Files
PyTaiko/scenes/game.py
2025-04-23 19:14:09 -04:00

1065 lines
51 KiB
Python

import bisect
import math
from collections import deque
import pyray as ray
from libs.animation import Animation
from libs.audio import audio
from libs.tja import TJAParser, calculate_base_score
from libs.utils import (
OutlinedText,
get_config,
get_current_ms,
global_data,
load_all_textures_from_zip,
load_image_from_zip,
load_texture_from_zip,
)
class GameScreen:
def __init__(self, width: int, height: int):
self.width = width
self.height = height
self.judge_x = 414
self.current_ms = 0
self.song_is_started = False
def load_textures(self):
self.textures = load_all_textures_from_zip('Graphics\\lumendata\\enso_system\\common.zip')
zip_file = 'Graphics\\lumendata\\enso_system\\common.zip'
image = load_image_from_zip(zip_file, 'lane_img00000.png')
ray.image_resize(image, 948, 176)
ray.unload_texture(self.textures['lane'][0])
self.textures['lane'][0] = ray.load_texture_from_image(image)
self.texture_balloon_head = [load_texture_from_zip(zip_file, 'onp_fusen_img00001.png'),
load_texture_from_zip(zip_file, 'onp_fusen_img00002.png')]
self.texture_balloon_tail = [load_texture_from_zip(zip_file, 'onp_fusen_img00000.png'),
load_texture_from_zip(zip_file, 'onp_fusen_img00000.png')]
self.texture_drumroll_head = [load_texture_from_zip(zip_file, 'onp_renda_img00002.png'),
load_texture_from_zip(zip_file, 'onp_renda_img00003.png')]
self.texture_drumroll_body = [load_texture_from_zip(zip_file, 'onp_renda_img00000.png'),
load_texture_from_zip(zip_file, 'onp_renda_img00000.png')]
self.texture_drumroll_tail = [load_texture_from_zip(zip_file, 'onp_renda_img00001.png'),
load_texture_from_zip(zip_file, 'onp_renda_img00001.png')]
self.texture_dai_drumroll_head = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00002.png'),
load_texture_from_zip(zip_file, 'onp_renda_dai_img00003.png')]
self.texture_dai_drumroll_body = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png'),
load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png')]
self.texture_dai_drumroll_tail = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png'),
load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png')]
self.texture_drumroll_number = []
for i in range(1, 11):
filename = f'renda_num_img{str(i).zfill(5)}.png'
self.texture_drumroll_number.append(load_texture_from_zip(zip_file, filename))
self.texture_good = load_texture_from_zip(zip_file, 'lane_hit_effect_img00009.png')
self.texture_good_hit_effect = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00005.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00006.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00007.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00008.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00008.png')]
self.texture_good_hit_effect_big = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00011.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00012.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00013.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00014.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00015.png')]
self.texture_ok = load_texture_from_zip(zip_file, 'lane_hit_effect_img00004.png')
self.texture_ok_hit_center = load_texture_from_zip(zip_file, 'lane_hit_img00018.png')
self.texture_ok_hit_center_big = load_texture_from_zip(zip_file, 'lane_hit_img00020.png')
self.texture_ok_hit_effect = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00000.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00001.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00002.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00003.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00003.png')]
self.texture_ok_hit_effect_big = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00016.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00017.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00018.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00019.png'),
load_texture_from_zip(zip_file, 'lane_hit_effect_img00020.png')]
image = load_image_from_zip(zip_file, 'lane_hit_img00005.png')
ray.image_resize(image, 951, 130)
ray.unload_texture(self.textures['lane_hit'][5])
self.textures['lane_hit'][5] = ray.load_texture_from_image(image)
image = load_image_from_zip(zip_file, 'lane_hit_img00006.png')
ray.image_resize(image, 951, 130)
ray.unload_texture(self.textures['lane_hit'][6])
self.textures['lane_hit'][6] = ray.load_texture_from_image(image)
image = load_image_from_zip(zip_file, 'lane_hit_img00007.png')
ray.image_resize(image, 951, 130)
ray.unload_texture(self.textures['lane_hit'][7])
self.textures['lane_hit'][7] = ray.load_texture_from_image(image)
self.texture_drum = load_texture_from_zip(zip_file, 'lane_obi_img00014.png')
self.texture_difficulty = [load_texture_from_zip(zip_file, 'lane_obi_img00021.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00022.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00023.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00024.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00025.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00025.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00025.png')]
self.texture_combo_text = [load_texture_from_zip(zip_file, 'lane_obi_img00035.png'),
load_texture_from_zip(zip_file, 'lane_obi_img00046.png')]
