mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
438 lines
18 KiB
Python
438 lines
18 KiB
Python
from pathlib import Path
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import pyray as ray
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from raylib import SHADER_UNIFORM_FLOAT
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from libs import utils
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from libs.audio import audio
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from libs.texture import tex
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from libs.utils import (
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OutlinedText,
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get_current_ms,
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global_data,
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is_l_don_pressed,
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is_r_don_pressed,
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session_data,
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)
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class State:
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FAIL = 0
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CLEAR = 1
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RAINBOW = 2
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class ResultScreen:
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def __init__(self, width: int, height: int):
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self.width = width
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self.height = height
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self.screen_init = False
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self.alpha_shader = ray.load_shader('', 'shader/grayscale_alpha.fs')
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def load_textures(self):
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tex.load_screen_textures('result')
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def load_sounds(self):
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sounds_dir = Path("Sounds")
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self.sound_don = audio.load_sound(sounds_dir / "inst_00_don.wav")
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self.sound_kat = audio.load_sound(sounds_dir / "inst_00_katsu.wav")
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self.sound_num_up = audio.load_sound(sounds_dir / "result" / "SE_RESULT [4].ogg")
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self.bgm = audio.load_sound(sounds_dir / "result" / "JINGLE_SEISEKI [1].ogg")
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def on_screen_start(self):
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if not self.screen_init:
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self.load_textures()
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self.load_sounds()
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self.screen_init = True
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self.song_info = OutlinedText(session_data.song_title, 40, ray.WHITE, ray.BLACK, outline_thickness=5)
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audio.play_sound(self.bgm)
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self.fade_in = FadeIn()
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self.fade_out = tex.get_animation(0)
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self.fade_in_bottom = tex.get_animation(1)
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self.gauge = None
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self.score_delay = None
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self.bottom_characters = BottomCharacters()
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self.crown = None
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self.state = None
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self.score_animator = ScoreAnimator(session_data.result_score)
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self.score = -1
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self.good = -1
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self.ok = -1
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self.bad = -1
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self.max_combo = -1
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self.total_drumroll = -1
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self.update_list = [['score', session_data.result_score],
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['good', session_data.result_good],
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['ok', session_data.result_ok],
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['bad', session_data.result_bad],
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['total_drumroll', session_data.result_total_drumroll],
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['max_combo', session_data.result_max_combo]]
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self.update_index = 0
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self.is_skipped = False
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self.start_ms = get_current_ms()
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if session_data.result_bad == 0:
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self.crown_type = 'crown_fc'
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else:
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self.crown_type = 'crown_clear'
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def on_screen_end(self):
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self.screen_init = False
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global_data.songs_played += 1
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tex.unload_textures()
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audio.stop_sound(self.bgm)
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utils.session_data = utils.reset_session()
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return "SONG_SELECT"
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def update_score_animation(self):
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if self.is_skipped:
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setattr(self, self.update_list[self.update_index][0], self.update_list[self.update_index][1])
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if self.update_index == len(self.update_list) - 1:
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return
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self.update_index += 1
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elif self.score_delay is not None:
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if get_current_ms() > self.score_delay:
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if self.score_animator is not None and not self.score_animator.is_finished:
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curr_num = self.update_list[self.update_index][0]
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setattr(self, self.update_list[self.update_index][0], self.score_animator.next_score())
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if self.update_list[self.update_index] != curr_num:
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audio.play_sound(self.sound_num_up)
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if self.score_animator.is_finished:
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audio.play_sound(self.sound_don)
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self.score_delay += 750
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if self.update_index == len(self.update_list) - 1:
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self.is_skipped = True
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return
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self.update_index += 1
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self.score_animator = ScoreAnimator(self.update_list[self.update_index][1])
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self.score_delay += 16.67 * 3
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def handle_input(self):
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if is_r_don_pressed() or is_l_don_pressed():
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if not self.is_skipped:
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self.is_skipped = True
