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https://github.com/Yonokid/PyTaiko.git
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456 lines
22 KiB
Python
456 lines
22 KiB
Python
import copy
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from typing import Optional, override
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import pyray as ray
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import logging
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from libs.animation import Animation
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from libs.audio import audio
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from libs.background import Background
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from libs.file_navigator import Exam
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from libs.global_data import DanResultExam, DanResultSong, PlayerNum, global_data
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from libs.global_objects import AllNetIcon
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from libs.tja import TJAParser
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from libs.transition import Transition
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from libs.utils import OutlinedText, get_current_ms
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from libs.texture import tex
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from scenes.game import ClearAnimation, FCAnimation, FailAnimation, GameScreen, Gauge, ResultTransition, SongInfo
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logger = logging.getLogger(__name__)
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class DanGameScreen(GameScreen):
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JUDGE_X = 414
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@override
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def on_screen_start(self):
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self.mask_shader = ray.load_shader("shader/dummy.vs", "shader/mask.fs")
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self.current_ms = 0
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self.end_ms = 0
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self.start_delay = 4000
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self.song_started = False
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self.song_music = None
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self.song_index = 0
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tex.unload_textures()
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tex.load_screen_textures('game')
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audio.load_screen_sounds('game')
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if global_data.config["general"]["nijiiro_notes"]:
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# drop original
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if "notes" in tex.textures:
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del tex.textures["notes"]
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# load nijiiro, rename "notes"
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# to leave hardcoded 'notes' in calls below
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tex.load_zip("game", "notes_nijiiro")
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tex.textures["notes"] = tex.textures.pop("notes_nijiiro")
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logger.info("Loaded nijiiro notes textures")
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ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture0"), tex.textures['balloon']['rainbow_mask'].texture)
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ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture1"), tex.textures['balloon']['rainbow'].texture)
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self.hori_name = OutlinedText(global_data.session_data[global_data.player_num].song_title, tex.skin_config["dan_title"].font_size, ray.WHITE)
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self.init_dan()
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self.background = Background(global_data.player_num, self.bpm, scene_preset='DAN')
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self.transition = Transition('', '', is_second=True)
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self.transition.start()
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self.dan_transition = DanTransition()
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self.dan_transition.start()
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self.allnet_indicator = AllNetIcon()
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self.result_transition = ResultTransition(PlayerNum.DAN)
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self.load_hitsounds()
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def init_dan(self):
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session_data = global_data.session_data[global_data.player_num]
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songs = copy.deepcopy(session_data.selected_dan)
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self.exams = copy.deepcopy(session_data.selected_dan_exam)
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self.total_notes = 0
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for song, genre_index, difficulty, level in songs:
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notes, branch_m, branch_e, branch_n = song.notes_to_position(difficulty)
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self.total_notes += sum(1 for note in notes.play_notes if note.type < 5)
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for branch in branch_m:
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self.total_notes += sum(1 for note in branch.play_notes if note.type < 5)
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for branch in branch_e:
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self.total_notes += sum(1 for note in branch.play_notes if note.type < 5)
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for branch in branch_n:
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self.total_notes += sum(1 for note in branch.play_notes if note.type < 5)
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song, genre_index, difficulty, level = songs[self.song_index]
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session_data.selected_difficulty = difficulty
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self.init_tja(song.file_path)
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self.color = session_data.dan_color
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self.player_1.is_dan = True
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self.player_1.gauge = DanGauge(global_data.player_num, self.total_notes)
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self.song_info = SongInfo(song.metadata.title.get(global_data.config["general"]["language"], "en"), genre_index)
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self.bpm = self.tja.metadata.bpm
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logger.info(f"TJA initialized for song: {song.file_path}")