self.texture_combo_numbers = []
for i in range(36, 58):
if i not in [46, 48]:
filename = f'lane_obi_img{str(i).zfill(5)}.png'
self.texture_combo_numbers.append(load_texture_from_zip(zip_file, filename))
self.texture_combo_glimmer = load_texture_from_zip(zip_file, 'lane_obi_img00048.png')
self.texture_score_numbers = []
for i in range(4, 14):
filename = f'lane_obi_img{str(i).zfill(5)}.png'
self.texture_score_numbers.append(load_texture_from_zip(zip_file, filename))
self.texture_se_moji = []
for i in range(0, 17):
filename = f'onp_moji_img{str(i).zfill(5)}.png'
if i == 8:
filename = 'onp_renda_moji_img00001.png'
self.texture_se_moji.append(load_texture_from_zip(zip_file, filename))
self.textures.update(load_all_textures_from_zip('Graphics\\lumendata\\enso_system\\base1p.zip'))
self.textures.update(load_all_textures_from_zip('Graphics\\lumendata\\enso_system\\don1p.zip'))
def load_sounds(self):
self.sound_don = audio.load_sound('Sounds\\inst_00_don.wav')
self.sound_kat = audio.load_sound('Sounds\\inst_00_katsu.wav')
self.sound_balloon_pop = audio.load_sound('Sounds\\balloon_pop.wav')
def init_tja(self, song: str, difficulty: int):
self.load_textures()
self.load_sounds()
#Map notes to textures
self.note_type_dict = {'1': self.textures['onp_don'],
'2': self.textures['onp_katsu'],
'3': self.textures['onp_don_dai'],
'4': self.textures['onp_katsu_dai'],
'5': self.texture_drumroll_head,
'6': self.texture_dai_drumroll_head,
'7': self.texture_balloon_head,
'drumroll_body': self.texture_drumroll_body,
'drumroll_tail': self.texture_drumroll_tail,
'dai_drumroll_body': self.texture_dai_drumroll_body,
'dai_drumroll_tail': self.texture_dai_drumroll_tail,
'balloon_tail': self.texture_balloon_tail}
self.tja = TJAParser(song)
self.tja.get_metadata()
self.tja.distance = self.width - self.judge_x
self.player_1 = Player(self, 1, difficulty, get_config()["general"]["judge_offset"])
self.song_music = audio.load_sound(self.tja.wave)
self.start_ms = get_current_ms() - self.tja.offset*1000
audio.play_sound(self.song_music)
def update(self):
if global_data.start_song and not self.song_is_started:
self.init_tja(global_data.selected_song, global_data.selected_difficulty)
self.song_is_started = True
self.current_ms = get_current_ms() - self.start_ms
self.player_1.update(self)
if len(self.player_1.play_note_list) == 0 and not audio.is_sound_playing(self.song_music):
global_data.result_good, global_data.result_ok, global_data.result_bad, global_data.result_score = self.player_1.get_result_score()
global_data.start_song = False
self.song_is_started = False
return 'RESULT'
def draw(self):
self.player_1.draw(self)
class Player:
def __init__(self, game_screen: GameScreen, player_number: int, difficulty: int, judge_offset: int):
self.timing_good = 25.0250015258789
self.timing_ok = 75.0750045776367
self.timing_bad = 108.441665649414
self.player_number = player_number
self.difficulty = difficulty
self.play_note_list, self.draw_note_list, self.draw_bar_list = game_screen.tja.notes_to_position(self.difficulty)
self.base_score = calculate_base_score(self.play_note_list)
self.judge_offset = judge_offset
#Note management
self.current_notes = deque()
self.current_bars = []
self.current_notes_draw = []
self.play_note_index = 0
self.draw_note_index = 0
self.bar_index = 0
self.is_drumroll = False
self.drumroll_big = 0
self.curr_drumroll_count = 0
self.is_balloon = False
self.curr_balloon_count = 0
#Score management
self.good_count = 0
self.ok_count = 0
self.bad_count = 0
self.combo = 0
self.score = 0
self.max_combo = 0
self.arc_points = 25
self.draw_judge_list: list[Judgement] = []
self.draw_effect_list: list[LaneHitEffect] = []
self.draw_arc_list: list[NoteArc] = []
self.draw_drum_hit_list: list[DrumHitEffect] = []
self.drumroll_counter: list[DrumrollCounter] = []
self.balloon_list: list[BalloonAnimation] = []
self.base_score_list: list[ScoreCounterAnimation] = []
self.combo_display = Combo(self.combo, game_screen.current_ms)
self.score_counter = ScoreCounter(self.score, game_screen.current_ms)
self.song_info = SongInfo(game_screen.current_ms, game_screen.tja.title, 'TEST')
self.input_log: dict[float, str] = dict()
def get_result_score(self):
return self.good_count, self.ok_count, self.bad_count, self.score
def get_position(self, game_screen: GameScreen, ms: float, pixels_per_frame: float):
return int(game_screen.width + pixels_per_frame * 60 / 1000 * (ms - game_screen.current_ms + self.judge_offset) - 64)
def animation_manager(self, game_screen: GameScreen, animation_list: list):
if len(animation_list) <= 0:
return
for i in range(len(animation_list)-1, -1, -1):
animation = animation_list[i]
animation.update(game_screen.current_ms)
if animation.is_finished:
animation_list.pop(i)
def bar_manager(self, game_screen: GameScreen):
#Add bar to current_bars list if it is ready to be shown on screen
if len(self.draw_bar_list) > 0 and game_screen.current_ms > self.draw_bar_list[0]['load_ms']:
self.current_bars.append(self.draw_bar_list.popleft())
#If a bar is off screen, remove it
if len(self.current_bars) == 0:
return
for i in range(len(self.current_bars)-1, -1, -1):
bar_ms, pixels_per_frame = self.current_bars[i]['ms'], self.current_bars[i]['ppf']
position = self.get_position(game_screen, bar_ms, pixels_per_frame)
if position < game_screen.judge_x + 650:
