mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
486 lines
26 KiB
Python
486 lines
26 KiB
Python
import random
|
|
from pathlib import Path
|
|
|
|
import pyray as ray
|
|
|
|
from libs.animation import Animation
|
|
from libs.utils import load_all_textures_from_zip
|
|
|
|
|
|
class Background:
|
|
def __init__(self, screen_width: int, screen_height: int):
|
|
self.screen_width = screen_width
|
|
self.screen_height = screen_height
|
|
self.donbg = DonBG.create(self.screen_width, self.screen_height, random.randint(1, 6), 1)
|
|
self.bg_normal = BGNormal.create(self.screen_width, self.screen_height, random.randint(1, 5))
|
|
self.bg_fever = BGFever.create(self.screen_width, self.screen_height, 4)
|
|
self.footer = Footer(self.screen_width, self.screen_height, random.randint(1, 3))
|
|
self.is_clear = False
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
if not self.is_clear and is_clear:
|
|
self.bg_fever.start()
|
|
self.is_clear = is_clear
|
|
self.donbg.update(current_time_ms, self.is_clear)
|
|
self.bg_normal.update(current_time_ms)
|
|
self.bg_fever.update(current_time_ms)
|
|
def draw(self):
|
|
self.bg_normal.draw()
|
|
if self.is_clear:
|
|
self.bg_fever.draw()
|
|
self.footer.draw()
|
|
self.donbg.draw()
|
|
|
|
def unload(self):
|
|
self.donbg.unload()
|
|
self.bg_normal.unload()
|
|
self.bg_fever.unload()
|
|
self.footer.unload()
|
|
|
|
class DonBG:
|
|
|
|
@staticmethod
|
|
def create(screen_width: int, screen_height: int, index: int, player_num: int):
|
|
map = [None, DonBG1, DonBG2, DonBG3, DonBG4, DonBG5, DonBG6]
|
|
selected_obj = map[index]
|
|
return selected_obj(index, screen_width, screen_height, player_num)
|
|
|
|
class DonBGBase:
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
self.screen_width = screen_width
|
|
self.screen_height = screen_height
|
|
self.player_num = player_num
|
|
self.name = 'donbg_a_' + str(index).zfill(2)
|
|
self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}_{self.player_num}p.zip')))
|
|
self.move = Animation.create_move(3000, start_position=0, total_distance=-self.textures[self.name + f'_{self.player_num}p'][0].width)
|
|
self.is_clear = False
|
|
self.clear_fade = None
|
|
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
if not self.is_clear and is_clear:
|
|
self.clear_fade = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
|
|
self.is_clear = is_clear
|
|
self.move.update(current_time_ms)
|
|
if self.clear_fade is not None:
|
|
self.clear_fade.update(current_time_ms)
|
|
if self.move.is_finished:
|
|
self.move.restart()
|
|
|
|
def unload(self):
|
|
for texture_group in self.textures:
|
|
for texture in self.textures[texture_group]:
|
|
ray.unload_texture(texture)
|
|
|
|
class DonBG1(DonBGBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
super().__init__(index, screen_width, screen_height, player_num)
|
|
self.overlay_move = Animation.create_move(1000, start_position=0, total_distance=20, reverse_delay=0)
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
super().update(current_time_ms, is_clear)
|
|
self.overlay_move.update(current_time_ms)
|
|
if self.overlay_move.is_finished:
|
|
self.overlay_move.restart()
|
|
def draw(self):
|
|
self._draw_textures(0, ray.WHITE)
|
|
if self.is_clear and self.clear_fade is not None:
|
|
self._draw_textures(3, ray.fade(ray.WHITE, self.clear_fade.attribute))
|
|
def _draw_textures(self, texture_index: int, color: ray.Color):
|
|
top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index]
|
|
for i in range(0, self.screen_width + top_texture.width, top_texture.width):
|
|
ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color)
|
|
|
|
wave_texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
|
|
for i in range(0, self.screen_width + (wave_texture.width+80), wave_texture.width+80):
|
|
ray.draw_texture(wave_texture, i + int(self.move.attribute * ((wave_texture.width+80)/top_texture.width)) + 100, int(self.overlay_move.attribute), color)
|
|
|
|
texture = self.textures[self.name + f'_{self.player_num}p'][2 + texture_index]
|
|