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self.dan_info_cache = None
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self.exam_failed = [False] * len(self.exams)
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def change_song(self):
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session_data = global_data.session_data[global_data.player_num]
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songs = session_data.selected_dan
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song, genre_index, difficulty, level = songs[self.song_index]
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session_data.selected_difficulty = difficulty
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self.player_1.difficulty = difficulty
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self.tja = TJAParser(song.file_path, start_delay=self.start_delay)
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if self.song_music is not None:
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audio.unload_music_stream(self.song_music)
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self.song_music = None
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self.song_started = False
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if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
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self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
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self.player_1.tja = self.tja
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self.player_1.reset_chart()
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self.dan_transition.start()
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self.song_info = SongInfo(self.tja.metadata.title.get(global_data.config["general"]["language"], "en"), genre_index)
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self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
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def _calculate_dan_info(self):
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"""Calculate all dan info data for drawing"""
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remaining_notes = self.total_notes - self.player_1.good_count - self.player_1.ok_count - self.player_1.bad_count
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exam_data = []
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for exam in self.exams:
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progress_value = self._get_exam_progress(exam)
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progress = progress_value / exam.red
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if exam.range == 'less':
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progress = 1 - progress
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counter_value = max(0, exam.red - progress_value)
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elif exam.range == 'more':
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counter_value = max(0, progress_value)
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else:
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counter_value = max(0, progress_value)
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# Clamp progress
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progress = max(0, min(progress, 1))
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# Determine progress bar texture
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if progress == 1:
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bar_texture = 'exam_max'
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elif progress >= 0.5:
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bar_texture = 'exam_gold'
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else:
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bar_texture = 'exam_red'
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exam_data.append({
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'exam': exam,
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'progress': progress,
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'bar_texture': bar_texture,
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'counter_value': counter_value,
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'red_value': exam.red
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})
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return {
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'remaining_notes': remaining_notes,
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'exam_data': exam_data
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}
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def _get_exam_progress(self, exam: Exam) -> int:
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"""Get progress value based on exam type"""
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type_mapping = {
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'gauge': (self.player_1.gauge.gauge_length / self.player_1.gauge.gauge_max) * 100,
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'judgeperfect': self.player_1.good_count,
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'judgegood': self.player_1.ok_count + self.player_1.bad_count,
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'judgebad': self.player_1.bad_count,
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'hit': self.player_1.good_count + self.player_1.ok_count + self.player_1.total_drumroll,
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'score': self.player_1.score,
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'combo': self.player_1.max_combo
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}
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return int(type_mapping.get(exam.type, 0))
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@override
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def global_keys(self):
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if ray.is_key_pressed(global_data.config["keys"]["restart_key"]):
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if self.song_music is not None:
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audio.stop_music_stream(self.song_music)
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audio.seek_music_stream(self.song_music, 0)
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self.song_started = False
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audio.play_sound('restart', 'sound')
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self.init_dan()
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if ray.is_key_pressed(global_data.config["keys"]["back_key"]):
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if self.song_music is not None:
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audio.stop_music_stream(self.song_music)
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return self.on_screen_end('DAN_SELECT')
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@override
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def spawn_ending_anims(self):
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if sum(song.bad for song in global_data.session_data[global_data.player_num].dan_result_data.songs) == 0:
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self.player_1.ending_anim = FCAnimation(self.player_1.is_2p)
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if self.player_1.gauge.is_clear and not any(self.exam_failed):
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self.player_1.ending_anim = ClearAnimation(self.player_1.is_2p)
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elif not self.player_1.gauge.is_clear:
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self.player_1.ending_anim = FailAnimation(self.player_1.is_2p)
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@override
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def update(self):
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super(GameScreen, self).update()
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current_time = get_current_ms()
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self.transition.update(current_time)
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self.current_ms = current_time - self.start_ms
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self.dan_transition.update(current_time)
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if self.transition.is_finished and self.dan_transition.is_finished:
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self.start_song(self.current_ms)
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else:
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self.start_ms = current_time - self.tja.metadata.offset*1000
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self.update_background(current_time)
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if self.song_music is not None:
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audio.update_music_stream(self.song_music)
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self.player_1.update(self.current_ms, current_time, self.background)
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self.song_info.update(current_time)
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self.result_transition.update(current_time)
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self.dan_info_cache = self._calculate_dan_info()
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self._check_exam_failures()
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if self.result_transition.is_finished and not audio.is_sound_playing('dan_transition'):
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logger.info("Result transition finished, moving to RESULT screen")
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return self.on_screen_end('DAN_RESULT')
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elif self.current_ms >= self.player_1.end_time + 1000:
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session_data = global_data.session_data[global_data.player_num]
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if len(session_data.selected_dan) > len(session_data.dan_result_data.songs):
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song_info = DanResultSong()
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song_info.song_title = self.song_info.song_name
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song_info.genre_index = session_data.selected_dan[self.song_index][1]
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song_info.selected_difficulty = session_data.selected_dan[self.song_index][2]
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song_info.diff_level = session_data.selected_dan[self.song_index][3]
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prev_good_count = sum(song.good for song in session_data.dan_result_data.songs)
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prev_ok_count = sum(song.ok for song in session_data.dan_result_data.songs)
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prev_bad_count = sum(song.bad for song in session_data.dan_result_data.songs)
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prev_drumroll_count = sum(song.drumroll for song in session_data.dan_result_data.songs)
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song_info.good = self.player_1.good_count - prev_good_count
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song_info.ok = self.player_1.ok_count - prev_ok_count
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song_info.bad = self.player_1.bad_count - prev_bad_count
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song_info.drumroll = self.player_1.total_drumroll - prev_drumroll_count
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session_data.dan_result_data.songs.append(song_info)
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if self.song_index == len(session_data.selected_dan) - 1:
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if self.end_ms != 0:
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if current_time >= self.end_ms + 1000:
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session_data.dan_result_data.dan_color = self.color
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session_data.dan_result_data.dan_title = self.hori_name.text
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session_data.dan_result_data.score = self.player_1.score
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session_data.dan_result_data.gauge_length = self.player_1.gauge.gauge_length
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session_data.dan_result_data.max_combo = self.player_1.max_combo
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session_data.dan_result_data.exams = self.exams
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for i in range(len(self.exams)):
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exam_data = DanResultExam()
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exam_data.bar_texture = self.dan_info_cache["exam_data"][i]["bar_texture"]
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exam_data.counter_value = self.dan_info_cache["exam_data"][i]["counter_value"]
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exam_data.failed = self.exam_failed[i]
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exam_data.progress = self.dan_info_cache["exam_data"][i]["progress"]
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session_data.dan_result_data.exam_data.append(exam_data)
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if self.player_1.ending_anim is None:
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self.spawn_ending_anims()
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if current_time >= self.end_ms + 8533.34:
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if not self.result_transition.is_started:
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self.result_transition.start()
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audio.play_sound('dan_transition', 'voice')
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logger.info("Result transition started and voice played")
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else:
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self.end_ms = current_time
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else:
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self.song_index += 1
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self.dan_transition.start()