self.current_bars.pop(i)
def play_note_manager(self, game_screen: GameScreen):
#Add note to current_notes list if it is ready to be shown on screen
if len(self.play_note_list) > 0 and game_screen.current_ms + 1000 >= self.play_note_list[0]['load_ms']:
self.current_notes.append(self.play_note_list.popleft())
if len(self.play_note_list) > 0 and self.play_note_list[0]['note'] == '8':
self.current_notes.append(self.play_note_list.popleft())
#if a note was not hit within the window, remove it
if len(self.current_notes) == 0:
return
note = self.current_notes[0]
if note['ms'] + self.timing_bad < game_screen.current_ms:
if note['note'] in {'1', '2', '3', '4'}:
self.combo = 0
self.bad_count += 1
self.current_notes.popleft()
elif (note['ms'] <= game_screen.current_ms):
if note['note'] == '5':
self.is_drumroll = True
self.drumroll_big = 0
elif note['note'] == '6':
self.is_drumroll = True
self.drumroll_big = 2
elif note['note'] == '7':
self.is_balloon = True
elif note['note'] == '8' and (self.is_drumroll or self.is_balloon):
self.is_drumroll = False
self.is_balloon = False
def draw_note_manager(self, game_screen: GameScreen):
if len(self.draw_note_list) > 0 and game_screen.current_ms + 1000 >= self.draw_note_list[0]['load_ms']:
if self.draw_note_list[0]['note'] in {'5', '6', '7'}:
while self.draw_note_list[0]['note'] != '8':
bisect.insort_left(self.current_notes_draw, self.draw_note_list.popleft(), key=lambda x: x['index'])
bisect.insort_left(self.current_notes_draw, self.draw_note_list.popleft(), key=lambda x: x['index'])
else:
bisect.insort_left(self.current_notes_draw, self.draw_note_list.popleft(), key=lambda x: x['index'])
#If a note is off screen, remove it
if len(self.current_notes_draw) == 0:
return
if self.current_notes_draw[0]['note'] in {'5', '6', '8'} and 255 > self.current_notes_draw[0]['color'] > 0:
self.current_notes_draw[0]['color'] += 1
note = self.current_notes_draw[0]
if note['note'] in {'5', '6', '7'} and len(self.current_notes_draw) > 1:
note = self.current_notes_draw[1]
position = self.get_position(game_screen, note['ms'], note['ppf'])
if position < game_screen.judge_x + 650:
if note['note'] == '8':
self.current_notes_draw.pop(0)
self.current_notes_draw.pop(0)
def note_manager(self, game_screen: GameScreen):
self.bar_manager(game_screen)
self.play_note_manager(game_screen)
self.draw_note_manager(game_screen)
def note_correct(self, game_screen: GameScreen, note: dict):
index = note['index']
if note['note'] == '8':
note_type = game_screen.note_type_dict['3']
else:
note_type = game_screen.note_type_dict[note['note']]
self.combo += 1
if self.combo > self.max_combo:
self.max_combo = self.combo
self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number))
self.current_notes.popleft()
if note in self.current_notes_draw:
index = self.current_notes_draw.index(note)
self.current_notes_draw.pop(index)
def check_drumroll(self, game_screen: GameScreen, drum_type: str):
note_type = game_screen.note_type_dict[str(int(drum_type)+self.drumroll_big)]
self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number))
self.curr_drumroll_count += 1
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
color = max(0, 255 - (self.curr_drumroll_count * 10))
self.current_notes_draw[0]['color'] = color
def check_balloon(self, game_screen: GameScreen, drum_type: str):
current_note = self.current_notes[0]
if current_note['note'] == '7':
current_note = self.current_notes[1]
if len(self.balloon_list) < 1:
self.balloon_list.append(BalloonAnimation(game_screen.current_ms, current_note['balloon']))
self.curr_balloon_count += 1
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
self.current_notes_draw[0]['popped'] = False
if self.curr_balloon_count == current_note['balloon']:
self.is_balloon = False
self.current_notes_draw[0]['popped'] = True
audio.play_sound(game_screen.sound_balloon_pop)
self.note_correct(game_screen, self.current_notes[0])
if len(self.current_notes) > 1 and self.current_notes[0]['note'] == '8':
self.note_correct(game_screen, self.current_notes[0])
def check_note(self, game_screen: GameScreen, drum_type: str):
if self.is_drumroll:
self.check_drumroll(game_screen, drum_type)
elif self.is_balloon and drum_type == '1':
self.check_balloon(game_screen, drum_type)
elif len(self.current_notes) != 0:
self.curr_drumroll_count = 0
self.curr_balloon_count = 0
current_note = next(
(note for note in self.current_notes if note['note'] not in {'5', '6', '7', '8'}),
None # Default if no matching note is found
)
if current_note is None:
return
note_type = current_note['note']
note_ms = current_note['ms']
#If the wrong key was hit, stop checking
if drum_type == '1' and note_type not in {'1', '3'}:
return
if drum_type == '2' and note_type not in {'2', '4'}:
return
#If the note is too far away, stop checking
if game_screen.current_ms > (note_ms + self.timing_bad):
return
if note_type in ('3','4'):
big = True
else:
big = False
if (note_ms - self.timing_good) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_good) + self.judge_offset:
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'GOOD', big))
self.draw_effect_list.pop()
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'GOOD'))
self.good_count += 1
self.score += self.base_score
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, self.base_score))
self.note_correct(game_screen, current_note)
