Files
PyTaiko/scenes/game.py
Anthony Samms 7cb2f23ee8 Update game.py
2025-10-20 08:42:56 -04:00

2110 lines
100 KiB
Python

import bisect
import math
import sqlite3
from collections import deque
from pathlib import Path
from typing import Optional
import pyray as ray
from libs.animation import Animation
from libs.audio import audio
from libs.background import Background
from libs.chara_2d import Chara2D
from libs.global_objects import AllNetIcon, Nameplate
from libs.texture import tex
from libs.tja import (
Balloon,
Drumroll,
Note,
NoteList,
TJAParser,
apply_modifiers,
calculate_base_score,
)
from libs.transition import Transition
from libs.utils import (
OutlinedText,
get_current_ms,
global_data,
global_tex,
is_l_don_pressed,
is_l_kat_pressed,
is_r_don_pressed,
is_r_kat_pressed,
session_data,
)
from libs.video import VideoPlayer
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
class GameScreen:
JUDGE_X = 414
def __init__(self):
self.current_ms = 0
self.screen_init = False
self.end_ms = 0
self.start_delay = 1000
self.song_started = False
self.mask_shader = ray.load_shader("", "shader/mask.fs")
def load_hitsounds(self):
sounds_dir = Path("Sounds")
if global_data.hit_sound == -1:
self.sound_don = audio.load_sound(Path('none.wav'), 'hitsound_don')
self.sound_kat = audio.load_sound(Path('none.wav'), 'hitsound_kat')
if global_data.hit_sound == 0:
self.sound_don = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.wav", 'hitsound_don')
self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.wav", 'hitsound_kat')
else:
self.sound_don = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.ogg", 'hitsound_don')
self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat')
def init_tja(self, song: Path, difficulty: int):
self.tja = TJAParser(song, start_delay=self.start_delay, distance=SCREEN_WIDTH - GameScreen.JUDGE_X)
if self.tja.metadata.bgmovie != Path() and self.tja.metadata.bgmovie.exists():
self.movie = VideoPlayer(self.tja.metadata.bgmovie)
self.movie.set_volume(0.0)
else:
self.movie = None
session_data.song_title = self.tja.metadata.title.get(global_data.config['general']['language'].lower(), self.tja.metadata.title['en'])
if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
self.player_1 = Player(self.tja, global_data.player_num, difficulty)
self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
def on_screen_start(self):
if not self.screen_init:
self.screen_init = True
self.movie = None
self.song_music = None
tex.load_screen_textures('game')
audio.load_screen_sounds('game')
self.load_hitsounds()
ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture0"), tex.textures['balloon']['rainbow_mask'].texture)
ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture1"), tex.textures['balloon']['rainbow'].texture)
self.init_tja(global_data.selected_song, session_data.selected_difficulty)
self.song_info = SongInfo(session_data.song_title, session_data.genre_index)
self.result_transition = ResultTransition(global_data.player_num)
subtitle = self.tja.metadata.subtitle.get(global_data.config['general']['language'].lower(), '')
self.bpm = self.tja.metadata.bpm
scene_preset = self.tja.metadata.scene_preset
self.background = Background(global_data.player_num, self.bpm, scene_preset=scene_preset)
self.transition = Transition(session_data.song_title, subtitle, is_second=True)
self.allnet_indicator = AllNetIcon()
self.transition.start()
def on_screen_end(self, next_screen):
self.screen_init = False
tex.unload_textures()
audio.unload_all_sounds()
audio.unload_all_music()
self.song_started = False
self.end_ms = 0
if self.movie is not None:
self.movie.stop()
if self.background is not None:
self.background.unload()
return next_screen
def write_score(self):
if self.tja is None:
return
if global_data.modifiers.auto:
return
with sqlite3.connect('scores.db') as con:
cursor = con.cursor()
notes, _, _, _ = TJAParser.notes_to_position(TJAParser(self.tja.file_path), self.player_1.difficulty)
hash = self.tja.hash_note_data(notes)
check_query = "SELECT score, clear FROM Scores WHERE hash = ? LIMIT 1"
cursor.execute(check_query, (hash,))
result = cursor.fetchone()
existing_score = result[0] if result is not None else None
existing_clear = result[1] if result is not None and len(result) > 1 and result[1] is not None else 0
# Determine clear value for this run: 2 for full combo (no bads), 1 for clear gauge, 0 otherwise
run_clear = 2 if session_data.result_bad == 0 else (1 if self.player_1.gauge.is_clear else 0)
best_clear = max(existing_clear, run_clear)
if result is None or (existing_score is not None and session_data.result_score > existing_score):
if result is None:
session_data.prev_score = 0
else:
if not isinstance(existing_score, int):
session_data.prev_score = 0
else:
session_data.prev_score = existing_score
insert_query = '''
INSERT OR REPLACE INTO Scores (hash, en_name, jp_name, diff, score, good, ok, bad, drumroll, combo, clear)
VALUES(?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
'''
data = (hash, self.tja.metadata.title['en'],
self.tja.metadata.title.get('ja', ''), self.player_1.difficulty,
session_data.result_score, session_data.result_good,
session_data.result_ok, session_data.result_bad,
session_data.result_total_drumroll, session_data.result_max_combo, best_clear)
cursor.execute(insert_query, data)
con.commit()
else:
# Score didn't improve; if clear improved, update only the clear column to preserve best crown
if run_clear > existing_clear:
cursor.execute("UPDATE Scores SET clear = ? WHERE hash = ?", (run_clear, hash))
con.commit()
def update(self):
self.on_screen_start()
current_time = get_current_ms()
self.transition.update(current_time)
self.current_ms = current_time - self.start_ms
if (self.current_ms >= self.tja.metadata.offset*1000 + self.start_delay - global_data.config["general"]["judge_offset"]) and not self.song_started:
if self.song_music is not None:
audio.play_music_stream(self.song_music)
print(f"Song started at {self.current_ms}")
if self.movie is not None:
self.movie.start(current_time)
self.song_started = True
if self.movie is not None:
self.movie.update()
else:
if len(self.player_1.current_bars) > 0:
self.bpm = self.player_1.bpm
if self.background is not None:
self.background.update(current_time, self.bpm, self.player_1.gauge)
if self.song_music is not None:
audio.update_music_stream(self.song_music)
self.player_1.update(self, current_time)
self.song_info.update(current_time)
self.result_transition.update(current_time)
if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
return self.on_screen_end('RESULT')
elif self.current_ms >= self.player_1.end_time:
session_data.result_score, session_data.result_good, session_data.result_ok, session_data.result_bad, session_data.result_max_combo, session_data.result_total_drumroll = self.player_1.get_result_score()
session_data.result_gauge_length = self.player_1.gauge.gauge_length
if self.end_ms != 0:
if current_time >= self.end_ms + 1000:
if self.player_1.ending_anim is None:
if session_data.result_bad == 0:
self.player_1.ending_anim = FCAnimation()
elif self.player_1.gauge.is_clear:
self.player_1.ending_anim = ClearAnimation()
elif not self.player_1.gauge.is_clear:
self.player_1.ending_anim = FailAnimation()
if current_time >= self.end_ms + 8533.34:
if not self.result_transition.is_started:
self.result_transition.start()
audio.play_sound('result_transition', 'voice')
else:
self.write_score()
self.end_ms = current_time
if ray.is_key_pressed(ray.KeyboardKey.KEY_F1):
if self.song_music is not None:
audio.stop_music_stream(self.song_music)
self.init_tja(global_data.selected_song, session_data.selected_difficulty)
audio.play_sound('restart', 'sound')
self.song_started = False
if ray.is_key_pressed(ray.KeyboardKey.KEY_ESCAPE):
if self.song_music is not None:
audio.stop_music_stream(self.song_music)
return self.on_screen_end('SONG_SELECT')
def draw(self):
if self.movie is not None:
self.movie.draw()
elif self.background is not None:
self.background.draw()
self.player_1.draw(self)
self.song_info.draw()
self.transition.draw()
self.result_transition.draw()
self.allnet_indicator.draw()
class Player:
TIMING_GOOD = 25.0250015258789
TIMING_OK = 75.0750045776367
TIMING_BAD = 108.441665649414
TIMING_GOOD_EASY = 41.7083358764648
TIMING_OK_EASY = 108.441665649414
TIMING_BAD_EASY = 125.125
def __init__(self, tja: Optional[TJAParser], player_number: int, difficulty: int):
self.player_number = str(player_number)
