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