elif (note_ms - self.timing_ok) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_ok) + self.judge_offset:
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'OK', big))
self.ok_count += 1
self.score += 10 * math.floor(self.base_score / 2 / 10)
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 10 * math.floor(self.base_score / 2 / 10)))
self.note_correct(game_screen, current_note)
elif (note_ms - self.timing_bad) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_bad) + self.judge_offset:
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'BAD', big))
self.bad_count += 1
self.combo = 0
self.current_notes.popleft()
def drumroll_counter_manager(self, game_screen: GameScreen):
if self.is_drumroll and self.curr_drumroll_count > 0:
if len(self.drumroll_counter) == 0 or self.drumroll_counter[-1].is_finished:
self.drumroll_counter.append(DrumrollCounter(game_screen.current_ms))
if len(self.drumroll_counter) <= 0:
return
if self.drumroll_counter[0].is_finished and not self.is_drumroll:
self.drumroll_counter.pop(0)
else:
self.drumroll_counter[0].update(game_screen, game_screen.current_ms, self.curr_drumroll_count)
def balloon_animation_manager(self, game_screen: GameScreen):
if len(self.balloon_list) <= 0:
return
if self.balloon_list[0].is_finished:
self.balloon_list.pop(0)
else:
if self.is_balloon:
self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, False)
else:
self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, True)
def key_manager(self, game_screen: GameScreen):
left_kats = get_config()["keybinds"]["left_kat"]
left_dons = get_config()["keybinds"]["left_don"]
right_dons = get_config()["keybinds"]["right_don"]
right_kats = get_config()["keybinds"]["right_kat"]
for left_don in left_dons:
if ray.is_key_pressed(ord(left_don)):
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON'))
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'L'))
audio.play_sound(game_screen.sound_don)
self.check_note(game_screen, '1')
self.input_log[game_screen.current_ms] = 'DON'
for right_don in right_dons:
if ray.is_key_pressed(ord(right_don)):
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON'))
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'R'))
audio.play_sound(game_screen.sound_don)
self.check_note(game_screen, '1')
self.input_log[game_screen.current_ms] = 'DON'
for left_kat in left_kats:
if ray.is_key_pressed(ord(left_kat)):
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT'))
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'L'))
audio.play_sound(game_screen.sound_kat)
self.check_note(game_screen, '2')
self.input_log[game_screen.current_ms] = 'KAT'
for right_kat in right_kats:
if ray.is_key_pressed(ord(right_kat)):
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT'))
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'R'))
audio.play_sound(game_screen.sound_kat)
self.check_note(game_screen, '2')
self.input_log[game_screen.current_ms] = 'KAT'
def update(self, game_screen: GameScreen):
self.note_manager(game_screen)
self.combo_display.update(game_screen, game_screen.current_ms, self.combo)
self.drumroll_counter_manager(game_screen)
self.balloon_animation_manager(game_screen)
self.animation_manager(game_screen, self.draw_judge_list)
self.animation_manager(game_screen, self.draw_effect_list)
self.animation_manager(game_screen, self.draw_drum_hit_list)
self.animation_manager(game_screen, self.draw_arc_list)
self.animation_manager(game_screen, self.base_score_list)
self.song_info.update(game_screen.current_ms)
self.score_counter.update(game_screen.current_ms, self.score)
self.key_manager(game_screen)
def draw_animation_list(self, game_screen: GameScreen, animation_list: list):
for animation in animation_list:
animation.draw(game_screen)
def draw_drumroll(self, game_screen: GameScreen, big: bool, position: int, index: int, color: int):
drumroll_start_position = position
i = 1
while self.current_notes_draw[index+i]['note'] != '8':
i += 1
tail = self.current_notes_draw[index+i]
if big:
drumroll_body = 'dai_drumroll_body'
drumroll_tail = 'dai_drumroll_tail'
else:
drumroll_body = 'drumroll_body'
drumroll_tail = 'drumroll_tail'
drumroll_end_position = self.get_position(game_screen, tail['load_ms'], tail['ppf'])
length = (drumroll_end_position - drumroll_start_position - 50)
self.draw_note(game_screen, drumroll_body, (drumroll_start_position+64), color, 8, drumroll_length=length)
self.draw_note(game_screen, drumroll_tail, drumroll_end_position, color, 10, drumroll_length=None)
def draw_balloon(self, game_screen: GameScreen, note: dict, position: int, index: int):
if self.current_notes_draw[0].get('popped', None):
return
i = 1
while self.current_notes_draw[index+i]['note'] != '8':
i += 1
end_time = self.current_notes_draw[index+i]
end_time_position = self.get_position(game_screen, end_time['load_ms'], end_time['ppf'])
if game_screen.current_ms >= end_time['ms']:
position = end_time_position
elif game_screen.current_ms >= note['ms']:
position = 349
self.draw_note(game_screen, '7', position, 255, 9)
def draw_note(self, game_screen: GameScreen, note: str, position: int, color: int, se_note: int | None, drumroll_length: int | None=None):
note_padding = 64
if note == 'barline':
y = 184
ray.draw_texture(game_screen.textures['lane_syousetsu'][0], position+note_padding-4, y+6, ray.WHITE)
return