self.difficulty = difficulty
self.visual_offset = global_data.config["general"]["visual_offset"]
if tja is not None:
notes, self.branch_m, self.branch_e, self.branch_n = tja.notes_to_position(self.difficulty)
self.play_notes, self.draw_note_list, self.draw_bar_list = apply_modifiers(notes)
self.end_time = self.play_notes[-1].hit_ms
if self.branch_m:
for section in self.branch_m:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
if self.branch_e:
for section in self.branch_e:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
if self.branch_n:
for section in self.branch_n:
if section.play_notes:
self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
else:
self.play_notes, self.draw_note_list, self.draw_bar_list = deque(), deque(), deque()
self.end_time = 0
notes = NoteList()
self.don_notes = deque([note for note in self.play_notes if note.type in {1, 3}])
self.kat_notes = deque([note for note in self.play_notes if note.type in {2, 4}])
self.other_notes = deque([note for note in self.play_notes if note.type not in {1, 2, 3, 4}])
self.total_notes = len([note for note in self.play_notes if 0 < note.type < 5])
total_notes = notes
if self.branch_m:
for section in self.branch_m:
self.total_notes += len([note for note in section.play_notes if 0 < note.type < 5])
total_notes += section
self.base_score = calculate_base_score(total_notes)
#Note management
self.current_bars: list[Note] = []
self.current_notes_draw: list[Note | Drumroll | Balloon] = []
self.is_drumroll = False
self.curr_drumroll_count = 0
self.is_balloon = False
self.curr_balloon_count = 0
self.is_branch = False
self.curr_branch_reqs = []
self.branch_condition_count = 0
self.branch_condition = ''
self.balloon_index = 0
self.bpm = self.play_notes[0].bpm if self.play_notes else 120
#Score management
self.good_count = 0
self.ok_count = 0
self.bad_count = 0
self.combo = 0
self.score = 0
self.max_combo = 0
self.total_drumroll = 0
self.arc_points = 25
self.draw_judge_list: list[Judgement] = []
self.lane_hit_effect: Optional[LaneHitEffect] = None
self.draw_arc_list: list[NoteArc] = []
self.draw_drum_hit_list: list[DrumHitEffect] = []
self.drumroll_counter: Optional[DrumrollCounter] = None
self.balloon_anim: Optional[BalloonAnimation] = None
self.kusudama_anim: Optional[KusudamaAnimation] = None
self.base_score_list: list[ScoreCounterAnimation] = []
self.combo_display = Combo(self.combo, 0)
self.score_counter = ScoreCounter(self.score)
self.gogo_time: Optional[GogoTime] = None
self.combo_announce = ComboAnnounce(self.combo, 0)
self.branch_indicator = BranchIndicator() if tja and tja.metadata.course_data[self.difficulty].is_branching else None
self.ending_anim: Optional[FailAnimation | ClearAnimation | FCAnimation] = None
self.is_gogo_time = False
plate_info = global_data.config['nameplate']
self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold'])
self.chara = Chara2D(player_number - 1, self.bpm)
self.input_log: dict[float, tuple] = dict()
if tja is not None:
stars = tja.metadata.course_data[self.difficulty].level
else:
stars = 0
self.gauge = Gauge(self.player_number, self.difficulty, stars, self.total_notes)
self.gauge_hit_effect: list[GaugeHitEffect] = []
self.autoplay_hit_side = 'L'
self.last_subdivision = -1
def merge_branch_section(self, branch_section: NoteList, current_ms: float):
self.play_notes.extend(branch_section.play_notes)
self.draw_note_list.extend(branch_section.draw_notes)
self.draw_bar_list.extend(branch_section.bars)
self.play_notes = deque(sorted(self.play_notes))
self.draw_note_list = deque(sorted(self.draw_note_list, key=lambda x: x.load_ms))
self.draw_bar_list = deque(sorted(self.draw_bar_list, key=lambda x: x.load_ms))
timing_threshold = current_ms - Player.TIMING_BAD
total_don = [note for note in self.play_notes if note.type in {1, 3}]
total_kat = [note for note in self.play_notes if note.type in {2, 4}]
total_other = [note for note in self.play_notes if note.type not in {1, 2, 3, 4}]
self.don_notes = deque([note for note in total_don if note.hit_ms > timing_threshold])
self.kat_notes = deque([note for note in total_kat if note.hit_ms > timing_threshold])
self.other_notes = deque([note for note in total_other if note.hit_ms > timing_threshold])
def get_result_score(self):
return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll
def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int:
time_diff = load_ms - current_ms
return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset
def get_position_y(self, current_ms: float, load_ms: float, pixels_per_frame: float, pixels_per_frame_x) -> int:
time_diff = load_ms - current_ms
return int((pixels_per_frame * 0.06 * time_diff) + ((866 * pixels_per_frame) / pixels_per_frame_x))
def animation_manager(self, animation_list: list, current_time: float):
if not animation_list:
return
# More efficient: use list comprehension to filter out finished animations
remaining_animations = []
for animation in animation_list:
animation.update(current_time)
if not animation.is_finished:
remaining_animations.append(animation)
# Replace the original list contents
animation_list[:] = remaining_animations
def bar_manager(self, current_ms: float):
#Add bar to current_bars list if it is ready to be shown on screen
if self.draw_bar_list and current_ms > self.draw_bar_list[0].load_ms:
self.current_bars.append(self.draw_bar_list.popleft())
#If a bar is off screen, remove it
if not self.current_bars:
return
# More efficient removal with early exit
removal_threshold = GameScreen.JUDGE_X + 650
bars_to_keep = []
for bar in self.current_bars:
position = self.get_position_x(SCREEN_WIDTH, current_ms, bar.hit_ms, bar.pixels_per_frame_x)
if position >= removal_threshold:
bars_to_keep.append(bar)
self.current_bars = bars_to_keep
if self.current_bars and hasattr(self.current_bars[-1], 'branch_params'):
self.branch_condition, e_req, m_req = self.current_bars[-1].branch_params.split(',')
delattr(self.current_bars[-1], 'branch_params')
e_req = float(e_req)
m_req = float(m_req)
if not self.is_branch:
self.is_branch = True
if self.branch_condition == 'r':
end_time = self.branch_m[0].bars[0].load_ms
end_roll = -1
note_lists = [
self.current_notes_draw,
self.branch_n[0].draw_notes if self.branch_n else [],
self.branch_e[0].draw_notes if self.branch_e else [],
self.branch_m[0].draw_notes if self.branch_m else [],
self.draw_note_list if self.draw_note_list else []
]
end_roll = -1
for notes in note_lists:
for i in range(len(notes)-1, -1, -1):
if notes[i].type == 8 and notes[i].hit_ms <= end_time:
end_roll = notes[i].hit_ms
break
if end_roll != -1:
break
self.curr_branch_reqs = [e_req, m_req, end_roll, 1]
elif self.branch_condition == 'p':
start_time = self.current_bars[0].hit_ms if self.current_bars else self.current_bars[-1].hit_ms
branch_start_time = self.branch_m[0].bars[0].load_ms
note_lists = [
self.current_notes_draw,
self.branch_n[0].draw_notes if self.branch_n else [],
self.branch_e[0].draw_notes if self.branch_e else [],
self.branch_m[0].draw_notes if self.branch_m else [],
self.draw_note_list if self.draw_note_list else []
]
seen_notes = set()
for notes in note_lists:
for note in notes:
if note.type <= 4 and start_time <= note.hit_ms < branch_start_time:
seen_notes.add(note)
self.curr_branch_reqs = [e_req, m_req, branch_start_time, max(len(seen_notes), 1)]
def play_note_manager(self, current_ms: float, background: Optional[Background]):
if self.don_notes and self.don_notes[0].hit_ms + Player.TIMING_BAD < current_ms:
self.combo = 0
if background is not None:
background.add_chibi(True)
self.bad_count += 1
self.gauge.add_bad()
self.don_notes.popleft()
if self.is_branch and self.branch_condition == 'p':
self.branch_condition_count -= 1
if self.kat_notes and self.kat_notes[0].hit_ms + Player.TIMING_BAD < current_ms:
self.combo = 0
if background is not None:
background.add_chibi(True)
self.bad_count += 1
self.gauge.add_bad()
self.kat_notes.popleft()
if self.is_branch and self.branch_condition == 'p':
self.branch_condition_count -= 1
if not self.other_notes:
return
note = self.other_notes[0]
if note.hit_ms + Player.TIMING_BAD < current_ms:
if note.type != 8:
if len(self.other_notes) > 1:
tail = self.other_notes[1]
if tail.hit_ms <= current_ms:
self.other_notes.popleft()
self.other_notes.popleft()
self.is_drumroll = False
self.is_balloon = False
else:
if len(self.other_notes) == 1:
self.other_notes.popleft()
elif (note.hit_ms <= current_ms):
if note.type == 5 or note.type == 6:
