Files
PyTaiko/libs/backgrounds.py
2025-08-11 18:35:53 -04:00

472 lines
24 KiB
Python

import random
from pathlib import Path
import pyray as ray
from libs.animation import Animation
from libs.texture import TextureWrapper
from libs.utils import load_all_textures_from_zip
class Background:
def __init__(self, screen_width: int, screen_height: int, player_num: int):
self.screen_width = screen_width
self.screen_height = screen_height
self.tex_wrapper = TextureWrapper()
self.tex_wrapper.load_animations('background')
self.donbg = DonBG.create(self.tex_wrapper, self.screen_width, self.screen_height, random.randint(0, 5), player_num)
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.tex_wrapper, random.randint(0, 2))
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.tex_wrapper)
self.donbg.draw(self.tex_wrapper)
def unload(self):
self.tex_wrapper.unload_textures()
class DonBG:
@staticmethod
def create(tex: TextureWrapper, screen_width: int, screen_height: int, index: int, player_num: int):
map = [DonBG1, DonBG2, DonBG3, DonBG4, DonBG5, DonBG6]
selected_obj = map[index]
return selected_obj(tex, index, screen_width, screen_height, player_num)
class DonBGBase:
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
self.screen_width = screen_width
self.screen_height = screen_height
self.name = f'{index}_{player_num}'
tex.load_zip('background', f'donbg/{self.name}')
self.move = tex.get_animation(0)
self.move.start()
self.is_clear = False
self.clear_fade = tex.get_animation(1)
def update(self, current_time_ms: float, is_clear: bool):
if not self.is_clear and is_clear:
self.clear_fade.start()
self.is_clear = is_clear
self.move.update(current_time_ms)
self.clear_fade.update(current_time_ms)
if self.move.is_finished:
self.move.restart()
class DonBG1(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
super().__init__(tex, index, screen_width, screen_height, player_num)
self.overlay_move = tex.get_animation(2)
self.overlay_move.start()
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, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*347)+self.move.attribute*(347/328), y=self.overlay_move.attribute)
for i in range(30):
tex.draw_texture(self.name, 'footer', frame=self.is_clear, fade=fade, x=(i*56)+self.move.attribute*((56/328)*3), y=self.overlay_move.attribute)
class DonBG2(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
super().__init__(tex, index, screen_width, screen_height, player_num)
self.overlay_move = tex.get_animation(3)
self.overlay_move.start()
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, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class DonBG3(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
super().__init__(tex, index, screen_width, screen_height, player_num)
self.bounce_up = tex.get_animation(4)
self.bounce_down = tex.get_animation(5)
self.overlay_move = tex.get_animation(6)
self.overlay_move_2 = tex.get_animation(7)
self.bounce_up.start()
self.bounce_down.start()
self.overlay_move.start()
self.overlay_move_2.start()
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, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(10):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*164)+self.move.attribute)
y = self.bounce_up.attribute - self.bounce_down.attribute + self.overlay_move.attribute + self.overlay_move_2.attribute
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+(self.move.attribute*2), y=y)
class DonBG4(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
super().__init__(tex, index, screen_width, screen_height, player_num)
self.overlay_move = tex.get_animation(2)
self.overlay_move.start()
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, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
class DonBG5(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
super().__init__(tex, index, screen_width, screen_height, player_num)
self.bounce_up = tex.get_animation(4)
self.bounce_down = tex.get_animation(5)
self.adjust = tex.get_animation(8)
self.bounce_up.start()
self.bounce_down.start()
self.adjust.start()
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, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(6):
tex.draw_texture(self.name, 'overlay', frame=self.is_clear, fade=fade, x=(i*368)+(self.move.attribute * ((184/328)*2)), y=self.bounce_up.attribute - self.bounce_down.attribute - self.adjust.attribute)
class DonBG6(DonBGBase):
def __init__(self, tex: TextureWrapper, index: int, screen_width: int, screen_height: int, player_num: int):
super().__init__(tex, index, screen_width, screen_height, player_num)
self.overlay_move = tex.get_animation(2)
self.overlay_move.start()
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, tex: TextureWrapper):
self._draw_textures(tex, 1.0)
if self.is_clear:
self._draw_textures(tex, self.clear_fade.attribute)
def _draw_textures(self, tex: TextureWrapper, fade: float):
for i in range(5):
tex.draw_texture(self.name, 'background', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute)
for i in range(0, 6, 2):
tex.draw_texture(self.name, 'overlay_1', frame=self.is_clear, fade=fade, x=(i*264) + self.move.attribute*3, y=-self.move.attribute*0.85)
for i in range(5):
tex.draw_texture(self.name, 'overlay_2', frame=self.is_clear, fade=fade, x=(i*328)+self.move.attribute, y=self.overlay_move.attribute)
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)
self.flicker.start()
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)
self.flicker.start()
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)
self.flicker.start()
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_y.start()
self.move_x = Animation.create_move(duration, total_distance=random.randint(-300, 300))
self.move_x.start()
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.flicker.start()
self.turtle_move = Animation.create_move(3333*2, start_position=screen_width+112, total_distance=-(screen_width+(112*4)))
self.turtle_move.start()
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.turtle_change.start()
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)
self.flicker.start()
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.vertical_move.start()
self.horizontal_move = Animation.create_move(5000, start_position=0, total_distance=self.textures[self.name][2].width)
self.horizontal_move.start()
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_down.start()
self.bg_texture_move_up = Animation.create_move(200, total_distance=40, delay=self.bg_texture_move_down.duration, ease_out='quadratic')
self.bg_texture_move_up.start()
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, tex: TextureWrapper, index: int):
self.index = index
tex.load_zip('background', 'footer')
def draw(self, tex: TextureWrapper):
tex.draw_texture('footer', str(self.index))