if note not in game_screen.note_type_dict:
return
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
if self.combo >= 50:
current_eighth = int((game_screen.current_ms - game_screen.start_ms) // eighth_in_ms)
else:
current_eighth = 0
if note in {'5', '6', 'drumroll_tail', 'dai_drumroll_tail', 'drumroll_body', 'dai_drumroll_body'}:
draw_color = color
else:
draw_color = 255
if note == '7':
offset = 12
balloon = True
else:
offset = 0
balloon = False
if drumroll_length is None:
drumroll_length = game_screen.note_type_dict[note][0].width
source_rect = ray.Rectangle(0,0,game_screen.note_type_dict[note][0].width,game_screen.note_type_dict[note][0].height)
dest_rect = ray.Rectangle(position-offset, 192, drumroll_length,game_screen.note_type_dict['1'][0].height)
ray.draw_texture_pro(game_screen.note_type_dict[note][current_eighth % 2], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.Color(255, draw_color, draw_color, 255))
if balloon:
ray.draw_texture(game_screen.note_type_dict['balloon_tail'][current_eighth % 2], position-offset+128, 192, ray.Color(255, draw_color, draw_color, 255))
if se_note is not None:
if drumroll_length == game_screen.note_type_dict[note][0].width:
drumroll_length = game_screen.texture_se_moji[se_note].width
offset = 0
else:
offset = 30
source_rect = ray.Rectangle(0,0,game_screen.texture_se_moji[se_note].width,game_screen.texture_se_moji[se_note].height)
dest_rect = ray.Rectangle(position-offset - (game_screen.texture_se_moji[se_note].width // 2) + 64, 323, drumroll_length,game_screen.texture_se_moji[se_note].height)
ray.draw_texture_pro(game_screen.texture_se_moji[se_note], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
def draw_bars(self, game_screen: GameScreen):
if len(self.current_bars) <= 0:
return
for i in range(len(self.current_bars)-1, -1, -1):
bar = self.current_bars[i]
load_ms, pixels_per_frame = bar['load_ms'], bar['ppf']
position = self.get_position(game_screen, load_ms, pixels_per_frame)
self.draw_note(game_screen, 'barline', position, 255, None)
def draw_notes(self, game_screen: GameScreen):
if len(self.current_notes_draw) <= 0:
return
for i in range(len(self.current_notes_draw)-1, -1, -1):
note = self.current_notes_draw[i]
note_type, load_ms, pixels_per_frame = note['note'], note['load_ms'], note['ppf']
position = self.get_position(game_screen, load_ms, pixels_per_frame)
if 'popped' in note:
continue
if note_type == '5':
self.draw_drumroll(game_screen, False, position, i, note['color'])
elif note_type == '6':
self.draw_drumroll(game_screen, True, position, i, note['color'])
if note_type == '7':
self.draw_balloon(game_screen, note, position, i)
else:
self.draw_note(game_screen, note_type, position, 255, note['se_note'])
#ray.draw_text(str(i), position+64, 192, 25, ray.GREEN)
def draw_gauge(self, game_screen: GameScreen):
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][0], 327, 128, ray.WHITE)
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][1], 483, 124, ray.WHITE)
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][10], 483, 124, ray.fade(ray.WHITE, 0.15))
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][11], 1038, 141, ray.WHITE)
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][12], 1187, 130, ray.WHITE)
def draw(self, game_screen: GameScreen):
ray.draw_texture(game_screen.textures['lane'][0], 332, 184, ray.WHITE)
self.draw_gauge(game_screen)
self.draw_animation_list(game_screen, self.draw_effect_list)
ray.draw_texture(game_screen.textures['lane_hit'][17], 342, 184, ray.WHITE)
self.draw_animation_list(game_screen, self.draw_judge_list)
self.draw_bars(game_screen)
self.draw_notes(game_screen)
ray.draw_texture(game_screen.textures['lane_obi'][0], 0, 184, ray.WHITE)
ray.draw_texture(game_screen.texture_drum, 211, 206, ray.WHITE)
self.draw_animation_list(game_screen, self.draw_drum_hit_list)
self.combo_display.draw(game_screen)
ray.draw_texture(game_screen.textures['lane_obi'][3], 0, 184, ray.WHITE)
ray.draw_texture(game_screen.textures['lane_obi'][19], 0, 225, ray.WHITE)
ray.draw_texture(game_screen.texture_difficulty[self.difficulty], 50, 222, ray.WHITE)
self.song_info.draw(game_screen)
self.draw_animation_list(game_screen, self.drumroll_counter)
self.draw_animation_list(game_screen, self.draw_arc_list)
self.draw_animation_list(game_screen, self.balloon_list)
self.score_counter.draw(game_screen)
self.draw_animation_list(game_screen, self.base_score_list)
class Judgement:
def __init__(self, current_ms: float, type: str, big: bool):
self.type = type
self.big = big
self.is_finished = False
self.fade_animation_1 = Animation(current_ms, 132, 'fade')
self.fade_animation_1.params['initial_opacity'] = 0.5
self.fade_animation_1.params['delay'] = 100
self.fade_animation_2 = Animation(current_ms, 316 - 233.3, 'fade')
self.fade_animation_2.params['delay'] = 233.3
self.move_animation = Animation(current_ms, 83, 'move')
self.move_animation.params['total_distance'] = 15
self.move_animation.params['start_position'] = 144
self.texture_animation = Animation(current_ms, 100, 'texture_change')
self.texture_animation.params['textures'] = [(33, 50, 1), (50, 83, 2), (83, 100, 3), (100, float('inf'), 4)]
def update(self, current_ms: float):
self.fade_animation_1.update(current_ms)
self.fade_animation_2.update(current_ms)
self.move_animation.update(current_ms)
self.texture_animation.update(current_ms)