self.is_drumroll = True
elif note.type == 7 or note.type == 9:
self.is_balloon = True
def draw_note_manager(self, current_ms: float):
if self.draw_note_list and current_ms + 1000 >= self.draw_note_list[0].load_ms:
current_note = self.draw_note_list.popleft()
if 5 <= current_note.type <= 7:
bisect.insort_left(self.current_notes_draw, current_note, key=lambda x: x.index)
try:
tail_note = next((note for note in self.draw_note_list if note.type == 8))
bisect.insort_left(self.current_notes_draw, tail_note, key=lambda x: x.index)
self.draw_note_list.remove(tail_note)
except Exception as e:
raise(e)
else:
bisect.insort_left(self.current_notes_draw, current_note, key=lambda x: x.index)
if not self.current_notes_draw:
return
if isinstance(self.current_notes_draw[0], Drumroll) and 255 > self.current_notes_draw[0].color > 0:
self.current_notes_draw[0].color += 1
note = self.current_notes_draw[0]
if note.type in {5, 6, 7} and len(self.current_notes_draw) > 1:
note = self.current_notes_draw[1]
position = self.get_position_x(SCREEN_WIDTH, current_ms, note.hit_ms, note.pixels_per_frame_x)
if position < GameScreen.JUDGE_X + 650:
self.current_notes_draw.pop(0)
def note_manager(self, current_ms: float, background: Optional[Background], current_time: float):
self.bar_manager(current_ms)
self.play_note_manager(current_ms, background)
self.draw_note_manager(current_ms)
def note_correct(self, note: Note, current_time: float):
# Remove from the appropriate separated list
if note.type in {1, 3} and self.don_notes and self.don_notes[0] == note:
self.don_notes.popleft()
elif note.type in {2, 4} and self.kat_notes and self.kat_notes[0] == note:
self.kat_notes.popleft()
elif note.type not in {1, 2, 3, 4} and self.other_notes and self.other_notes[0] == note:
self.other_notes.popleft()
index = note.index
if note.type == 7:
if self.other_notes:
self.other_notes.popleft()
if note.type < 7:
self.combo += 1
if self.combo % 10 == 0:
self.chara.set_animation('10_combo')
if self.combo % 100 == 0:
self.combo_announce = ComboAnnounce(self.combo, current_time)
if self.combo > self.max_combo:
self.max_combo = self.combo
if note.type != 9:
self.draw_arc_list.append(NoteArc(note.type, current_time, 1, note.type == 3 or note.type == 4 or note.type == 7, note.type == 7))
if note in self.current_notes_draw:
index = self.current_notes_draw.index(note)
self.current_notes_draw.pop(index)
def check_drumroll(self, drum_type: int, background: Optional[Background], current_time: float):
self.draw_arc_list.append(NoteArc(drum_type, current_time, 1, drum_type == 3 or drum_type == 4, False))
self.curr_drumroll_count += 1
self.total_drumroll += 1
if self.is_branch and self.branch_condition == 'r':
self.branch_condition_count += 1
if background is not None:
background.add_renda()
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100))
if not isinstance(self.current_notes_draw[0], Drumroll):
return
self.current_notes_draw[0].color = max(0, 255 - (self.curr_drumroll_count * 10))
def check_balloon(self, game_screen: GameScreen, drum_type: int, note: Balloon, current_time: float):
if drum_type != 1:
return
if note.is_kusudama:
self.check_kusudama(game_screen, note)
return
if self.balloon_anim is None:
self.balloon_anim = BalloonAnimation(current_time, note.count)
self.curr_balloon_count += 1
self.total_drumroll += 1
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100))
if self.curr_balloon_count == note.count:
self.is_balloon = False
note.popped = True
self.balloon_anim.update(current_time, self.curr_balloon_count, note.popped)
audio.play_sound('balloon_pop', 'hitsound')
self.note_correct(note, current_time)
self.curr_balloon_count = 0
def check_kusudama(self, game_screen: GameScreen, note: Balloon):
if self.kusudama_anim is None:
self.kusudama_anim = KusudamaAnimation(note.count)
self.curr_balloon_count += 1
self.total_drumroll += 1
self.score += 100
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 100))
if self.curr_balloon_count == note.count:
audio.play_sound('kusudama_pop', 'hitsound')
self.is_balloon = False
note.popped = True
self.curr_balloon_count = 0
def check_note(self, game_screen: GameScreen, drum_type: int, current_time: float):
if len(self.don_notes) == 0 and len(self.kat_notes) == 0 and len(self.other_notes) == 0:
return
if self.difficulty < 2:
good_window_ms = Player.TIMING_GOOD_EASY
ok_window_ms = Player.TIMING_OK_EASY
bad_window_ms = Player.TIMING_BAD_EASY
else:
good_window_ms = Player.TIMING_GOOD
ok_window_ms = Player.TIMING_OK
bad_window_ms = Player.TIMING_BAD
curr_note = self.other_notes[0] if self.other_notes else None
if self.is_drumroll:
self.check_drumroll(drum_type, game_screen.background, current_time)
elif self.is_balloon:
if not isinstance(curr_note, Balloon):
raise Exception("Balloon mode entered but current note is not balloon")
self.check_balloon(game_screen, drum_type, curr_note, current_time)
else:
self.curr_drumroll_count = 0
if drum_type == 1:
if not self.don_notes:
return
curr_note = self.don_notes[0]
elif drum_type == 2:
if not self.kat_notes:
return
curr_note = self.kat_notes[0]
else:
return
#If the note is too far away, stop checking
if game_screen.current_ms > (curr_note.hit_ms + bad_window_ms):
return
big = curr_note.type == 3 or curr_note.type == 4
if (curr_note.hit_ms - good_window_ms) <= game_screen.current_ms <= (curr_note.hit_ms + good_window_ms):
self.draw_judge_list.append(Judgement('GOOD', big, ms_display=game_screen.current_ms - curr_note.hit_ms))
self.lane_hit_effect = LaneHitEffect('GOOD')
self.good_count += 1
self.score += self.base_score
self.base_score_list.append(ScoreCounterAnimation(self.player_number, self.base_score))
self.note_correct(curr_note, current_time)
self.gauge.add_good()
if self.is_branch and self.branch_condition == 'p':
self.branch_condition_count += 1
if game_screen.background is not None:
game_screen.background.add_chibi(False)
elif (curr_note.hit_ms - ok_window_ms) <= game_screen.current_ms <= (curr_note.hit_ms + ok_window_ms):
self.draw_judge_list.append(Judgement('OK', big, ms_display=game_screen.current_ms - curr_note.hit_ms))
self.ok_count += 1
self.score += 10 * math.floor(self.base_score / 2 / 10)
self.base_score_list.append(ScoreCounterAnimation(self.player_number, 10 * math.floor(self.base_score / 2 / 10)))
self.note_correct(curr_note, current_time)
self.gauge.add_ok()
if self.is_branch and self.branch_condition == 'p':
self.branch_condition_count += 0.5
if game_screen.background is not None:
game_screen.background.add_chibi(False)
elif (curr_note.hit_ms - bad_window_ms) <= game_screen.current_ms <= (curr_note.hit_ms + bad_window_ms):
self.draw_judge_list.append(Judgement('BAD', big, ms_display=game_screen.current_ms - curr_note.hit_ms))
self.bad_count += 1
self.combo = 0
# Remove from both the specific note list and the main play_notes list
if drum_type == 1:
self.don_notes.popleft()
else:
self.kat_notes.popleft()
self.gauge.add_bad()
if game_screen.background is not None:
game_screen.background.add_chibi(True)
def drumroll_counter_manager(self, current_time: float):
if self.is_drumroll and self.curr_drumroll_count > 0 and self.drumroll_counter is None:
self.drumroll_counter = DrumrollCounter(current_time)
if self.drumroll_counter is not None:
if self.drumroll_counter.is_finished and not self.is_drumroll:
self.drumroll_counter = None
else:
self.drumroll_counter.update(current_time, self.curr_drumroll_count)
def balloon_manager(self, current_time: float):
if self.balloon_anim is not None:
self.chara.set_animation('balloon_popping')
self.balloon_anim.update(current_time, self.curr_balloon_count, not self.is_balloon)
if self.balloon_anim.is_finished:
self.balloon_anim = None
self.chara.set_animation('balloon_pop')
if self.kusudama_anim is not None:
self.kusudama_anim.update(current_time, not self.is_balloon)
self.kusudama_anim.update_count(self.curr_balloon_count)
if self.kusudama_anim.is_finished:
self.kusudama_anim = None
def handle_input(self, game_screen: GameScreen, current_time: float):
input_checks = [
(is_l_don_pressed, 'DON', 'L', game_screen.sound_don),
(is_r_don_pressed, 'DON', 'R', game_screen.sound_don),
(is_l_kat_pressed, 'KAT', 'L', game_screen.sound_kat),
(is_r_kat_pressed, 'KAT', 'R', game_screen.sound_kat)
]
for check_func, note_type, side, sound in input_checks:
if check_func():
self.lane_hit_effect = LaneHitEffect(note_type)
self.draw_drum_hit_list.append(DrumHitEffect(note_type, side))
audio.play_sound(sound, 'hitsound')