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self.change_song()
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return self.global_keys()
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def _check_exam_failures(self):
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for i, exam in enumerate(self.exams):
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progress_value = self._get_exam_progress(exam)
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if self.exam_failed[i]:
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continue
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if exam.range == 'more':
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if progress_value < exam.red and self.end_ms != 0:
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self.exam_failed[i] = True
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audio.play_sound('exam_failed', 'sound')
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logger.info(f"Exam {i} ({exam.type}) failed: {progress_value} < {exam.red}")
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elif exam.range == 'less':
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counter_value = max(0, exam.red - progress_value)
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if counter_value == 0:
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self.exam_failed[i] = True
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audio.play_sound('dan_failed', 'sound')
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logger.info(f"Exam {i} ({exam.type}) failed: counter reached 0")
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def draw_dan_info(self):
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if self.dan_info_cache is None:
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return
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cache = self.dan_info_cache
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# Draw total notes counter
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tex.draw_texture('dan_info', 'total_notes')
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counter = str(cache['remaining_notes'])
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self._draw_counter(counter, margin=tex.skin_config["dan_total_notes_margin"].x, texture='total_notes_counter')
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# Draw exam info
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for i, exam_info in enumerate(cache['exam_data']):
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y_offset = i * tex.skin_config["dan_exam_info"].y
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exam = exam_info['exam']
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tex.draw_texture('dan_info', 'exam_bg', y=y_offset)
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tex.draw_texture('dan_info', 'exam_overlay_1', y=y_offset)
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# Draw progress bar
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tex.draw_texture('dan_info', exam_info['bar_texture'], x2=tex.skin_config["dan_exam_info"].width*exam_info['progress'], y=y_offset)
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# Draw exam type and red value counter
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red_counter = str(exam_info['red_value'])
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self._draw_counter(red_counter, margin=tex.skin_config["dan_score_box_margin"].x, texture='value_counter', index=0, y=y_offset, exam_type=exam.type)
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tex.draw_texture('dan_info', f'exam_{exam.type}', y=y_offset, x=-len(red_counter)*(20 * tex.screen_scale))
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# Draw range indicator
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if exam.range == 'less':
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tex.draw_texture('dan_info', 'exam_less', y=y_offset)
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elif exam.range == 'more':
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tex.draw_texture('dan_info', 'exam_more', y=y_offset)
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# Draw current value counter
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tex.draw_texture('dan_info', 'exam_overlay_2', y=y_offset)
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value_counter = str(exam_info['counter_value'])
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self._draw_counter(value_counter, margin=tex.skin_config["dan_score_box_margin"].x, texture='value_counter', index=1, y=y_offset)
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if exam.type == 'gauge':
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tex.draw_texture('dan_info', 'exam_percent', y=y_offset, index=0)
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tex.draw_texture('dan_info', 'exam_percent', y=y_offset, index=1)
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if self.exam_failed[i]:
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tex.draw_texture('dan_info', 'exam_bg', fade=0.5, y=y_offset)
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tex.draw_texture('dan_info', 'exam_failed', y=y_offset)
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# Draw frame and title
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tex.draw_texture('dan_info', 'frame', frame=self.color)
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if self.hori_name is not None:
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self.hori_name.draw(outline_color=ray.BLACK, x=tex.skin_config["dan_game_hori_name"].x - (self.hori_name.texture.width//2),
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y=tex.skin_config["dan_game_hori_name"].y, x2=min(self.hori_name.texture.width, tex.skin_config["dan_game_hori_name"].width)-self.hori_name.texture.width)
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def _draw_counter(self, counter: str, margin: float, texture: str, index: Optional[int] = None, y: float = 0, exam_type: Optional[str] = None):
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"""Helper to draw digit counters"""
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for j in range(len(counter)):
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kwargs = {'frame': int(counter[j]), 'x': -(len(counter) - j) * margin, 'y': y}
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if index is not None:
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kwargs['index'] = index
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if exam_type == 'gauge':
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# Add space for percentage
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kwargs['x'] = kwargs['x'] - margin
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tex.draw_texture('dan_info', texture, **kwargs)
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@override
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def draw(self):
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self.background.draw()
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self.draw_dan_info()
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self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader, dan_transition=self.dan_transition)