if self.fade_animation_2.is_finished:
self.is_finished = True
def draw(self, game_screen: GameScreen):
y = self.move_animation.attribute
index = int(self.texture_animation.attribute)
hit_color = ray.fade(ray.WHITE, self.fade_animation_1.attribute)
color = ray.fade(ray.WHITE, self.fade_animation_2.attribute)
if self.type == 'GOOD':
if self.big:
ray.draw_texture(game_screen.textures['lane_hit'][21], 342, 184, color)
ray.draw_texture(game_screen.texture_good_hit_effect_big[index], 304, 143, hit_color)
else:
ray.draw_texture(game_screen.textures['lane_hit'][19], 342, 184, color)
ray.draw_texture(game_screen.texture_good_hit_effect[index], 304, 143, hit_color)
ray.draw_texture(game_screen.texture_good, 370, int(y), color)
elif self.type == 'OK':
if self.big:
ray.draw_texture(game_screen.texture_ok_hit_center_big, 342, 184, color)
ray.draw_texture(game_screen.texture_ok_hit_effect_big[index], 304, 143, hit_color)
else:
ray.draw_texture(game_screen.texture_ok_hit_center, 342, 184, color)
ray.draw_texture(game_screen.texture_ok_hit_effect[index], 304, 143, hit_color)
ray.draw_texture(game_screen.texture_ok, 370, int(y), color)
elif self.type == 'BAD':
ray.draw_texture(game_screen.textures['lane_hit_effect'][10], 370, int(y), color)
class LaneHitEffect:
def __init__(self, current_ms: float, type: str):
self.type = type
self.color = ray.fade(ray.WHITE, 0.5)
self.animation = Animation(current_ms, 150, 'fade')
self.animation.params['delay'] = 83
self.animation.params['initial_opacity'] = 0.5
self.is_finished = False
def update(self, current_ms: float):
self.animation.update(current_ms)
fade_opacity = self.animation.attribute
self.color = ray.fade(ray.WHITE, fade_opacity)
if self.animation.is_finished:
self.is_finished = True
def draw(self, game_screen: GameScreen):
if self.type == 'GOOD':
ray.draw_texture(game_screen.textures['lane_hit'][7], 328, 192, self.color)
elif self.type == 'DON':
ray.draw_texture(game_screen.textures['lane_hit'][5], 328, 192, self.color)
elif self.type == 'KAT':
ray.draw_texture(game_screen.textures['lane_hit'][6], 328, 192, self.color)
class DrumHitEffect:
def __init__(self, current_ms: float, type: str, side: str):
self.type = type
self.side = side
self.color = ray.fade(ray.WHITE, 1)
self.is_finished = False
self.animation = Animation(current_ms, 100, 'fade')
self.animation.params['delay'] = 67
def update(self, current_ms: float):
self.animation.update(current_ms)
fade_opacity = self.animation.attribute
self.color = ray.fade(ray.WHITE, fade_opacity)
if self.animation.is_finished:
self.is_finished = True
def draw(self, game_screen):
x, y = 211, 206
if self.type == 'DON':
if self.side == 'L':
ray.draw_texture(game_screen.textures['lane_obi'][16], x, y, self.color)
elif self.side == 'R':
ray.draw_texture(game_screen.textures['lane_obi'][15], x, y, self.color)
elif self.type == 'KAT':
if self.side == 'L':
ray.draw_texture(game_screen.textures['lane_obi'][18], x, y, self.color)
elif self.side == 'R':
ray.draw_texture(game_screen.textures['lane_obi'][17], x, y, self.color)
class NoteArc:
def __init__(self, note_type: list, current_ms: float, player_number: int):
self.note_type = note_type
self.arc_points = 25
self.create_ms = current_ms
self.player_number = player_number
self.x_i = 414 - 64
self.y_i = 168
self.is_finished = False
def update(self, current_ms: float):
if self.x_i >= 1150:
self.is_finished = True
radius = 414
#Start at 180 degrees, end at 0
theta_start = 3.14
if self.player_number == 1:
theta_end = 2 * 3.14
#center of circle that does not exist
center_x, center_y = 785, 168
else:
theta_end = 0
center_x, center_y = 785, 468
ms_since_call = (current_ms - self.create_ms) / 16.67
if ms_since_call < 0:
ms_since_call = 0
if ms_since_call > self.arc_points:
ms_since_call = self.arc_points
angle_change = (theta_end - theta_start) / self.arc_points
theta_i = theta_start + ms_since_call * angle_change
self.x_i = center_x + radius * math.cos(theta_i)
self.y_i = center_y + radius * 0.5 * math.sin(theta_i)
def draw(self, game_screen):
if self.note_type is None:
return
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
current_eighth = int(game_screen.current_ms // eighth_in_ms)
ray.draw_texture(self.note_type[current_eighth % 2], int(self.x_i), int(self.y_i), ray.WHITE)
class DrumrollCounter:
def __init__(self, current_ms: float):
self.create_ms = current_ms
self.is_finished = False
self.total_duration = 1349
self.drumroll_count = 0
self.fade_animation = Animation(current_ms, 166, 'fade')
self.fade_animation.params['delay'] = self.total_duration - 166
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
def update_count(self, current_ms: float, count: int, elapsed_time: float):
self.total_duration = elapsed_time + 1349
if self.drumroll_count != count:
self.drumroll_count = count
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
def update(self, game_screen: GameScreen, current_ms: float, drumroll_count: int):
self.stretch_animation.update(current_ms)
self.fade_animation.update(current_ms)
elapsed_time = current_ms - self.create_ms
if drumroll_count != 0:
self.update_count(current_ms, drumroll_count, elapsed_time)
if self.fade_animation.is_finished:
self.is_finished = True
def draw(self, game_screen: GameScreen):
color = ray.fade(ray.WHITE, self.fade_animation.attribute)