drum_value = 1 if note_type == 'DON' else 2
self.check_note(game_screen, drum_value, current_time)
self.input_log[game_screen.current_ms] = (note_type, side)
def autoplay_manager(self, game_screen: GameScreen, current_time: float):
if not global_data.modifiers.auto:
return
# Handle drumroll and balloon hits
if self.is_drumroll or self.is_balloon:
if not self.other_notes:
return
note = self.other_notes[0]
bpm = note.bpm
if bpm == 0:
subdivision_in_ms = 0
else:
subdivision_in_ms = game_screen.current_ms // ((60000 * 4 / bpm) / 24)
if subdivision_in_ms > self.last_subdivision:
self.last_subdivision = subdivision_in_ms
hit_type = 'DON'
self.lane_hit_effect = LaneHitEffect(hit_type)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L'
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side))
audio.play_sound(game_screen.sound_don, 'hitsound')
note_type = 3 if note.type == 6 else 1
self.check_note(game_screen, note_type, current_time)
else:
# Handle DON notes
while self.don_notes and game_screen.current_ms >= self.don_notes[0].hit_ms:
note = self.don_notes[0]
hit_type = 'DON'
self.lane_hit_effect = LaneHitEffect(hit_type)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L'
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side))
audio.play_sound(game_screen.sound_don, 'hitsound')
self.check_note(game_screen, 1, current_time)
# Handle KAT notes
while self.kat_notes and game_screen.current_ms >= self.kat_notes[0].hit_ms:
note = self.kat_notes[0]
hit_type = 'KAT'
self.lane_hit_effect = LaneHitEffect(hit_type)
self.autoplay_hit_side = 'R' if self.autoplay_hit_side == 'L' else 'L'
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side))
audio.play_sound(game_screen.sound_kat, 'hitsound')
self.check_note(game_screen, 2, current_time)
def evaluate_branch(self, current_ms):
e_req, m_req, end_time, total_notes = self.curr_branch_reqs
if current_ms >= end_time:
self.is_branch = False
if self.branch_condition == 'p':
self.branch_condition_count = min((self.branch_condition_count/total_notes)*100, 100)
if self.branch_condition_count >= e_req and self.branch_condition_count < m_req:
self.merge_branch_section(self.branch_e.pop(0), current_ms)
if self.branch_indicator is not None and self.branch_indicator.difficulty != 'expert':
if self.branch_indicator.difficulty == 'master':
self.branch_indicator.level_down('expert')
else:
self.branch_indicator.level_up('expert')
self.branch_m.pop(0)
self.branch_n.pop(0)
elif self.branch_condition_count >= m_req:
self.merge_branch_section(self.branch_m.pop(0), current_ms)
if self.branch_indicator is not None and self.branch_indicator.difficulty != 'master':
self.branch_indicator.level_up('master')
self.branch_n.pop(0)
self.branch_e.pop(0)
else:
self.merge_branch_section(self.branch_n.pop(0), current_ms)
if self.branch_indicator is not None and self.branch_indicator.difficulty != 'normal':
self.branch_indicator.level_down('normal')
self.branch_m.pop(0)
self.branch_e.pop(0)
self.branch_condition_count = 0
def update(self, game_screen: GameScreen, current_time: float):
self.note_manager(game_screen.current_ms, game_screen.background, current_time)
self.combo_display.update(current_time, self.combo)
self.combo_announce.update(current_time)
self.drumroll_counter_manager(current_time)
self.animation_manager(self.draw_judge_list, current_time)
self.balloon_manager(current_time)
if self.gogo_time is not None:
self.gogo_time.update(current_time)
if self.lane_hit_effect is not None:
self.lane_hit_effect.update(current_time)
self.animation_manager(self.draw_drum_hit_list, current_time)
# More efficient arc management
finished_arcs = []
for i, anim in enumerate(self.draw_arc_list):
anim.update(current_time)
if anim.is_finished:
self.gauge_hit_effect.append(GaugeHitEffect(anim.note_type, anim.is_big))
finished_arcs.append(i)
for i in reversed(finished_arcs):
self.draw_arc_list.pop(i)
self.animation_manager(self.gauge_hit_effect, current_time)
self.animation_manager(self.base_score_list, current_time)
self.score_counter.update(current_time, self.score)
self.autoplay_manager(game_screen, current_time)
self.handle_input(game_screen, current_time)
self.nameplate.update(current_time)
self.gauge.update(current_time)
if self.branch_indicator is not None:
self.branch_indicator.update(current_time)
if self.ending_anim is not None:
self.ending_anim.update(current_time)
if self.is_branch:
self.evaluate_branch(game_screen.current_ms)
# Get the next note from any of the three lists for BPM and gogo time updates
next_note = None
candidates = []
if self.don_notes:
candidates.append(self.don_notes[0])
if self.kat_notes:
candidates.append(self.kat_notes[0])
if self.other_notes:
candidates.append(self.other_notes[0])
if candidates:
next_note = min(candidates, key=lambda note: note.load_ms)
if next_note:
self.bpm = next_note.bpm
if next_note.gogo_time and not self.is_gogo_time:
self.is_gogo_time = True
self.gogo_time = GogoTime()
self.chara.set_animation('gogo_start')
if not next_note.gogo_time and self.is_gogo_time:
self.is_gogo_time = False
self.gogo_time = None
self.chara.set_animation('gogo_stop')
self.chara.update(current_time, self.bpm, self.gauge.is_clear, self.gauge.is_rainbow)
def draw_drumroll(self, current_ms: float, head: Drumroll, current_eighth: int):
start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x)
tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), self.current_notes_draw[1])
is_big = int(head.type == 6)
end_position = self.get_position_x(SCREEN_WIDTH, current_ms, tail.load_ms, tail.pixels_per_frame_x)
length = end_position - start_position
color = ray.Color(255, head.color, head.color, 255)
if head.display:
if length > 0:
tex.draw_texture('notes', "8", frame=is_big, x=start_position+64, y=192, x2=length-47, color=color)
if is_big:
tex.draw_texture('notes', "drumroll_big_tail", x=end_position+64, y=192, color=color)
else:
tex.draw_texture('notes', "drumroll_tail", x=end_position+64, y=192, color=color)
tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=start_position, y=192, color=color)
tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position + 60, y=323, x2=length)
tex.draw_texture('notes', 'moji', frame=head.moji, x=(start_position - (168//2)) + 64, y=323)
tex.draw_texture('notes', 'moji', frame=tail.moji, x=(end_position - (168//2)) + 32, y=323)
def draw_balloon(self, current_ms: float, head: Balloon, current_eighth: int):
offset = 12
start_position = self.get_position_x(SCREEN_WIDTH, current_ms, head.load_ms, head.pixels_per_frame_x)
tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), self.current_notes_draw[1])
end_position = self.get_position_x(SCREEN_WIDTH, current_ms, tail.load_ms, tail.pixels_per_frame_x)
pause_position = 349
if current_ms >= tail.hit_ms:
position = end_position
elif current_ms >= head.hit_ms:
position = pause_position
else:
position = start_position
if head.display:
tex.draw_texture('notes', str(head.type), frame=current_eighth % 2, x=position-offset, y=192)
tex.draw_texture('notes', '10', frame=current_eighth % 2, x=position-offset+128, y=192)
def draw_bars(self, current_ms: float):
if not self.current_bars:
return
# Batch bar draws by pre-calculating positions
bar_draws = []
for bar in reversed(self.current_bars):
if not bar.display:
continue
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, bar.load_ms, bar.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, bar.load_ms, bar.pixels_per_frame_y, bar.pixels_per_frame_x)
if hasattr(bar, 'is_branch_start'):
frame = 1
else:
frame = 0
bar_draws.append((str(bar.type), frame, x_position+60, y_position+190))
# Draw all bars in one batch
for bar_type, frame, x, y in bar_draws:
tex.draw_texture('notes', bar_type, frame=frame, x=x, y=y)
def draw_notes(self, current_ms: float, start_ms: float):
if not self.current_notes_draw:
return
eighth_in_ms = 0 if self.bpm == 0 else (60000 * 4 / self.bpm) / 8
current_eighth = 0
if self.combo >= 50 and eighth_in_ms != 0:
current_eighth = int((current_ms - start_ms) // eighth_in_ms)
for note in reversed(self.current_notes_draw):
if self.is_balloon and note == self.current_notes_draw[0]:
continue
if note.type == 8:
continue
if isinstance(note, Drumroll):
self.draw_drumroll(current_ms, note, current_eighth)
elif isinstance(note, Balloon) and not note.is_kusudama:
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
self.draw_balloon(current_ms, note, current_eighth)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
