Files
PyTaiko/libs/global_objects.py
2025-11-20 02:07:46 -05:00

231 lines
11 KiB
Python

from enum import Enum
from typing import Callable
import pyray as ray
from libs.global_data import PlayerNum
from libs.utils import OutlinedText, global_tex
from libs.config import get_config
from libs.audio import audio
class Nameplate:
"""Nameplate for displaying player information."""
def __init__(self, name: str, title: str, player_num: PlayerNum, dan: int, is_gold: bool, is_rainbow: bool, title_bg: int):
"""Initialize a Nameplate object.
Args:
name (str): The player's name.
title (str): The player's title.
player_num (int): The player's number.
dan (int): The player's dan level.
is_gold (bool): Whether the player's dan is gold.
is_rainbow (bool): Whether the player's nameplate background is rainbow.
title_bg (int): The player's non-rainbow nameplate background.
"""
self.name = OutlinedText(name, global_tex.skin_config["nameplate_text_name"].font_size, ray.WHITE, outline_thickness=3.0)
self.title = OutlinedText(title, global_tex.skin_config["nameplate_text_title"].font_size, ray.BLACK, outline_thickness=0)
self.dan_index = dan
self.player_num = player_num
self.is_gold = is_gold
self.is_rainbow = is_rainbow
self.title_bg = title_bg
if self.is_rainbow:
self.rainbow_animation = global_tex.get_animation(12)
self.rainbow_animation.start()
def update(self, current_time_ms: float):
"""Update the Nameplate object.
Args:
current_time_ms (float): The current time in milliseconds.
"""
if self.is_rainbow:
self.rainbow_animation.update(current_time_ms)
if self.rainbow_animation.is_finished:
self.rainbow_animation.restart()
def unload(self):
"""Unload the Nameplate object."""
self.name.unload()
self.title.unload()
def draw(self, x: float, y: float, fade: float = 1.0):
"""Draw the Nameplate object.
Args:
x (float): The x-coordinate of the Nameplate object.
y (float): The y-coordinate of the Nameplate object.
fade (float): The fade value of the Nameplate object.
"""
tex = global_tex
tex.draw_texture('nameplate', 'shadow', x=x, y=y, fade=min(0.5, fade))
if self.player_num == 0:
frame = 2
title_offset = 0
else:
frame = self.title_bg
title_offset = tex.skin_config["nameplate_title_offset"].x
if self.is_rainbow:
if 0 < self.rainbow_animation.attribute < 6:
tex.draw_texture('nameplate', 'frame_top_rainbow', frame=self.rainbow_animation.attribute-1, x=x, y=y, fade=fade)
tex.draw_texture('nameplate', 'frame_top_rainbow', frame=self.rainbow_animation.attribute, x=x, y=y, fade=fade)
else:
tex.draw_texture('nameplate', 'frame_top', frame=frame, x=x, y=y, fade=fade)
tex.draw_texture('nameplate', 'outline', x=x, y=y, fade=fade)
offset = 0
if self.dan_index != -1:
tex.draw_texture('nameplate', 'dan_emblem_bg', x=x, y=y, fade=fade)
if self.is_gold:
tex.draw_texture('nameplate', 'dan_emblem_gold', x=x, y=y, frame=self.dan_index, fade=fade)
else:
tex.draw_texture('nameplate', 'dan_emblem', x=x, y=y, frame=self.dan_index, fade=fade)
offset = tex.skin_config["nameplate_dan_offset"].x
if self.player_num != 0:
tex.draw_texture('nameplate', f'{self.player_num}p', x=x, y=y, fade=fade)
self.name.draw(outline_color=ray.BLACK, x=x+tex.skin_config["nameplate_text_name"].x - (min(tex.skin_config["nameplate_text_name"].width - offset*4, self.name.texture.width)//2) + offset, y=y+tex.skin_config["nameplate_text_name"].y, x2=min(tex.skin_config["nameplate_text_name"].width - offset*4, self.name.texture.width)-self.name.texture.width, color=ray.fade(ray.WHITE, fade))
self.title.draw(x=x+tex.skin_config["nameplate_text_title"].x - (min(tex.skin_config["nameplate_text_title"].width - offset*2, self.title.texture.width)//2) + title_offset, y=y+tex.skin_config["nameplate_text_title"].y, x2=min(tex.skin_config["nameplate_text_title"].width - offset*2, self.title.texture.width)-self.title.texture.width, color=ray.fade(ray.WHITE, fade))
class Indicator:
"""Indicator class for displaying drum navigation."""
class State(Enum):
"""Enum representing the different states of the indicator."""
SKIP = 0
SIDE = 1
SELECT = 2
WAIT = 3
def __init__(self, state: State):
"""Initialize the indicator with the given state."""
self.state = state
self.don_fade = global_tex.get_animation(6)
self.blue_arrow_move = global_tex.get_animation(7)
self.blue_arrow_fade = global_tex.get_animation(8)
def update(self, current_time_ms: float):
"""Update the indicator's animations."""
self.don_fade.update(current_time_ms)
self.blue_arrow_move.update(current_time_ms)
self.blue_arrow_fade.update(current_time_ms)
def draw(self, x: float, y: float, fade=1.0):
"""Draw the indicator at the given position with the given fade."""