for i in range(0, self.screen_width + texture.width + texture.width*5, texture.width):
|
|
ray.draw_texture(texture, i + int(self.move.attribute * (texture.width/top_texture.width)*3), int(self.overlay_move.attribute) + 105, color)
|
|
|
|
class DonBG2(DonBGBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
super().__init__(index, screen_width, screen_height, player_num)
|
|
self.overlay_move = Animation.create_move(1500, start_position=0, total_distance=20, reverse_delay=0)
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
super().update(current_time_ms, is_clear)
|
|
self.overlay_move.update(current_time_ms)
|
|
if self.overlay_move.is_finished:
|
|
self.overlay_move.restart()
|
|
def draw(self):
|
|
self._draw_textures(0, ray.WHITE)
|
|
if self.is_clear and self.clear_fade is not None:
|
|
self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute))
|
|
def _draw_textures(self, texture_index: int, color: ray.Color):
|
|
top_texture = self.textures[self.name + f'_{self.player_num}p'][texture_index]
|
|
for i in range(0, self.screen_width + top_texture.width, top_texture.width):
|
|
ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color)
|
|
|
|
texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
|
|
for i in range(0, self.screen_width + texture.width, texture.width):
|
|
ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 25, color)
|
|
|
|
class DonBG3(DonBGBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
super().__init__(index, screen_width, screen_height, player_num)
|
|
duration = 266
|
|
bounce_distance = 40
|
|
self.bounce_up = Animation.create_move(duration, total_distance=-bounce_distance, ease_out='quadratic')
|
|
self.bounce_down = Animation.create_move(duration, total_distance=-bounce_distance, ease_in='quadratic', delay=self.bounce_up.duration)
|
|
self.overlay_move = Animation.create_move(duration*3, total_distance=20, reverse_delay=0, ease_in='quadratic', ease_out='quadratic', delay=self.bounce_up.duration+self.bounce_down.duration)
|
|
self.overlay_move_2 = Animation.create_move(duration*3, total_distance=20, reverse_delay=0, ease_in='quadratic', ease_out='quadratic', delay=self.bounce_up.duration+self.bounce_down.duration+self.overlay_move.duration)
|
|
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
super().update(current_time_ms, is_clear)
|
|
self.bounce_up.update(current_time_ms)
|
|
self.bounce_down.update(current_time_ms)
|
|
self.overlay_move.update(current_time_ms)
|
|
self.overlay_move_2.update(current_time_ms)
|
|
if self.overlay_move_2.is_finished:
|
|
self.bounce_up.restart()
|
|
self.bounce_down.restart()
|
|
self.overlay_move.restart()
|
|
self.overlay_move_2.restart()
|
|
|
|
def draw(self):
|
|
self._draw_textures(0, ray.WHITE)
|
|
if self.is_clear and self.clear_fade is not None:
|
|
self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute))
|
|
|
|
def _draw_textures(self, texture_index: int, color: ray.Color):
|
|
top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index]
|
|
for i in range(0, self.screen_width + top_texture.width, top_texture.width):
|
|
ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color)
|
|
texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
|
|
for i in range(0, self.screen_width + texture.width, texture.width):
|
|
ray.draw_texture(texture, i + int(self.move.attribute*2), int(self.bounce_up.attribute) - int(self.bounce_down.attribute) - 25 + int(self.overlay_move.attribute) + int(self.overlay_move_2.attribute), color)
|
|
|
|
class DonBG4(DonBGBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
super().__init__(index, screen_width, screen_height, player_num)
|
|
self.overlay_move = Animation.create_move(1500, start_position=0, total_distance=20, reverse_delay=0)
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
super().update(current_time_ms, is_clear)
|
|
self.overlay_move.update(current_time_ms)
|
|
if self.overlay_move.is_finished:
|
|
self.overlay_move.restart()
|
|
def draw(self):
|
|
self._draw_textures(0, ray.WHITE)
|
|
if self.is_clear and self.clear_fade is not None:
|
|
self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute))
|
|
|
|
def _draw_textures(self, texture_index: int, color: ray.Color):
|
|
top_texture = self.textures[self.name + f'_{self.player_num}p'][texture_index]
|
|
for i in range(0, self.screen_width + top_texture.width, top_texture.width):
|
|
ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color)
|
|
|
|
texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
|
|
for i in range(0, self.screen_width + texture.width, texture.width):
|
|
ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 25, color)
|
|
|
|
class DonBG5(DonBGBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
super().__init__(index, screen_width, screen_height, player_num)
|
|
duration = 266
|
|
bounce_distance = 40
|
|
self.bounce_up = Animation.create_move(duration, total_distance=-bounce_distance, ease_out='quadratic')
|
|
self.bounce_down = Animation.create_move(duration, total_distance=-bounce_distance, ease_in='quadratic', delay=self.bounce_up.duration)
|
|
self.adjust = Animation.create_move(1000, total_distance=10, reverse_delay=0, delay=self.bounce_up.duration+self.bounce_down.duration)
|
|
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
super().update(current_time_ms, is_clear)
|
|
self.bounce_up.update(current_time_ms)
|
|
self.bounce_down.update(current_time_ms)
|
|
self.adjust.update(current_time_ms)
|
|
if self.adjust.is_finished:
|
|
self.bounce_up.restart()
|
|
self.bounce_down.restart()
|
|
self.adjust.restart()
|
|
|
|
def draw(self):
|
|
self._draw_textures(0, ray.WHITE)
|
|
if self.is_clear and self.clear_fade is not None:
|
|
self._draw_textures(2, ray.fade(ray.WHITE, self.clear_fade.attribute))
|
|
|
|
def _draw_textures(self, texture_index: int, color: ray.Color):
|
|
top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index]
|
|
for i in range(0, self.screen_width + top_texture.width, top_texture.width):
|
|
ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color)
|
|
texture = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
|
|
for i in range(0, self.screen_width + texture.width + texture.width*2, texture.width*2):
|
|
ray.draw_texture(texture, i + int((self.move.attribute * (texture.width/top_texture.width))*2), int(self.bounce_up.attribute) - int(self.bounce_down.attribute) - int(self.adjust.attribute), color)
|
|
|
|
class DonBG6(DonBGBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int, player_num: int):
|
|
super().__init__(index, screen_width, screen_height, player_num)
|
|
self.overlay_move = Animation.create_move(1000, start_position=0, total_distance=20, reverse_delay=0)
|
|
def update(self, current_time_ms: float, is_clear: bool):
|
|
super().update(current_time_ms, is_clear)
|
|
self.overlay_move.update(current_time_ms)
|
|
if self.overlay_move.is_finished:
|
|
self.overlay_move.restart()
|
|
def draw(self):
|
|
self._draw_textures(0, ray.WHITE)
|
|
if self.is_clear and self.clear_fade is not None:
|
|
self._draw_textures(3, ray.fade(ray.WHITE, self.clear_fade.attribute))
|
|
|
|
def _draw_textures(self, texture_index: int, color: ray.Color):
|
|
top_texture = self.textures[self.name + f'_{self.player_num}p'][0 + texture_index]
|
|
for i in range(0, self.screen_width + top_texture.width, top_texture.width):
|
|
ray.draw_texture(top_texture, i + int(self.move.attribute), 0, color)
|
|
|
|
texture_flowers = self.textures[self.name + f'_{self.player_num}p'][1 + texture_index]
|
|
for i in range(0, self.screen_width, texture_flowers.width):
|
|
if i % (2 * texture_flowers.width) != 0:
|
|
ray.draw_texture(texture_flowers, i + int(self.move.attribute*3) + 100, -int(self.move.attribute*0.85)-100, color)
|
|
|
|
texture = self.textures[self.name + f'_{self.player_num}p'][2 + texture_index]
|
|
for i in range(0, self.screen_width + texture.width, texture.width):
|
|
ray.draw_texture(texture, i + int(self.move.attribute), int(self.overlay_move.attribute) - 50, color)
|
|
|
|
class BGNormal:
|
|
|
|
@staticmethod
|
|
def create(screen_width: int, screen_height: int, index: int):
|
|