else:
x_position = self.get_position_x(SCREEN_WIDTH, current_ms, note.load_ms, note.pixels_per_frame_x)
y_position = self.get_position_y(current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
if note.display:
tex.draw_texture('notes', str(note.type), frame=current_eighth % 2, x=x_position, y=y_position+192, center=True)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (168//2) + 64, y=323 + y_position)
def draw_modifiers(self):
# Batch modifier texture draws to reduce state changes
modifiers_to_draw = ['mod_shinuchi']
# Speed modifiers
if global_data.modifiers.speed >= 4:
modifiers_to_draw.append('mod_yonbai')
elif global_data.modifiers.speed >= 3:
modifiers_to_draw.append('mod_sanbai')
elif global_data.modifiers.speed > 1:
modifiers_to_draw.append('mod_baisaku')
# Other modifiers
if global_data.modifiers.display:
modifiers_to_draw.append('mod_doron')
if global_data.modifiers.inverse:
modifiers_to_draw.append('mod_abekobe')
if global_data.modifiers.random == 2:
modifiers_to_draw.append('mod_detarame')
elif global_data.modifiers.random == 1:
modifiers_to_draw.append('mod_kimagure')
# Draw all modifiers in one batch
for modifier in modifiers_to_draw:
tex.draw_texture('lane', modifier)
def draw(self, game_screen: GameScreen):
current_ms = game_screen.current_ms
# Group 1: Background and lane elements
tex.draw_texture('lane', 'lane_background')
if self.branch_indicator is not None:
self.branch_indicator.draw()
self.gauge.draw()
if self.lane_hit_effect is not None:
self.lane_hit_effect.draw()
tex.draw_texture('lane', 'lane_hit_circle')
# Group 2: Judgement and hit effects
if self.gogo_time is not None:
self.gogo_time.draw()
for anim in self.draw_judge_list:
anim.draw()
# Group 3: Notes and bars (game content)
self.draw_bars(current_ms)
self.draw_notes(current_ms, game_screen.start_ms)
# Group 4: Lane covers and UI elements (batch similar textures)
tex.draw_texture('lane', f'{self.player_number}p_lane_cover')
tex.draw_texture('lane', 'drum')
if global_data.modifiers.auto:
tex.draw_texture('lane', 'auto_icon')
if self.ending_anim is not None:
self.ending_anim.draw()
# Group 5: Hit effects and animations
for anim in self.draw_drum_hit_list:
anim.draw()
for anim in self.draw_arc_list:
anim.draw(game_screen.mask_shader)
for anim in self.gauge_hit_effect:
anim.draw()
# Group 6: UI overlays
self.combo_display.draw()
self.combo_announce.draw()
tex.draw_texture('lane', 'lane_score_cover')
tex.draw_texture('lane', f'{self.player_number}p_icon')
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty)
# Group 7: Player-specific elements
if not global_data.modifiers.auto:
self.nameplate.draw(-62, 285)
self.draw_modifiers()
self.chara.draw()
# Group 8: Special animations and counters
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
if self.balloon_anim is not None:
self.balloon_anim.draw()
if self.kusudama_anim is not None:
self.kusudama_anim.draw()
self.score_counter.draw()
for anim in self.base_score_list:
anim.draw()
#ray.draw_circle(game_screen.width//2, game_screen.height, 300, ray.ORANGE)
class Judgement:
def __init__(self, type: str, big: bool, ms_display: Optional[float]=None):
self.type = type
self.big = big
self.is_finished = False
self.curr_hit_ms = None
if ms_display is not None:
self.curr_hit_ms = str(round(ms_display, 2))
self.fade_animation_1 = Animation.create_fade(132, initial_opacity=0.5, delay=100)
self.fade_animation_1.start()
self.fade_animation_2 = Animation.create_fade(316 - 233.3, delay=233.3)
self.fade_animation_2.start()
self.move_animation = Animation.create_move(83, total_distance=15, start_position=144)
self.move_animation.start()
self.texture_animation = Animation.create_texture_change(100, textures=[(33, 50, 0), (50, 83, 1), (83, 100, 2), (100, float('inf'), 3)])
self.texture_animation.start()
def update(self, current_ms):
animations = [self.fade_animation_1, self.fade_animation_2, self.move_animation, self.texture_animation]
for anim in animations:
anim.update(current_ms)
if self.fade_animation_2.is_finished:
self.is_finished = True
def draw(self):
y = self.move_animation.attribute
index = self.texture_animation.attribute
hit_fade = self.fade_animation_1.attribute
fade = self.fade_animation_2.attribute
if self.type == 'GOOD':
if self.big:
tex.draw_texture('hit_effect', 'hit_effect_good_big', fade=fade)
tex.draw_texture('hit_effect', 'outer_good_big', frame=index, fade=hit_fade)
else:
tex.draw_texture('hit_effect', 'hit_effect_good', fade=fade)
tex.draw_texture('hit_effect', 'outer_good', frame=index, fade=hit_fade)
tex.draw_texture('hit_effect', 'judge_good', y=y, fade=fade)
elif self.type == 'OK':
if self.big:
tex.draw_texture('hit_effect', 'hit_effect_ok_big', fade=fade)
tex.draw_texture('hit_effect', 'outer_ok_big', frame=index, fade=hit_fade)
else:
tex.draw_texture('hit_effect', 'hit_effect_ok', fade=fade)
tex.draw_texture('hit_effect', 'outer_ok', frame=index, fade=hit_fade)
tex.draw_texture('hit_effect', 'judge_ok', y=y, fade=fade)
elif self.type == 'BAD':
tex.draw_texture('hit_effect', 'judge_bad', y=y, fade=fade)
class LaneHitEffect:
def __init__(self, type: str):
self.type = type
self.fade = tex.get_animation(0, is_copy=True)
self.fade.start()
self.is_finished = False
def update(self, current_ms: float):
self.fade.update(current_ms)
if self.fade.is_finished:
self.is_finished = True
def draw(self):
if self.type == 'GOOD':
tex.draw_texture('lane', 'lane_hit_effect', frame=2, fade=self.fade.attribute)
elif self.type == 'DON':
tex.draw_texture('lane', 'lane_hit_effect', frame=0, fade=self.fade.attribute)
elif self.type == 'KAT':
tex.draw_texture('lane', 'lane_hit_effect', frame=1, fade=self.fade.attribute)
class DrumHitEffect:
def __init__(self, type: str, side: str):
self.type = type
self.side = side
self.is_finished = False
self.fade = tex.get_animation(1, is_copy=True)
self.fade.start()
def update(self, current_ms: float):
self.fade.update(current_ms)
if self.fade.is_finished:
self.is_finished = True
def draw(self):
if self.type == 'DON':
if self.side == 'L':
tex.draw_texture('lane', 'drum_don_l', fade=self.fade.attribute)
elif self.side == 'R':
tex.draw_texture('lane', 'drum_don_r', fade=self.fade.attribute)
elif self.type == 'KAT':
if self.side == 'L':
tex.draw_texture('lane', 'drum_kat_l', fade=self.fade.attribute)
elif self.side == 'R':
tex.draw_texture('lane', 'drum_kat_r', fade=self.fade.attribute)
class GaugeHitEffect:
# Pre-define color thresholds for better performance
_COLOR_THRESHOLDS = [(0.70, ray.WHITE), (0.80, ray.YELLOW), (0.90, ray.ORANGE), (1.00, ray.RED)]
def __init__(self, note_type: int, big: bool):
self.note_type = note_type
self.is_big = big
self.texture_change = tex.get_animation(2, is_copy=True)
self.texture_change.start()
self.circle_fadein = Animation.create_fade(133, initial_opacity=0.0, final_opacity=1.0, delay=16.67)
self.circle_fadein.start()
self.resize = Animation.create_texture_resize(233, delay=self.texture_change.duration, initial_size=0.75, final_size=1.15)
self.resize.start()
self.fade_out = Animation.create_fade(66, delay=233)
self.fade_out.start()
self.rotation = Animation.create_fade(300, delay=116.67, initial_opacity=0.0, final_opacity=1.0)
self.rotation.start()
self.color = ray.fade(ray.YELLOW, self.circle_fadein.attribute)
self.is_finished = False
self.texture_color = ray.WHITE
self.dest_width = 152
self.dest_height = 152
self.origin = ray.Vector2(76, 76) # 152/2
self.rotation_angle = 0
self.x2_pos = -152
self.y2_pos = -152
# Cache for texture selection
self.circle_texture = 'hit_effect_circle_big' if self.is_big else 'hit_effect_circle'
self._last_resize_value = -1
self._cached_texture_color = ray.WHITE
def _get_texture_color_for_resize(self, resize_value):
"""Calculate texture color based on resize attribute value with caching"""
# Use cached value if resize hasn't changed significantly
if abs(resize_value - self._last_resize_value) < 0.01:
return self._cached_texture_color
self._last_resize_value = resize_value
if resize_value >= 1.00:
self._cached_texture_color = ray.RED
else:
# Use pre-defined thresholds for faster lookup
self._cached_texture_color = ray.WHITE
for threshold, color in self._COLOR_THRESHOLDS:
if resize_value <= threshold:
self._cached_texture_color = color
break
return self._cached_texture_color
def update(self, current_ms):
# Update all animations
self.texture_change.update(current_ms)
self.circle_fadein.update(current_ms)
self.fade_out.update(current_ms)
self.resize.update(current_ms)