tex = global_tex
tex.draw_texture('indicator', 'background', x=x, y=y, fade=fade)
tex.draw_texture('indicator', 'text', frame=self.state.value, x=x, y=y, fade=fade)
tex.draw_texture('indicator', 'drum_face', index=self.state.value, x=x, y=y, fade=fade)
if self.state == Indicator.State.SELECT:
tex.draw_texture('indicator', 'drum_kat', fade=min(fade, self.don_fade.attribute), x=x, y=y)
tex.draw_texture('indicator', 'drum_kat', fade=min(fade, self.don_fade.attribute), x=x+tex.skin_config["indicator_kat_offset"].x, y=y, mirror='horizontal')
tex.draw_texture('indicator', 'drum_face', x=x+tex.skin_config["indicator_face_offset"].x, y=y, fade=fade)
tex.draw_texture('indicator', 'drum_don', fade=min(fade, self.don_fade.attribute), index=self.state.value, x=x+tex.skin_config["indicator_don_offset"].x, y=y)
tex.draw_texture('indicator', 'blue_arrow', x=x-self.blue_arrow_move.attribute, y=y, fade=min(fade, self.blue_arrow_fade.attribute))
tex.draw_texture('indicator', 'blue_arrow', index=1, x=x+self.blue_arrow_move.attribute, y=y, mirror='horizontal', fade=min(fade, self.blue_arrow_fade.attribute))
else:
tex.draw_texture('indicator', 'drum_don', fade=min(fade, self.don_fade.attribute), index=self.state.value, x=x, y=y)
class CoinOverlay:
"""Coin overlay for the game."""
def __init__(self):
"""Initialize the coin overlay."""
pass
def update(self, current_time_ms: float):
"""Update the coin overlay. Unimplemented"""
pass
def draw(self, x: int = 0, y: int = 0):
"""Draw the coin overlay.
Only draws free play for now."""
tex = global_tex
tex.draw_texture('overlay', 'free_play', x=x, y=y)
class AllNetIcon:
"""All.Net status icon for the game."""
def __init__(self):
"""Initialize the All.Net status icon."""
self.online = get_config()["general"]["fake_online"]
def update(self, current_time_ms: float):
"""Update the All.Net status icon."""
pass
def draw(self, x: int = 0, y: int = 0):
"""Draw the All.Net status icon. Only drawn offline for now"""
tex = global_tex
tex.draw_texture('overlay', 'allnet_indicator', x=x, y=y, frame=2 if self.online else 0)
class EntryOverlay:
"""Banapass and Camera status icons"""
def __init__(self):
"""Initialize the Banapass and Camera status icons."""
self.online = get_config()["general"]["fake_online"]
def update(self, current_time_ms: float):
"""Update the Banapass and Camera status icons."""
pass
def draw(self, x: float = 0, y: float = 0):
"""Draw the Banapass and Camera status icons."""
tex = global_tex
tex.draw_texture('overlay', 'banapass_or', x=x, y=y, frame=self.online)
tex.draw_texture('overlay', 'banapass_card', x=x, y=y, frame=self.online)
tex.draw_texture('overlay', 'banapass_osaifu_keitai', x=x, y=y, frame=self.online)
if not self.online:
tex.draw_texture('overlay', 'banapass_no', x=x, y=y, frame=self.online)
tex.draw_texture('overlay', 'camera', x=x, y=y, frame=self.online)
class Timer:
"""Timer class for displaying countdown timers."""
def __init__(self, time: int, current_time_ms: float, confirm_func: Callable):
"""
Initialize a Timer object.
Args:
time (int): The value to start counting down from.
current_time_ms (float): The current time in milliseconds.
confirm_func (function): The function to call when the timer finishes.
"""
self.time = time
self.last_time = current_time_ms
self.counter = str(self.time)
self.num_resize = global_tex.get_animation(9)
self.highlight_resize = global_tex.get_animation(10)
self.highlight_fade = global_tex.get_animation(11)
self.confirm_func = confirm_func
self.is_finished = False
self.is_frozen = get_config()["general"]["timer_frozen"]
def update(self, current_time_ms: float):
"""Update the timer's state."""
if self.time == 0 and not self.is_finished and not audio.is_sound_playing('voice_timer_0'):
self.is_finished = True
self.confirm_func()
self.num_resize.update(current_time_ms)
self.highlight_resize.update(current_time_ms)
self.highlight_fade.update(current_time_ms)
if self.is_frozen:
return
if current_time_ms >= self.last_time + 1000 and self.time > 0:
self.time -= 1
self.last_time = current_time_ms
self.counter = str(self.time)
if self.time < 10:
audio.play_sound('timer_blip', 'sound')
self.num_resize.start()
self.highlight_fade.start()
self.highlight_resize.start()
if self.time == 10:
audio.play_sound('voice_timer_10', 'voice')
elif self.time == 5:
audio.play_sound('voice_timer_5', 'voice')
elif self.time == 0:
audio.play_sound('voice_timer_0', 'voice')
def draw(self, x: int = 0, y: int = 0):
"""Draw the timer on the screen."""
tex = global_tex
if self.time < 10:
tex.draw_texture('timer', 'bg_red')
counter_name = 'counter_white'
tex.draw_texture('timer', 'highlight', fade=self.highlight_fade.attribute, scale=self.highlight_resize.attribute, center=True)
else:
tex.draw_texture('timer', 'bg')
counter_name = 'counter_black'
margin = tex.skin_config["timer_text_margin"].x
total_width = len(self.counter) * margin
for i, digit in enumerate(self.counter):
tex.draw_texture('timer', counter_name, frame=int(digit), x=-(total_width//2)+(i*margin), scale=self.num_resize.attribute, center=True)