ray.draw_texture(game_screen.textures['renda_num'][0], 200, 0, color)
counter = str(self.drumroll_count)
total_width = len(counter) * 52
start_x = 344 - (total_width // 2)
source_rect = ray.Rectangle(0, 0, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height)
for i in range(len(counter)):
dest_rect = ray.Rectangle(start_x + (i * 52), 50 - self.stretch_animation.attribute, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height + self.stretch_animation.attribute)
ray.draw_texture_pro(game_screen.textures['action_fusen_1p'][int(counter[i])+1], source_rect, dest_rect, ray.Vector2(0,0), 0, color)
class BalloonAnimation:
def __init__(self, current_ms: float, balloon_total: int):
self.create_ms = current_ms
self.is_finished = False
self.total_duration = 83.33
self.color = ray.fade(ray.WHITE, 1.0)
self.balloon_count = 0
self.balloon_total = balloon_total
self.is_popped = False
self.fade_animation = Animation(current_ms, 166, 'fade')
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
def update_count(self, current_ms: float, balloon_count: int):
if self.balloon_count != balloon_count:
self.balloon_count = balloon_count
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
def update(self, game_screen: GameScreen, current_ms: float, balloon_count: int, is_popped: bool):
self.update_count(current_ms, balloon_count)
self.stretch_animation.update(current_ms)
self.is_popped = is_popped
elapsed_time = current_ms - self.create_ms
if self.is_popped:
self.fade_animation.update(current_ms)
self.color = ray.fade(ray.WHITE, self.fade_animation.attribute)
else:
self.total_duration = elapsed_time + 166
self.fade_animation.params['delay'] = self.total_duration - 166
if self.fade_animation.is_finished:
self.is_finished = True
def draw(self, game_screen: GameScreen):
if self.is_popped:
ray.draw_texture(game_screen.textures['action_fusen_1p'][18], 460, 130, self.color)
elif self.balloon_count >= 1:
balloon_index = (self.balloon_count - 1) * 7 // self.balloon_total + 11
ray.draw_texture(game_screen.textures['action_fusen_1p'][balloon_index], 460, 130, self.color)
if self.balloon_count > 0:
ray.draw_texture(game_screen.textures['action_fusen_1p'][0], 414, 40, ray.WHITE)
counter = str(self.balloon_total - self.balloon_count + 1)
x, y = 493, 68
margin = 52
total_width = len(counter) * margin
start_x = x - (total_width // 2)
source_rect = ray.Rectangle(0, 0, game_screen.textures['action_fusen_1p'][1].width, game_screen.textures['action_fusen_1p'][1].height)
for i in range(len(counter)):
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.textures['action_fusen_1p'][1].width, game_screen.textures['action_fusen_1p'][1].height + self.stretch_animation.attribute)
ray.draw_texture_pro(game_screen.textures['action_fusen_1p'][int(counter[i])+1], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)
class Combo:
def __init__(self, combo: int, current_ms: float):
self.combo = combo
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
self.color = [ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1)]
self.glimmer_dict = {0: 0, 1: 0, 2: 0}
self.total_time = 250
self.cycle_time = self.total_time * 2
self.start_times = [
current_ms,
current_ms + (2 / 3) * self.cycle_time,
current_ms + (4 / 3) * self.cycle_time
]
def update_count(self, current_ms: float, combo: int):
if self.combo != combo:
self.combo = combo
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
def update(self, game_screen: GameScreen, current_ms: float, combo: int):
self.update_count(current_ms, combo)
self.stretch_animation.update(current_ms)
for i in range(3):
elapsed_time = current_ms - self.start_times[i]
if elapsed_time > self.cycle_time:
cycles_completed = elapsed_time // self.cycle_time
self.start_times[i] += cycles_completed * self.cycle_time
elapsed_time = current_ms - self.start_times[i]
if elapsed_time <= self.total_time:
self.glimmer_dict[i] = -int(elapsed_time // 16.67)
fade_start_time = self.total_time - 164
if elapsed_time >= fade_start_time:
fade = 1 - (elapsed_time - fade_start_time) / 164
else:
fade = 1
else:
self.glimmer_dict[i] = 0
fade = 0
self.color[i] = ray.fade(ray.WHITE, fade)
def draw(self, game_screen: GameScreen):
if self.combo < 3:
return
if self.combo < 100:
text_color = 0
margin = 30
else:
text_color = 1
margin = 35
ray.draw_texture(game_screen.texture_combo_text[text_color], 234, 265, ray.WHITE)
counter = str(self.combo)
total_width = len(counter) * margin
x, y = 262, 220
start_x = x - (total_width // 2)
source_rect = ray.Rectangle(0, 0, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height)
for i in range(len(counter)):
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height + self.stretch_animation.attribute)
ray.draw_texture_pro(game_screen.texture_combo_numbers[int(counter[i]) + (text_color*10)], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
glimmer_positions = [(225, 210), (200, 230), (250, 230)]
if self.combo >= 100:
for j, (x, y) in enumerate(glimmer_positions):
for i in range(3):
ray.draw_texture(game_screen.texture_combo_glimmer, x + (i * 30), y + self.glimmer_dict[j], self.color[j])
class ScoreCounter:
def __init__(self, score: int, current_ms: float):
self.score = score
self.create_ms = current_ms
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
def update_count(self, current_ms: float, score: int):
if self.score != score:
self.score = score