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else:
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self.fade_out.start()
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audio.play_sound(self.sound_don)
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def update(self):
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self.on_screen_start()
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self.fade_in.update(get_current_ms())
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if self.fade_in.is_finished and self.gauge is None:
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self.gauge = Gauge(session_data.result_gauge_length)
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self.bottom_characters.start()
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self.bottom_characters.update(self.state)
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if self.bottom_characters.is_finished and self.crown is None:
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if self.gauge is not None and self.gauge.gauge_length > 69:
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self.crown = Crown()
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if self.gauge is not None:
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self.gauge.update(get_current_ms())
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if self.gauge.is_finished and self.score_delay is None:
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self.score_delay = get_current_ms() + 1883
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if self.score_delay is not None:
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if get_current_ms() > self.score_delay and not self.fade_in_bottom.is_started:
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self.fade_in_bottom.start()
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if self.gauge is not None:
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self.state = self.gauge.state
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self.fade_in_bottom.update(get_current_ms())
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alpha_loc = ray.get_shader_location(self.alpha_shader, "ext_alpha")
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alpha_value = ray.ffi.new('float*', self.fade_in_bottom.attribute)
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ray.set_shader_value(self.alpha_shader, alpha_loc, alpha_value, SHADER_UNIFORM_FLOAT)
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if get_current_ms() >= self.start_ms + 5000:
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self.handle_input()
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self.update_score_animation()
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self.fade_out.update(get_current_ms())
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if self.fade_out.is_finished:
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return self.on_screen_end()
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if self.crown is not None:
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self.crown.update(get_current_ms())
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def draw_score_info(self):
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if self.good > -1:
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for i in range(len(str(self.good))):
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tex.draw_texture('score', 'judge_num', frame=int(str(self.good)[::-1][i]), x=943-(i*24), y=186)
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if self.ok > -1:
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for i in range(len(str(self.ok))):
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tex.draw_texture('score', 'judge_num', frame=int(str(self.ok)[::-1][i]), x=943-(i*24), y=227)
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if self.bad > -1:
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for i in range(len(str(self.bad))):
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tex.draw_texture('score', 'judge_num', frame=int(str(self.bad)[::-1][i]), x=943-(i*24), y=267)
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if self.max_combo > -1:
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for i in range(len(str(self.max_combo))):
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tex.draw_texture('score', 'judge_num', frame=int(str(self.max_combo)[::-1][i]), x=1217-(i*24), y=227)
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if self.total_drumroll > -1:
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for i in range(len(str(self.total_drumroll))):
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tex.draw_texture('score', 'judge_num', frame=int(str(self.total_drumroll)[::-1][i]), x=1217-(i*24), y=186)
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def draw_total_score(self):
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if not self.fade_in.is_finished:
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return
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tex.draw_texture('score', 'score_shinuchi')
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if self.score > -1:
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for i in range(len(str(self.score))):
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tex.draw_texture('score', 'score_num', x=-(i*21), frame=int(str(self.score)[::-1][i]))
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def draw_bottom_textures(self):
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if self.state == State.FAIL:
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tex.draw_texture('background', 'gradient_fail', color=ray.fade(ray.WHITE, min(0.4, self.fade_in_bottom.attribute)))
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else:
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ray.begin_shader_mode(self.alpha_shader)
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tex.draw_texture('background', 'gradient_clear', color=ray.fade(ray.WHITE, self.fade_in_bottom.attribute))
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ray.end_shader_mode()
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self.bottom_characters.draw()
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def draw(self):
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x = 0
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while x < self.width:
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tex.draw_texture('background', 'background_1p', x=x, y=-360)
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tex.draw_texture('background', 'background_1p', x=x, y=360)
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tex.draw_texture('background', 'footer_1p', x=x, y=-77)
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tex.draw_texture('background', 'footer_1p', x=x, y=653)
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x += 256
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tex.draw_texture('background', 'result_text')
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tex.draw_texture('song_info', 'song_num', frame=global_data.songs_played%4)
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dest = ray.Rectangle(1252 - self.song_info.texture.width, 35 - self.song_info.texture.height / 2, self.song_info.texture.width, self.song_info.texture.height)
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self.song_info.draw(self.song_info.default_src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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tex.draw_texture('score', 'overlay', color=ray.fade(ray.WHITE, 0.75))
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tex.draw_texture('score', 'difficulty', frame=session_data.selected_difficulty)
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self.draw_bottom_textures()
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if self.gauge is not None:
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self.gauge.draw()
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tex.draw_texture('score', 'judge_good')
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tex.draw_texture('score', 'judge_ok')
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tex.draw_texture('score', 'judge_bad')
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tex.draw_texture('score', 'max_combo')
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tex.draw_texture('score', 'drumroll')