map = [None, BGNormal1, BGNormal2, BGNormal3, BGNormal4, BGNormal5]
|
|
selected_obj = map[index]
|
|
return selected_obj(index, screen_width, screen_height)
|
|
|
|
class BGNormalBase:
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
self.screen_width = screen_width
|
|
self.screen_height = screen_height
|
|
self.name = 'bg_nomal_a_' + str(index).zfill(2)
|
|
self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip')))
|
|
|
|
def unload(self):
|
|
for texture_group in self.textures:
|
|
for texture in self.textures[texture_group]:
|
|
ray.unload_texture(texture)
|
|
|
|
class BGNormal1(BGNormalBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
super().__init__(index, screen_width, screen_height)
|
|
self.flicker = Animation.create_fade(16.67*4, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
|
|
def update(self, current_time_ms: float):
|
|
self.flicker.update(current_time_ms)
|
|
if self.flicker.is_finished:
|
|
self.flicker.restart()
|
|
def draw(self):
|
|
ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][1], 0, 360, ray.fade(ray.WHITE, self.flicker.attribute))
|
|
|
|
class BGNormal2(BGNormalBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
super().__init__(index, screen_width, screen_height)
|
|
self.flicker = Animation.create_fade(16.67*4, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
|
|
def update(self, current_time_ms: float):
|
|
self.flicker.update(current_time_ms)
|
|
if self.flicker.is_finished:
|
|
self.flicker.restart()
|
|
def draw(self):
|
|
ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][1], 0, 360, ray.fade(ray.WHITE, self.flicker.attribute))
|
|
|
|
class BGNormal3(BGNormalBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
super().__init__(index, screen_width, screen_height)
|
|
self.flicker = Animation.create_fade(16.67*10, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
|
|
def update(self, current_time_ms):
|
|
self.flicker.update(current_time_ms)
|
|
if self.flicker.is_finished:
|
|
self.flicker.restart()
|
|
def draw(self):
|
|
src = ray.Rectangle(0, 0, self.textures[self.name][0].width, self.textures[self.name][0].height)
|
|
dest = ray.Rectangle(0, 360, self.screen_width, self.textures[self.name][0].height)
|
|
ray.draw_texture_pro(self.textures[self.name][0], src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][3], (self.screen_width//2) - (self.textures[self.name][3].width//2), 360, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][6], 0, 360, ray.WHITE)
|
|
|
|
src = ray.Rectangle(0, 0, -self.textures[self.name][7].width, self.textures[self.name][7].height)
|
|
dest = ray.Rectangle((self.screen_width//2) - 170, 490, self.textures[self.name][7].width, self.textures[self.name][7].height)
|
|
ray.draw_texture_pro(self.textures[self.name][7], src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][7], (self.screen_width//2) + 50, 490, ray.WHITE)
|
|
|
|
|
|
#Orange
|
|
color = ray.fade(ray.WHITE, self.flicker.attribute)
|
|
ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) + 180, 300, color)
|
|
ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) - 380, 300, color)
|
|
|
|
#Red Green Orange
|
|
ray.draw_texture(self.textures[self.name][2], (self.screen_width//2) - 220, 350, color)
|
|
ray.draw_texture(self.textures[self.name][4], (self.screen_width//2) - 100, 350, color)
|
|
ray.draw_texture(self.textures[self.name][1], (self.screen_width//2) + 10, 350, color)
|
|
|
|
#Yellow
|
|
ray.draw_texture(self.textures[self.name][5], (self.screen_width//2) - 220, 500, color)
|
|
ray.draw_texture(self.textures[self.name][5], (self.screen_width//2) + 10, 500, color)
|
|
|
|
ray.draw_texture(self.textures[self.name][9], (self.screen_width//2) - 320, 520, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][10], 100, 360, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][11], self.screen_width - 100 - self.textures[self.name][11].width, 360, ray.WHITE)
|
|
|
|
class BGNormal4(BGNormalBase):
|
|
class Petal:
|
|
def __init__(self):
|
|
self.spawn_point = self.random_excluding_range()
|
|
