.y + tex.skin_config["entry_box_text_offset"].y
if self.is_selected:
self.text.draw(outline_color=ray.BLACK, x=text_x, y=text_y, color=color)
else:
self.text.draw(outline_color=self.outline_color, x=text_x, y=text_y, color=color)
def draw(self, fade: float):
color = ray.fade(ray.WHITE, fade)
ray.draw_texture(self.texture, int(self.x), int(self.y), color)
if self.is_selected and self.move.is_finished:
self._draw_highlighted(color)
self._draw_text(color)
class BoxManager:
"""BoxManager class for the entry screen"""
def __init__(self):
self.box_titles: list[OutlinedText] = [
OutlinedText('演奏ゲーム', tex.skin_config["entry_box_text"].font_size, ray.WHITE, outline_thickness=5, vertical=True),
OutlinedText('特訓モード', tex.skin_config["entry_box_text"].font_size, ray.WHITE, outline_thickness=5, vertical=True),
OutlinedText('ゲーム設定', tex.skin_config["entry_box_text"].font_size, ray.WHITE, outline_thickness=5, vertical=True)]
self.box_locations = ["SONG_SELECT", "PRACTICE_SELECT", "SETTINGS"]
self.num_boxes = len(self.box_titles)
self.boxes = [Box(self.box_titles[i], self.box_locations[i]) for i in range(len(self.box_titles))]
self.selected_box_index = 0
self.fade_out = tex.get_animation(9)
self.is_2p = False
spacing = tex.skin_config["entry_box_spacing"].x
box_width = self.boxes[0].texture.width
total_width = self.num_boxes * box_width + (self.num_boxes - 1) * spacing
start_x = tex.screen_width//2 - total_width//2
for i, box in enumerate(self.boxes):
box.set_positions(start_x + i * (box_width + spacing))
if i > 0:
box.move_right()
def select_box(self):
"""Select the currently selected box"""
self.fade_out.start()
def is_box_selected(self):
"""Check if the box is selected"""
return self.fade_out.is_started
def is_finished(self):
"""Check if the animation is finished"""
return self.fade_out.is_finished
def selected_box(self):
"""Get the location of the currently selected box"""
return self.boxes[self.selected_box_index].location
def move_left(self):
"""Move the cursor to the left"""
prev_selection = self.selected_box_index
if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished:
return
self.selected_box_index = max(0, self.selected_box_index - 1)
if prev_selection == self.selected_box_index:
return
if self.selected_box_index != self.selected_box_index - 1:
self.boxes[self.selected_box_index+1].move_right()
self.boxes[self.selected_box_index].move_right()
def move_right(self):
"""Move the cursor to the right"""
prev_selection = self.selected_box_index
if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished:
return
self.selected_box_index = min(self.num_boxes - 1, self.selected_box_index + 1)
if prev_selection == self.selected_box_index:
return
if self.selected_box_index != 0:
self.boxes[self.selected_box_index-1].move_left()
self.boxes[self.selected_box_index].move_left()
def update(self, current_time_ms: float, is_2p: bool):
self.is_2p = is_2p
if self.is_2p:
self.box_locations = ["SONG_SELECT_2P", "PRACTICE_SELECT", "SETTINGS"]
for i, box in enumerate(self.boxes):
box.location = self.box_locations[i]
self.fade_out.update(current_time_ms)
for i, box in enumerate(self.boxes):
is_selected = i == self.selected_box_index
box.update(current_time_ms, is_selected)
def draw(self):
for box in self.boxes:
box.draw(self.fade_out.attribute)