self.rotation.update(current_ms)
# Update circle color with optimized calculation
base_color = ray.WHITE if self.circle_fadein.is_finished else ray.YELLOW
fade_value = min(self.fade_out.attribute, self.circle_fadein.attribute)
self.color = ray.fade(base_color, fade_value)
# Pre-compute drawing values only when resize changes significantly
resize_val = self.resize.attribute
if abs(resize_val - getattr(self, '_last_resize_calc', -1)) > 0.005:
self._last_resize_calc = resize_val
self.texture_color = self._get_texture_color_for_resize(resize_val)
self.dest_width = 152 * resize_val
self.dest_height = 152 * resize_val
self.origin = ray.Vector2(self.dest_width / 2, self.dest_height / 2)
self.x2_pos = -152 + (152 * resize_val)
self.y2_pos = -152 + (152 * resize_val)
self.rotation_angle = self.rotation.attribute * 100
# Check if finished
if self.fade_out.is_finished:
self.is_finished = True
def draw(self):
fade_value = self.fade_out.attribute
# Main hit effect texture
tex.draw_texture('gauge', 'hit_effect',
frame=self.texture_change.attribute,
x2=self.x2_pos,
y2=self.y2_pos,
color=ray.fade(self.texture_color, fade_value),
origin=self.origin,
rotation=self.rotation_angle,
center=True)
# Note type texture
tex.draw_texture('notes', str(self.note_type),
x=1158, y=101,
fade=fade_value)
# Circle effect texture (use cached texture name)
tex.draw_texture('gauge', self.circle_texture, color=self.color)
class NoteArc:
def __init__(self, note_type: int, current_ms: float, player_number: int, big: bool, is_balloon: bool):
self.note_type = note_type
self.is_big = big
self.is_balloon = is_balloon
self.arc_points = 100
self.arc_duration = 22
self.current_progress = 0
self.create_ms = current_ms
self.player_number = player_number
self.explosion_point_index = 0
self.points_per_explosion = 5
curve_height = 425
self.start_x, self.start_y = 350, 192
self.end_x, self.end_y = 1158, 101
self.explosion_x = self.start_x
self.explosion_y = self.start_y
if self.player_number == 1:
# Control point influences the curve shape
self.control_x = (self.start_x + self.end_x) // 2
self.control_y = min(self.start_y, self.end_y) - curve_height # Arc upward
else:
self.control_x = (self.start_x + self.end_x) // 2
self.control_y = max(self.start_y, self.end_y) + curve_height # Arc downward
self.x_i = self.start_x
self.y_i = self.start_y
self.is_finished = False
self.arc_points_cache = []
for i in range(self.arc_points + 1):
t = i / self.arc_points
t_inv = 1.0 - t
x = int(t_inv * t_inv * self.start_x + 2 * t_inv * t * self.control_x + t * t * self.end_x)
y = int(t_inv * t_inv * self.start_y + 2 * t_inv * t * self.control_y + t * t * self.end_y)
self.arc_points_cache.append((x, y))
self.explosion_x, self.explosion_y = self.arc_points_cache[0]
self.explosion_anim = tex.get_animation(22)
self.explosion_anim.start()
def update(self, current_ms: float):
ms_since_call = (current_ms - self.create_ms) / 16.67
ms_since_call = max(0, min(ms_since_call, self.arc_duration))
self.current_progress = ms_since_call / self.arc_duration
if self.current_progress >= 1.0:
self.is_finished = True
self.x_i, self.y_i = self.arc_points_cache[-1]
return
point_index = int(self.current_progress * self.arc_points)
if point_index < len(self.arc_points_cache):
self.x_i, self.y_i = self.arc_points_cache[point_index]
else:
self.x_i, self.y_i = self.arc_points_cache[-1]
self.explosion_anim.update(current_ms)
if self.explosion_anim.is_finished:
self.explosion_point_index = min(
self.explosion_point_index + self.points_per_explosion,
len(self.arc_points_cache) - 1
)
self.explosion_x, self.explosion_y = self.arc_points_cache[self.explosion_point_index*4]
self.explosion_anim.restart()
def draw(self, mask_shader: ray.Shader):
if self.is_balloon:
rainbow = tex.textures['balloon']['rainbow']
trail_length_ratio = 0.5
trail_start_progress = max(0, self.current_progress - trail_length_ratio)
trail_end_progress = self.current_progress
if trail_end_progress > trail_start_progress:
crop_start_x = int(trail_start_progress * rainbow.width)
crop_end_x = int(trail_end_progress * rainbow.width)
crop_width = crop_end_x - crop_start_x
if crop_width > 0:
src = ray.Rectangle(crop_start_x, 0, crop_width, rainbow.height)
ray.begin_shader_mode(mask_shader)
tex.draw_texture('balloon', 'rainbow_mask', src=src, x=crop_start_x, x2=-rainbow.width + crop_width)
ray.end_shader_mode()
tex.draw_texture('balloon', 'explosion', x=self.explosion_x, y=self.explosion_y-30, frame=self.explosion_anim.attribute)
'''
elif self.is_big:
tex.draw_texture('hit_effect', 'explosion', x=self.explosion_x, y=self.explosion_y-30, frame=self.explosion_anim.attribute)
'''
tex.draw_texture('notes', str(self.note_type), x=self.x_i, y=self.y_i)
class DrumrollCounter:
def __init__(self, current_ms: float):
self.create_ms = current_ms
self.is_finished = False
self.total_duration = 1349
self.drumroll_count = 0
self.fade_animation = tex.get_animation(8)
self.fade_animation.start()
self.stretch_animation = tex.get_animation(9)
def update_count(self, count: int, elapsed_time: float):
self.total_duration = elapsed_time + 1349
self.fade_animation.delay = self.total_duration - 166
if self.drumroll_count != count:
self.drumroll_count = count
self.stretch_animation.start()
def update(self, current_ms: float, drumroll_count: int):
self.stretch_animation.update(current_ms)
self.fade_animation.update(current_ms)
elapsed_time = current_ms - self.create_ms
if drumroll_count != 0:
self.update_count(drumroll_count, elapsed_time)
if self.fade_animation.is_finished:
self.is_finished = True
def draw(self):
color = ray.fade(ray.WHITE, self.fade_animation.attribute)
tex.draw_texture('drumroll_counter', 'bubble', color=color)
counter = str(self.drumroll_count)
total_width = len(counter) * 52
for i, digit in enumerate(counter):
tex.draw_texture('drumroll_counter', 'counter', color=color, frame=int(digit), x=-(total_width//2)+(i*52), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
class BalloonAnimation:
def __init__(self, current_ms: float, balloon_total: int):
self.create_ms = current_ms
self.is_finished = False
self.total_duration = 83.33
self.color = ray.fade(ray.WHITE, 1.0)
self.balloon_count = 0
self.balloon_total = balloon_total
self.is_popped = False
self.stretch_animation = tex.get_animation(6)
self.fade_animation = tex.get_animation(7)
self.fade_animation.start()
def update_count(self, balloon_count: int):
if self.balloon_count != balloon_count:
self.balloon_count = balloon_count
self.stretch_animation.start()
def update(self, current_ms: float, balloon_count: int, is_popped: bool):
self.update_count(balloon_count)
self.stretch_animation.update(current_ms)
self.is_popped = is_popped
elapsed_time = current_ms - self.create_ms
if self.is_popped:
self.fade_animation.update(current_ms)
self.color = ray.fade(ray.WHITE, self.fade_animation.attribute)
else:
self.total_duration = elapsed_time + 166
self.fade_animation.delay = self.total_duration - 166
if self.fade_animation.is_finished:
self.is_finished = True
def draw(self):
if self.is_popped:
tex.draw_texture('balloon', 'pop', frame=7, color=self.color)
elif self.balloon_count >= 1:
balloon_index = min(6, (self.balloon_count - 1) * 6 // self.balloon_total)
tex.draw_texture('balloon', 'pop', frame=balloon_index, color=self.color, index=global_data.player_num-1)
if self.balloon_count > 0:
tex.draw_texture('balloon', 'bubble')
counter = str(max(0, self.balloon_total - self.balloon_count + 1))
total_width = len(counter) * 52
for i, digit in enumerate(counter):
tex.draw_texture('balloon', 'counter', frame=int(digit), color=self.color, x=-(total_width // 2) + (i * 52), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
class KusudamaAnimation:
def __init__(self, balloon_total: int):
self.balloon_total = balloon_total
self.move_down = tex.get_animation(11)
self.move_up = tex.get_animation(12)
self.renda_move_up = tex.get_animation(13)
self.renda_move_down = tex.get_animation(18)
self.renda_fade_in = tex.get_animation(14)
self.renda_fade_out = tex.get_animation(20)
self.stretch_animation = tex.get_animation(15)
self.breathing = tex.get_animation(16)
self.renda_breathe = tex.get_animation(17)
self.open = tex.get_animation(19)
self.fade_out = tex.get_animation(21)
self.balloon_count = 0
self.is_popped = False
self.is_finished = False
self.move_down.start()
self.move_up.start()
self.renda_move_up.start()
self.renda_move_down.start()
self.renda_fade_in.start()
self.open.reset()