duration = random.randint(1400, 2000)
|
|
self.move_y = Animation.create_move(duration, total_distance=360)
|
|
self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300))
|
|
def random_excluding_range(self):
|
|
while True:
|
|
num = random.randint(0, 1280)
|
|
if num < 260 or num > 540:
|
|
return num
|
|
def update(self, current_time_ms):
|
|
self.move_x.update(current_time_ms)
|
|
self.move_y.update(current_time_ms)
|
|
def draw(self, texture):
|
|
ray.draw_texture(texture, self.spawn_point + int(self.move_x.attribute), 360+int(self.move_y.attribute), ray.fade(ray.WHITE, 0.75))
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
super().__init__(index, screen_width, screen_height)
|
|
self.flicker = Animation.create_fade(16.67*3, initial_opacity=0.5, final_opacity=0.4, reverse_delay=0)
|
|
self.turtle_move = Animation.create_move(3333*2, start_position=screen_width+112, total_distance=-(screen_width+(112*4)))
|
|
textures = ((0, 100, 3), (100, 200, 4), (200, 300, 5), (300, 400, 6), (400, 500, 7), (500, 600, 8))
|
|
self.turtle_change = Animation.create_texture_change(600, textures=textures)
|
|
self.petals = {self.Petal(), self.Petal(), self.Petal(), self.Petal(), self.Petal()}
|
|
def update(self, current_time_ms: float):
|
|
self.flicker.update(current_time_ms)
|
|
if self.flicker.is_finished:
|
|
self.flicker.restart()
|
|
self.turtle_move.update(current_time_ms)
|
|
if self.turtle_move.is_finished:
|
|
self.turtle_move.restart()
|
|
self.turtle_change.update(current_time_ms)
|
|
if self.turtle_change.is_finished:
|
|
self.turtle_change.restart()
|
|
for petal in self.petals:
|
|
petal.update(current_time_ms)
|
|
if petal.move_y.is_finished:
|
|
self.petals.remove(petal)
|
|
self.petals.add(self.Petal())
|
|
def draw(self):
|
|
ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][2], self.screen_width//2 - 20, 380, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][self.turtle_change.attribute], int(self.turtle_move.attribute), 550, ray.WHITE)
|
|
|
|
ray.draw_texture(self.textures[self.name][9], 0, 360, ray.WHITE)
|
|
|
|
for petal in self.petals:
|
|
petal.draw(self.textures[self.name][10])
|
|
|
|
class BGNormal5(BGNormalBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
super().__init__(index, screen_width, screen_height)
|
|
self.flicker = Animation.create_fade(16.67*10, initial_opacity=0.75, final_opacity=0.4, reverse_delay=0)
|
|
def update(self, current_time_ms: float):
|
|
self.flicker.update(current_time_ms)
|
|
if self.flicker.is_finished:
|
|
self.flicker.restart()
|
|
def draw(self):
|
|
ray.draw_texture(self.textures[self.name][0], 0, 360, ray.WHITE)
|
|
|
|
ray.draw_texture(self.textures[self.name][13], -35, 340, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][12], 103, 380, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][11], 241, 400, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][10], 380, 380, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][9], 518, 340, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][4], 657, 340, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][5], 795, 380, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][6], 934, 400, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][7], 1072, 380, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][8], 1211, 340, ray.WHITE)
|
|
|
|
color = ray.fade(ray.WHITE, self.flicker.attribute)
|
|
ray.draw_texture(self.textures[self.name][14], -35 - 10, 340 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 103 - 10, 380 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 241 - 10, 400 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 380 - 10, 380 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 518 - 10, 340 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 657 - 10, 340 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 795 - 10, 380 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 934 - 10, 400 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 1072 - 10, 380 - 10, color)
|
|
ray.draw_texture(self.textures[self.name][14], 1211 - 10, 340 - 10, color)