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self.draw_score_info()
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self.draw_total_score()
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if self.crown is not None:
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self.crown.draw(self.crown_type)
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self.fade_in.draw()
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ray.draw_rectangle(0, 0, self.width, self.height, ray.fade(ray.BLACK, self.fade_out.attribute))
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def draw_3d(self):
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pass
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class Crown:
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def __init__(self):
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self.resize = tex.get_animation(2)
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self.resize_fix = tex.get_animation(3)
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self.white_fadein = tex.get_animation(4)
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self.gleam = tex.get_animation(5)
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self.fadein = tex.get_animation(6)
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self.resize.start()
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self.resize_fix.start()
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self.white_fadein.start()
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self.gleam.start()
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self.fadein.start()
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self.sound = audio.load_sound(Path('Sounds/result/SE_RESULT [1].ogg'))
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self.sound_played = False
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def update(self, current_ms: float):
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self.fadein.update(current_ms)
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self.resize.update(current_ms)
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self.resize_fix.update(current_ms)
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self.white_fadein.update(current_ms)
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self.gleam.update(current_ms)
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if self.resize_fix.is_finished and not self.sound_played:
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audio.play_sound(self.sound)
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self.sound_played = True
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def draw(self, crown_name: str):
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scale = self.resize.attribute
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if self.resize.is_finished:
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scale = self.resize_fix.attribute
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tex.draw_texture('crown', crown_name, scale=scale, center=True)
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tex.draw_texture('crown', 'crown_fade', color=ray.fade(ray.WHITE, self.white_fadein.attribute))
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if self.gleam.attribute >= 0:
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tex.draw_texture('crown', 'gleam', frame=self.gleam.attribute)
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class BottomCharacters:
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def __init__(self):
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self.move_up = tex.get_animation(7)
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self.move_down = tex.get_animation(8)
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self.bounce_up = tex.get_animation(9)
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self.bounce_down = tex.get_animation(10)
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self.move_center = tex.get_animation(11)
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self.c_bounce_up = tex.get_animation(12)
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self.c_bounce_down = tex.get_animation(13)
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self.flower_up = tex.get_animation(14)
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self.state = None
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self.flower_index = 0
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self.flower_start = None
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self.chara_0_index = 0
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self.chara_1_index = 0
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self.is_finished = False
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def start(self):
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self.move_up.start()
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self.move_down.start()
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self.c_bounce_up.start()
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self.c_bounce_down.start()
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def update(self, state):
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self.state = state
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if self.state == State.CLEAR or self.state == State.RAINBOW:
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self.chara_0_index = 1
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self.chara_1_index = 1
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if not self.bounce_up.is_started:
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self.bounce_up.start()
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self.bounce_down.start()
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self.move_center.start()
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if self.flower_start is None:
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self.flower_up.start()
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self.flower_start = get_current_ms()
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elif self.state == State.FAIL:
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self.chara_0_index = 2
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self.chara_1_index = 2
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self.move_up.update(get_current_ms())
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self.move_down.update(get_current_ms())
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self.is_finished = self.move_down.is_finished
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self.bounce_up.update(get_current_ms())
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self.bounce_down.update(get_current_ms())
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if self.bounce_down.is_finished:
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self.bounce_up.restart()
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self.bounce_down.restart()
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self.move_center.update(get_current_ms())
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self.flower_up.update(get_current_ms())
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if self.flower_start is not None:
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if get_current_ms() > self.flower_start + 116*2 + 333:
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self.flower_index = 2
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elif get_current_ms() > self.flower_start + 116 + 333:
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self.flower_index = 1
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self.c_bounce_up.update(get_current_ms())
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self.c_bounce_down.update(get_current_ms())
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if self.c_bounce_down.is_finished:
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self.c_bounce_up.restart()
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self.c_bounce_down.restart()
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def draw_flowers(self):
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tex.draw_texture('bottom','flowers', y=-self.flower_up.attribute, frame=self.flower_index)
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tex.draw_texture('bottom','flowers', y=-self.flower_up.attribute, frame=self.flower_index, x=792, mirror='horizontal')