self.renda_fade_out.reset()
self.fade_out.reset()
def update_count(self, balloon_count: int):
if self.balloon_count != balloon_count:
self.balloon_count = balloon_count
self.stretch_animation.start()
self.breathing.start()
def update(self, current_ms, is_popped: bool):
if is_popped and not self.is_popped:
self.is_popped = True
self.open.start()
self.renda_fade_out.start()
self.fade_out.start()
self.move_down.update(current_ms)
self.move_up.update(current_ms)
self.renda_move_up.update(current_ms)
self.renda_move_down.update(current_ms)
self.renda_fade_in.update(current_ms)
self.renda_fade_out.update(current_ms)
self.fade_out.update(current_ms)
self.stretch_animation.update(current_ms)
self.breathing.update(current_ms)
self.renda_breathe.update(current_ms)
self.open.update(current_ms)
self.is_finished = self.fade_out.is_finished
def draw(self):
y = self.move_down.attribute - self.move_up.attribute
renda_y = -self.renda_move_up.attribute + self.renda_move_down.attribute + self.renda_breathe.attribute
tex.draw_texture('kusudama', 'kusudama', frame=self.open.attribute, y=y, scale=self.breathing.attribute, center=True, fade=self.fade_out.attribute)
tex.draw_texture('kusudama', 'renda', y=renda_y, fade=min(self.renda_fade_in.attribute, self.renda_fade_out.attribute))
if self.move_up.is_finished and not self.is_popped:
counter = str(max(0, self.balloon_total - self.balloon_count))
if counter == '0':
return
total_width = len(counter) * 150
for i, digit in enumerate(counter):
tex.draw_texture('kusudama', 'counter', frame=int(digit), x=-(total_width // 2) + (i * 150), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
class Combo:
def __init__(self, combo: int, current_ms: float):
self.combo = combo
self.stretch_animation = tex.get_animation(5)
self.color = [ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1), ray.fade(ray.WHITE, 1)]
self.glimmer_dict = {0: 0, 1: 0, 2: 0}
self.total_time = 250
self.cycle_time = self.total_time * 2
self.start_times = [
current_ms,
current_ms + (2 / 3) * self.cycle_time,
current_ms + (4 / 3) * self.cycle_time
]
def update_count(self, combo: int):
if self.combo != combo:
self.combo = combo
self.stretch_animation.start()
def update(self, current_ms: float, combo: int):
self.update_count(combo)
self.stretch_animation.update(current_ms)
for i in range(3):
elapsed_time = current_ms - self.start_times[i]
if elapsed_time > self.cycle_time:
cycles_completed = elapsed_time // self.cycle_time
self.start_times[i] += cycles_completed * self.cycle_time
elapsed_time = current_ms - self.start_times[i]
if elapsed_time <= self.total_time:
self.glimmer_dict[i] = -int(elapsed_time // 16.67)
fade_start_time = self.total_time - 164
if elapsed_time >= fade_start_time:
fade = 1 - (elapsed_time - fade_start_time) / 164
else:
fade = 1
else:
self.glimmer_dict[i] = 0
fade = 0
self.color[i] = ray.fade(ray.WHITE, fade)
def draw(self):
if self.combo < 3:
return
# Cache string conversion
if self.combo != getattr(self, '_cached_combo_value', -1):
self._cached_combo_value = self.combo
self._cached_combo_str = str(self.combo)
counter = self._cached_combo_str
if self.combo < 100:
margin = 30
total_width = len(counter) * margin
tex.draw_texture('combo', 'combo')
for i, digit in enumerate(counter):
tex.draw_texture('combo', 'counter', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
else:
margin = 35
total_width = len(counter) * margin
tex.draw_texture('combo', 'combo_100')
for i, digit in enumerate(counter):
tex.draw_texture('combo', 'counter_100', frame=int(digit), x=-(total_width // 2) + (i * margin), y=-self.stretch_animation.attribute, y2=self.stretch_animation.attribute)
glimmer_positions = [(225, 210), (200, 230), (250, 230)]
for j, (x, y) in enumerate(glimmer_positions):
for i in range(3):
tex.draw_texture('combo', 'gleam', x=x+(i*30), y=y+self.glimmer_dict[j], color=self.color[j])
class ScoreCounter:
def __init__(self, score: int):
self.score = score
self.stretch = tex.get_animation(4)
def update_count(self, score: int):
if self.score != score:
self.score = score
self.stretch.start()
def update(self, current_ms: float, score: int):
self.update_count(score)
if self.score > 0:
self.stretch.update(current_ms)
def draw(self):
# Cache string conversion
if self.score != getattr(self, '_cached_score_value', -1):
self._cached_score_value = self.score
self._cached_score_str = str(self.score)
counter = self._cached_score_str
x, y = 150, 185
margin = 20
total_width = len(counter) * margin
start_x = x - total_width
for i, digit in enumerate(counter):
tex.draw_texture('lane', 'score_number', frame=int(digit), x=start_x + (i * margin), y=y - self.stretch.attribute, y2=self.stretch.attribute)
class ScoreCounterAnimation:
def __init__(self, player_num: str, counter: int):
self.counter = counter
self.fade_animation_1 = Animation.create_fade(50, initial_opacity=0.0, final_opacity=1.0)
self.fade_animation_1.start()
self.move_animation_1 = Animation.create_move(80, total_distance=-20, start_position=175)
self.move_animation_1.start()
self.fade_animation_2 = Animation.create_fade(80, delay=366.74)
self.fade_animation_2.start()
self.move_animation_2 = Animation.create_move(66, total_distance=5, start_position=145, delay=80)
self.move_animation_2.start()
self.move_animation_3 = Animation.create_move(66, delay=279.36, total_distance=-2, start_position=146)
self.move_animation_3.start()
self.move_animation_4 = Animation.create_move(80, delay=366.74, total_distance=10, start_position=148)
self.move_animation_4.start()
if player_num == '2':
self.base_color = ray.Color(84, 250, 238, 255)
else:
self.base_color = ray.Color(254, 102, 0, 255)
self.color = ray.fade(self.base_color, 1.0)
self.is_finished = False
# Cache string and layout calculations
self.counter_str = str(counter)
self.margin = 20
self.total_width = len(self.counter_str) * self.margin
self.y_pos_list = []
def update(self, current_ms: float):
self.fade_animation_1.update(current_ms)
self.move_animation_1.update(current_ms)
self.move_animation_2.update(current_ms)
self.move_animation_3.update(current_ms)
self.move_animation_4.update(current_ms)
self.fade_animation_2.update(current_ms)
fade_value = self.fade_animation_2.attribute if self.fade_animation_1.is_finished else self.fade_animation_1.attribute
self.color = ray.fade(self.base_color, fade_value)
if self.fade_animation_2.is_finished:
self.is_finished = True
# Cache y positions
self.y_pos_list = [self.move_animation_4.attribute + i*5 for i in range(1, len(self.counter_str)+1)]
def draw(self):
x = self.move_animation_2.attribute if self.move_animation_1.is_finished else self.move_animation_1.attribute
if x == 0:
return
start_x = x - self.total_width
for i, digit in enumerate(self.counter_str):
if self.move_animation_3.is_finished:
y = self.y_pos_list[i]
elif self.move_animation_2.is_finished:
y = self.move_animation_3.attribute
else:
y = 148
tex.draw_texture('lane', 'score_number',
frame=int(digit),
x=start_x + (i * self.margin),
y=y,
color=self.color)
class SongInfo:
def __init__(self, song_name: str, genre: int):
self.song_name = song_name
self.genre = genre
self.song_title = OutlinedText(song_name, 40, ray.WHITE, ray.BLACK, outline_thickness=5)
self.fade = tex.get_animation(3)
def update(self, current_ms: float):
self.fade.update(current_ms)
def draw(self):
tex.draw_texture('song_info', 'song_num', fade=self.fade.attribute, frame=global_data.songs_played % 4)
text_x = 1252 - self.song_title.texture.width
text_y = 50 - self.song_title.texture.height//2
dest = ray.Rectangle(text_x, text_y, self.song_title.texture.width, self.song_title.texture.height)
self.song_title.draw(self.song_title.default_src, dest, ray.Vector2(0, 0), 0, ray.fade(ray.WHITE, 1 - self.fade.attribute))
if self.genre < 9:
tex.draw_texture('song_info', 'genre', fade=1 - self.fade.attribute, frame=self.genre)
class ResultTransition:
def __init__(self, player_num: int):
self.player_num = player_num
self.move = global_tex.get_animation(5)
self.move.reset()
self.is_finished = False
self.is_started = False
def start(self):
self.move.start()
def update(self, current_ms: float):
self.move.update(current_ms)
self.is_started = self.move.is_started
self.is_finished = self.move.is_finished
def draw(self):
x = 0
screen_width = 1280
while x < screen_width:
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter', frame=0, x=x, y=-720 + self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter', frame=0, x=x, y=720 - self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=-432 + self.move.attribute)