|
|
|
|
ray.draw_texture(self.textures[self.name][3], (self.screen_width//2) - (self.textures[self.name][3].width//2), 360+172, ray.fade(ray.WHITE, 0.75))
|
|
|
|
ray.draw_texture(self.textures[self.name][1], 50, 600, ray.fade(ray.WHITE, 0.75))
|
|
ray.draw_texture(self.textures[self.name][1], self.screen_width-50 - self.textures[self.name][2].width, 600, ray.fade(ray.WHITE, 0.75))
|
|
ray.draw_texture(self.textures[self.name][2], self.screen_width-50 - self.textures[self.name][2].width, 600, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][2], 50, 600, ray.WHITE)
|
|
|
|
class BGFever:
|
|
|
|
@staticmethod
|
|
def create(screen_width: int, screen_height: int, index: int):
|
|
map = [None, None, None, None, BGFever4]
|
|
selected_obj = map[index]
|
|
return selected_obj(index, screen_width, screen_height)
|
|
|
|
class BGFeverBase:
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
self.screen_width = screen_width
|
|
self.screen_height = screen_height
|
|
self.name = 'bg_fever_a_' + str(index).zfill(2)
|
|
self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip')))
|
|
self.transitioned = False
|
|
|
|
def unload(self):
|
|
for texture_group in self.textures:
|
|
for texture in self.textures[texture_group]:
|
|
ray.unload_texture(texture)
|
|
|
|
class BGFever4(BGFeverBase):
|
|
def __init__(self, index: int, screen_width: int, screen_height: int):
|
|
super().__init__(index, screen_width, screen_height)
|
|
self.vertical_move = Animation.create_move(1300, start_position=0, total_distance=50, reverse_delay=0)
|
|
self.horizontal_move = Animation.create_move(5000, start_position=0, total_distance=self.textures[self.name][2].width)
|
|
self.bg_texture_move_down = None
|
|
self.bg_texture_move_up = None
|
|
|
|
def start(self):
|
|
self.bg_texture_move_down = Animation.create_move(516, total_distance=400, ease_in='cubic')
|
|
self.bg_texture_move_up = Animation.create_move(200, total_distance=40, delay=self.bg_texture_move_down.duration, ease_out='quadratic')
|
|
|
|
def update(self, current_time_ms: float):
|
|
if self.bg_texture_move_down is not None:
|
|
self.bg_texture_move_down.update(current_time_ms)
|
|
|
|
if self.bg_texture_move_up is not None:
|
|
self.bg_texture_move_up.update(current_time_ms)
|
|
if self.bg_texture_move_up.is_finished and not self.transitioned:
|
|
self.transitioned = True
|
|
self.vertical_move.restart()
|
|
self.horizontal_move.restart()
|
|
|
|
if self.transitioned:
|
|
self.vertical_move.update(current_time_ms)
|
|
if self.vertical_move.is_finished:
|
|
self.vertical_move.restart()
|
|
self.horizontal_move.update(current_time_ms)
|
|
if self.horizontal_move.is_finished:
|
|
self.horizontal_move.restart()
|
|
def draw(self):
|
|
if self.bg_texture_move_down is None or self.bg_texture_move_up is None:
|
|
return
|
|
texture = self.textures[self.name][0]
|
|
y = int(self.bg_texture_move_down.attribute) - int(self.bg_texture_move_up.attribute)
|
|
for i in range(0, self.screen_width + texture.width, texture.width):
|
|
ray.draw_texture(texture, i, y, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][1], 0, (720 + 50 - int(self.vertical_move.attribute)) - y, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][2], -int(self.horizontal_move.attribute), y, ray.WHITE)
|
|
ray.draw_texture(self.textures[self.name][2], self.textures[self.name][2].width -int(self.horizontal_move.attribute), y, ray.WHITE)
|
|
|
|
class Footer:
|
|
def __init__(self, screen_width: int, screen_height: int, index: int):
|
|
self.screen_width = screen_width
|
|
self.screen_height = screen_height
|
|
self.name = 'dodai_a_' + str(index).zfill(2)
|
|
self.textures = (load_all_textures_from_zip(Path(f'Graphics/lumendata/enso_original/{self.name}.zip')))
|
|
def unload(self):
|
|
for texture_group in self.textures:
|
|
for texture in self.textures[texture_group]:
|
|
ray.unload_texture(texture)
|
|
def draw(self):
|
|
ray.draw_texture(self.textures[self.name][0], 0, self.screen_height - self.textures[self.name][0].height + 20, ray.WHITE)
|