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def draw(self):
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self.draw_flowers()
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y = -self.move_up.attribute + self.move_down.attribute + self.bounce_up.attribute - self.bounce_down.attribute
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if self.state == State.RAINBOW:
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center_y = self.c_bounce_up.attribute - self.c_bounce_down.attribute
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tex.draw_texture('bottom', 'chara_center', y=-self.move_center.attribute + center_y)
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tex.draw_texture('bottom', 'chara_0', frame=self.chara_0_index, y=y)
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tex.draw_texture('bottom', 'chara_1', frame=self.chara_1_index, y=y)
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class FadeIn:
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def __init__(self):
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self.fadein = tex.get_animation(15)
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self.fadein.start()
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self.is_finished = False
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def update(self, current_ms: float):
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self.fadein.update(current_ms)
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self.is_finished = self.fadein.is_finished
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def draw(self):
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x = 0
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color = ray.fade(ray.WHITE, self.fadein.attribute)
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while x < 1280:
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tex.draw_texture('background', 'background_1p', x=x, y=-360, color=color)
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tex.draw_texture('background', 'background_1p', x=x, y=360, color=color)
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tex.draw_texture('background', 'footer_1p', x=x, y=-77, color=color)
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tex.draw_texture('background', 'footer_1p', x=x, y=653, color=color)
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x += 256
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class ScoreAnimator:
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def __init__(self, target_score):
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self.target_score = str(target_score)
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self.current_score_list = [[0,0] for _ in range(len(self.target_score))]
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self.digit_index = len(self.target_score) - 1
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self.is_finished = False
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def next_score(self):
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if self.digit_index == -1:
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self.is_finished = True
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return int(''.join([str(item[0]) for item in self.current_score_list]))
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curr_digit, counter = self.current_score_list[self.digit_index]
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if counter < 9:
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self.current_score_list[self.digit_index][1] += 1
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self.current_score_list[self.digit_index][0] = (curr_digit + 1) % 10
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else:
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self.current_score_list[self.digit_index][0] = int(self.target_score[self.digit_index])
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self.digit_index -= 1
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return int(''.join([str(item[0]) for item in self.current_score_list]))
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class Gauge:
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def __init__(self, gauge_length):
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self.gauge_length = gauge_length
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self.rainbow_animation = tex.get_animation(16)
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self.gauge_fade_in = tex.get_animation(17)
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self.rainbow_animation.start()
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self.gauge_fade_in.start()
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self.is_finished = self.gauge_fade_in.is_finished
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if self.gauge_length == 87:
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self.state = State.RAINBOW
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elif self.gauge_length > 69:
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self.state = State.CLEAR
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else:
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self.state = State.FAIL
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def update(self, current_ms: float):
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self.rainbow_animation.update(current_ms)
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if self.rainbow_animation.is_finished:
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self.rainbow_animation.restart()
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self.gauge_fade_in.update(current_ms)
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self.is_finished = self.gauge_fade_in.is_finished
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def draw(self):
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color = ray.fade(ray.WHITE, self.gauge_fade_in.attribute)
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scale = 10/11
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tex.draw_texture('gauge', 'unfilled', scale=scale, color=color)
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gauge_length = int(self.gauge_length)
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if gauge_length == 87:
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if 0 < self.rainbow_animation.attribute < 8:
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tex.draw_texture('gauge', 'rainbow', frame=self.rainbow_animation.attribute-1, scale=scale, color=color)
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tex.draw_texture('gauge', 'rainbow', frame=self.rainbow_animation.attribute, scale=scale, color=color)
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else:
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for i in range(gauge_length+1):
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width = int(i * 7.2)
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if i == 69:
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tex.draw_texture('gauge', 'bar_clear_transition', x=width, scale=scale, color=color)
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elif i > 69:
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if i % 5 == 0:
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tex.draw_texture('gauge', 'bar_clear_top', x=width, scale=scale, color=color)
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tex.draw_texture('gauge', 'bar_clear_bottom', x=width, scale=scale, color=color)
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tex.draw_texture('gauge', 'bar_clear_top', x=width+1, scale=scale, color=color)
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tex.draw_texture('gauge', 'bar_clear_bottom', x=width+1, scale=scale, color=color)
|
|
else:
|
|
if i % 5 == 0:
|
|
tex.draw_texture('gauge', 'bar', x=width, scale=scale, color=color)
|
|
tex.draw_texture('gauge', 'bar', x=width+1, scale=scale, color=color)
|
|
tex.draw_texture('gauge', 'overlay', scale=scale, color=ray.fade(ray.WHITE, min(0.15, self.gauge_fade_in.attribute)))
|
|
tex.draw_texture('gauge', 'footer', scale=scale, color=color)
|
|
|
|
if gauge_length >= 69:
|
|
tex.draw_texture('gauge', 'clear', scale=scale, color=color)
|
|
tex.draw_texture('gauge', 'tamashii', scale=scale, color=color)
|
|
else:
|
|
tex.draw_texture('gauge', 'clear_dark', scale=scale, color=color)
|
|
tex.draw_texture('gauge', 'tamashii_dark', scale=scale, color=color)
|