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self.draw_overlay()
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class DanTransition:
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def __init__(self):
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self.move = tex.get_animation(26)
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self.is_finished = False
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def start(self):
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self.move.start()
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self.is_finished = False
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def update(self, current_time):
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self.move.update(current_time)
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self.is_finished = self.move.is_finished
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def draw(self):
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tex.draw_texture('dan', 'transition', index=0, x=self.move.attribute, mirror='horizontal')
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tex.draw_texture('dan', 'transition', index=1, x=-self.move.attribute)
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class DanGauge(Gauge):
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"""The player's gauge"""
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def __init__(self, player_num: PlayerNum, total_notes: int):
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self.player_num = player_num
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self.string_diff = "_hard"
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self.gauge_length = 0
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self.previous_length = 0
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self.visual_length = 0
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self.total_notes = total_notes
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self.gauge_max = 89
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self.tamashii_fire_change = tex.get_animation(25)
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self.is_clear = False
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self.is_rainbow = False
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self.gauge_update_anim = tex.get_animation(10)
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self.rainbow_fade_in = None
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self.rainbow_animation = None
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def add_good(self):
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"""Adds a good note to the gauge"""
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self.gauge_update_anim.start()
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self.previous_length = int(self.gauge_length)
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self.gauge_length += (1 / (self.total_notes * (self.gauge_max / 100))) * 100
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if self.gauge_length > self.gauge_max:
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self.gauge_length = self.gauge_max
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if int(self.gauge_length * 8) % 8 == 0:
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self.visual_length = int(self.gauge_length * tex.textures["gauge_dan"][f'{self.player_num}p_bar'].width)
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def add_ok(self):
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"""Adds an ok note to the gauge"""
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self.gauge_update_anim.start()
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self.previous_length = int(self.gauge_length)
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self.gauge_length += (0.5 / (self.total_notes * (self.gauge_max / 100))) * 100
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if self.gauge_length > self.gauge_max:
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self.gauge_length = self.gauge_max
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if int(self.gauge_length * 8) % 8 == 0:
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self.visual_length = int(self.gauge_length * tex.textures["gauge_dan"][f'{self.player_num}p_bar'].width)
|
|
|
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def add_bad(self):
|
|
"""Adds a bad note to the gauge"""
|
|
self.previous_length = int(self.gauge_length)
|
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self.gauge_length -= (2 / (self.total_notes * (self.gauge_max / 100))) * 100
|
|
if self.gauge_length < 0:
|
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self.gauge_length = 0
|
|
|
|
if int(self.gauge_length * 8) % 8 == 0:
|
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self.visual_length = int(self.gauge_length * tex.textures["gauge_dan"][f'{self.player_num}p_bar'].width)
|
|
|
|
def update(self, current_ms: float):
|
|
self.is_rainbow = self.gauge_length == self.gauge_max
|
|
self.is_clear = self.is_rainbow
|
|
if self.gauge_length == self.gauge_max and self.rainbow_fade_in is None:
|
|
self.rainbow_fade_in = Animation.create_fade(450, initial_opacity=0.0, final_opacity=1.0)
|
|
self.rainbow_fade_in.start()
|
|
self.gauge_update_anim.update(current_ms)
|
|
self.tamashii_fire_change.update(current_ms)
|
|
|
|
if self.rainbow_fade_in is not None:
|
|
self.rainbow_fade_in.update(current_ms)
|
|
|
|
if self.rainbow_animation is None:
|
|
self.rainbow_animation = Animation.create_texture_change((16.67*8) * 3, textures=[((16.67 * 3) * i, (16.67 * 3) * (i + 1), i) for i in range(8)])
|
|
self.rainbow_animation.start()
|
|
else:
|
|
self.rainbow_animation.update(current_ms)
|
|
if self.rainbow_animation.is_finished or self.gauge_length < 87:
|
|
self.rainbow_animation = None
|
|
|
|
def draw(self):
|
|
tex.draw_texture('gauge_dan', 'border')
|
|
tex.draw_texture('gauge_dan', f'{self.player_num}p_unfilled')
|
|
tex.draw_texture('gauge_dan', f'{self.player_num}p_bar', x2=self.visual_length-8)
|
|
|
|
# Rainbow effect for full gauge
|
|
if self.gauge_length == self.gauge_max and self.rainbow_fade_in is not None and self.rainbow_animation is not None:
|
|
if 0 < self.rainbow_animation.attribute < 8:
|
|
tex.draw_texture('gauge_dan', 'rainbow', frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute)
|
|
tex.draw_texture('gauge_dan', 'rainbow', frame=self.rainbow_animation.attribute, fade=self.rainbow_fade_in.attribute)
|
|
if self.gauge_update_anim is not None and self.visual_length <= self.gauge_max and self.visual_length > self.previous_length:
|
|
tex.draw_texture('gauge_dan', f'{self.player_num}p_bar_fade', x=self.visual_length-8, fade=self.gauge_update_anim.attribute)
|
|
tex.draw_texture('gauge_dan', 'overlay', fade=0.15)
|
|
|
|
# Draw clear status indicators
|
|
if self.is_rainbow:
|
|
tex.draw_texture('gauge_dan', 'tamashii_fire', scale=0.75, center=True, frame=self.tamashii_fire_change.attribute)
|
|
tex.draw_texture('gauge_dan', 'tamashii')
|
|
if self.is_rainbow and self.tamashii_fire_change.attribute in (0, 1, 4, 5):
|
|
tex.draw_texture('gauge_dan', 'tamashii_overlay', fade=0.5)
|
|
else:
|
|
tex.draw_texture('gauge_dan', 'tamashii_dark')
|