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
def update(self, current_ms: float, score: int):
self.update_count(current_ms, score)
if self.score > 0:
self.stretch_animation.update(current_ms)
def draw(self, game_screen: GameScreen):
counter = str(self.score)
x, y = 150, 185
margin = 20
total_width = len(counter) * margin
start_x = x - total_width
source_rect = ray.Rectangle(0, 0, game_screen.texture_score_numbers[0].width, game_screen.texture_score_numbers[0].height)
for i in range(len(counter)):
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_score_numbers[0].width, game_screen.texture_score_numbers[0].height + self.stretch_animation.attribute)
ray.draw_texture_pro(game_screen.texture_score_numbers[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
class ScoreCounterAnimation:
def __init__(self, current_ms: float, counter: int):
self.counter = counter
self.fade_animation_1 = Animation(current_ms, 50, 'fade')
self.fade_animation_1.params['initial_opacity'] = 0.0
self.fade_animation_1.params['final_opacity'] = 1.0
self.move_animation_1 = Animation(current_ms, 80, 'move')
self.move_animation_1.params['total_distance'] = -20
self.move_animation_1.params['start_position'] = 175
self.fade_animation_2 = Animation(current_ms, 80, 'fade')
self.fade_animation_2.params['delay'] = 366.74
self.move_animation_2 = Animation(current_ms, 66, 'move')
self.move_animation_2.params['total_distance'] = 5
self.move_animation_2.params['start_position'] = 145
self.move_animation_2.params['delay'] = 80
self.move_animation_3 = Animation(current_ms, 66, 'move')
self.move_animation_3.params['delay'] = 279.36
self.move_animation_3.params['total_distance'] = -2
self.move_animation_3.params['start_position'] = 146
self.move_animation_4 = Animation(current_ms, 80, 'move')
self.move_animation_4.params['delay'] = 366.74
self.move_animation_4.params['total_distance'] = 10
self.move_animation_4.params['start_position'] = 148
self.color = ray.fade(ray.Color(254, 102, 0, 255), 1.0)
self.is_finished = False
self.y_pos_list = []
def update(self, current_ms: float):
self.fade_animation_1.update(current_ms)
self.move_animation_1.update(current_ms)
self.move_animation_2.update(current_ms)
self.move_animation_3.update(current_ms)
self.move_animation_4.update(current_ms)
self.fade_animation_2.update(current_ms)
if self.fade_animation_1.is_finished:
self.color = ray.fade(ray.Color(254, 102, 0, 255), self.fade_animation_2.attribute)
else:
self.color = ray.fade(ray.Color(254, 102, 0, 255), self.fade_animation_1.attribute)
if self.fade_animation_2.is_finished:
self.is_finished = True
self.y_pos_list = []
for i in range(1, len(str(self.counter))+1):
self.y_pos_list.append(self.move_animation_4.attribute + i*5)
def draw(self, game_screen: GameScreen):
if self.move_animation_1.is_finished:
x = self.move_animation_2.attribute
else:
x = self.move_animation_1.attribute
if x == 0:
return
counter = str(self.counter)
margin = 20
total_width = len(counter) * margin
start_x = x - total_width
source_rect = ray.Rectangle(0, 0, game_screen.textures['score_add_1p'][0].width, game_screen.textures['score_add_1p'][0].height)
for i in range(len(counter)):
if self.move_animation_3.is_finished:
y = self.y_pos_list[i]
elif self.move_animation_2.is_finished:
y = self.move_animation_3.attribute
else:
y = 148
dest_rect = ray.Rectangle(start_x + (i * margin), y, game_screen.textures['score_add_1p'][0].width, game_screen.textures['score_add_1p'][0].height)
ray.draw_texture_pro(game_screen.textures['score_add_1p'][int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)
class SongInfo:
def __init__(self, current_ms: float, song_name: str, genre: str):
self.fade_in = Animation(current_ms, 366, 'fade')
self.fade_in.params['initial_opacity'] = 0.0
self.fade_in.params['final_opacity'] = 1.0
self.fade_out = Animation(current_ms, 366, 'fade')
self.fade_out.params['initial_opacity'] = 1.0
self.fade_out.params['final_opacity'] = 0.0
self.fade_out.params['delay'] = 1666 + self.fade_in.duration
self.is_finished = False
self.song_num_fade = ray.WHITE
self.song_name_fade = ray.WHITE
codepoint_count = ray.ffi.new('int *', 0)
codepoints_no_dup = set()
codepoints_no_dup.update(song_name)
codepoints = ray.load_codepoints(''.join(codepoints_no_dup), codepoint_count)
self.font = ray.load_font_ex('Graphics\\Modified-DFPKanteiryu-XB.ttf', 32, codepoints, 0)
self.song_title = OutlinedText(self.font, song_name, 40, ray.WHITE, ray.BLACK, outline_thickness=5)
def update(self, current_ms: float):
self.fade_in.update(current_ms)
self.fade_out.update(current_ms)
self.song_num_fade = ray.fade(ray.WHITE, self.fade_in.attribute)
self.song_name_fade = ray.fade(ray.WHITE, 1 - self.fade_in.attribute)
if self.fade_in.is_finished:
self.song_num_fade = ray.fade(ray.WHITE, self.fade_out.attribute)
self.song_name_fade = ray.fade(ray.WHITE, 1 - self.fade_out.attribute)
if self.fade_out.is_finished:
self.fade_in.start_ms = current_ms + 1666
self.fade_out.start_ms = current_ms + 1666
self.fade_in.is_finished = False
self.fade_out.is_finished = False
def draw(self, game_screen: GameScreen):
ray.draw_texture(game_screen.textures['song_info'][(global_data.songs_played % 4) + 8], 1132, 25, self.song_num_fade)
self.song_title.draw(1252 - self.song_title.texture.width, int(50 - self.song_title.texture.height / 2), self.song_name_fade)