global_tex.draw_texture('result_transition', f'{str(self.player_num)}p_shutter_footer', x=x, y=1008 - self.move.attribute)
x += 256
class GogoTime:
def __init__(self):
self.explosion_anim = tex.get_animation(23)
self.fire_resize = tex.get_animation(24)
self.fire_change = tex.get_animation(25)
self.explosion_anim.start()
self.fire_resize.start()
self.fire_change.start()
def update(self, current_time_ms: float):
self.explosion_anim.update(current_time_ms)
self.fire_resize.update(current_time_ms)
self.fire_change.update(current_time_ms)
def draw(self):
tex.draw_texture('gogo_time', 'fire', scale=self.fire_resize.attribute, frame=self.fire_change.attribute, fade=0.5, center=True)
if not self.explosion_anim.is_finished:
for i in range(5):
tex.draw_texture('gogo_time', 'explosion', frame=self.explosion_anim.attribute, index=i)
class ComboAnnounce:
def __init__(self, combo: int, current_time_ms: float):
self.combo = combo
self.wait = current_time_ms
self.fade = Animation.create_fade(100)
self.fade.start()
self.is_finished = False
self.audio_played = False
def update(self, current_time_ms: float):
if current_time_ms >= self.wait + 1666.67 and not self.is_finished:
self.fade.start()
self.is_finished = True
self.fade.update(current_time_ms)
if not self.audio_played:
audio.play_sound(f'combo_{self.combo}_{global_data.player_num}p', 'voice')
self.audio_played = True
def draw(self):
if self.combo == 0:
return
if not self.is_finished:
fade = 1 - self.fade.attribute
else:
fade = self.fade.attribute
tex.draw_texture('combo', f'announce_bg_{global_data.player_num}p', fade=fade)
if self.combo >= 1000:
thousands = self.combo // 1000
remaining_hundreds = (self.combo % 1000) // 100
thousands_offset = -110
hundreds_offset = 20
if self.combo % 1000 == 0:
tex.draw_texture('combo', 'announce_number', frame=thousands-1, x=-23, fade=fade)
tex.draw_texture('combo', 'announce_add', frame=0, x=435, fade=fade)
else:
if thousands <= 5:
tex.draw_texture('combo', 'announce_add', frame=thousands, x=429 + thousands_offset, fade=fade)
if remaining_hundreds > 0:
tex.draw_texture('combo', 'announce_number', frame=remaining_hundreds-1, x=hundreds_offset, fade=fade)
text_offset = -30
else:
text_offset = 0
tex.draw_texture('combo', 'announce_number', frame=self.combo // 100 - 1, x=0, fade=fade)
tex.draw_texture('combo', 'announce_text', x=-text_offset/2, fade=fade)
class BranchIndicator:
def __init__(self):
self.difficulty = 'normal'
self.diff_2 = self.difficulty
self.diff_down = Animation.create_move(100, total_distance=20, ease_out='quadratic')
self.diff_up = Animation.create_move(133, total_distance=70, delay=self.diff_down.duration, ease_out='quadratic')
self.diff_fade = Animation.create_fade(133, delay=self.diff_down.duration)
self.level_fade = Animation.create_fade(116, initial_opacity=0.0, final_opacity=1.0, reverse_delay=116*10)
self.level_scale = Animation.create_texture_resize(116, initial_size=1.0, final_size=1.2, reverse_delay=0)
self.direction = 1
def update(self, current_time_ms):
self.diff_down.update(current_time_ms)
self.diff_up.update(current_time_ms)
self.diff_fade.update(current_time_ms)
self.level_fade.update(current_time_ms)
self.level_scale.update(current_time_ms)
def level_up(self, difficulty):
self.diff_2 = self.difficulty
self.difficulty = difficulty
self.diff_down.start()
self.diff_up.start()
self.diff_fade.start()
self.level_fade.start()
self.level_scale.start()
self.direction = 1
def level_down(self, difficulty):
self.diff_2 = self.difficulty
self.difficulty = difficulty
self.diff_down.start()
self.diff_up.start()
self.diff_fade.start()
self.level_fade.start()
self.level_scale.start()
self.direction = -1
def draw(self):
if self.difficulty == 'expert':
tex.draw_texture('branch', 'expert_bg', fade=min(0.5, 1 - self.diff_fade.attribute))
if self.difficulty == 'master':
tex.draw_texture('branch', 'master_bg', fade=min(0.5, 1 - self.diff_fade.attribute))
if self.direction == -1:
tex.draw_texture('branch', 'level_down', scale=self.level_scale.attribute, fade=self.level_fade.attribute, center=True)
else:
tex.draw_texture('branch', 'level_up', scale=self.level_scale.attribute, fade=self.level_fade.attribute, center=True)
tex.draw_texture('branch', self.diff_2, y=(self.diff_down.attribute - self.diff_up.attribute) * self.direction, fade=self.diff_fade.attribute)
tex.draw_texture('branch', self.difficulty, y=(self.diff_up.attribute * (self.direction*-1)) - (70*self.direction*-1), fade=1 - self.diff_fade.attribute)
class FailAnimation:
def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start()
self.bachio_texture_change = Animation.create_texture_change(266.67, textures=[(0, 150, 0), (150, 266.67, 1)], delay=self.bachio_fade_in.duration)
self.bachio_fall = Animation.create_texture_change(500, textures=[[0, 495, 0], [495, 500, 1]], delay=self.bachio_texture_change.duration)
self.bachio_texture_change.start()
self.bachio_fall.start()
self.bachio_move_out = Animation.create_move(116.67, total_distance=150, delay=self.bachio_fade_in.duration, ease_out='quadratic')
self.bachio_move_out.start()
self.bachio_boom_fade_in = Animation.create_fade(66.67, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration)
self.bachio_boom_scale = Animation.create_texture_resize(133.34, initial_size=0.5, final_size=1.0, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration)
self.bachio_boom_fade_in.start()
self.bachio_boom_scale.start()
self.bachio_up = Animation.create_move(416.67, total_distance=60, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration, ease_out='quadratic')
self.bachio_down = Animation.create_move(100, total_distance=60, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration + self.bachio_up.duration, ease_out='quadratic')
self.bachio_up.start()
self.bachio_down.start()
self.text_fade_in = Animation.create_fade(283.33, initial_opacity=0.0, final_opacity=1.0, delay=self.bachio_fade_in.duration + self.bachio_move_out.duration + self.bachio_up.duration/2)
self.text_fade_in.start()
self.name = 'in'
self.frame = self.bachio_texture_change.attribute
audio.play_sound('fail', 'sound')
def update(self, current_time_ms: float):
self.bachio_fade_in.update(current_time_ms)
self.bachio_texture_change.update(current_time_ms)
self.bachio_fall.update(current_time_ms)
self.bachio_move_out.update(current_time_ms)
self.bachio_boom_fade_in.update(current_time_ms)
self.bachio_boom_scale.update(current_time_ms)
self.bachio_up.update(current_time_ms)
self.bachio_down.update(current_time_ms)
self.text_fade_in.update(current_time_ms)
if self.bachio_texture_change.is_finished:
self.name = 'fall'
self.frame = self.bachio_fall.attribute
else:
self.frame = self.bachio_texture_change.attribute
def draw(self):
tex.draw_texture('ending_anim', 'fail', fade=self.text_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=-self.bachio_move_out.attribute - (self.bachio_up.attribute/2), y=self.bachio_down.attribute - self.bachio_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=self.bachio_move_out.attribute + (self.bachio_up.attribute/2), y=self.bachio_down.attribute - self.bachio_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_boom', index=0, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute)
tex.draw_texture('ending_anim', 'bachio_boom', index=1, fade=self.bachio_boom_fade_in.attribute, center=True, scale=self.bachio_boom_scale.attribute)
class ClearAnimation:
def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start()
self.bachio_texture_change = Animation.create_texture_change(266.67, textures=[(0, 150, 0), (150, 266.67, 1)], delay=self.bachio_fade_in.duration)
self.bachio_texture_change.start()
self.bachio_out = Animation.create_texture_change(200, textures=[[0, 50, 0], [50, 100, 1], [100, 150, 2], [150, 200, 3]], delay=self.bachio_texture_change.duration+100)
self.bachio_out.start()
self.bachio_move_out = Animation.create_move(116.67, total_distance=200, delay=self.bachio_fade_in.duration, ease_out='quadratic')
self.bachio_move_out.start()
self.clear_separate_fade_in = [Animation.create_fade(100, initial_opacity=0.0, final_opacity=1.0, delay=i*50) for i in range(5)]
for fade in self.clear_separate_fade_in:
fade.start()
self.clear_separate_stretch = [Animation.create_text_stretch(200, delay=i*50) for i in range(5)]
for stretch in self.clear_separate_stretch:
stretch.start()
self.clear_highlight_fade_in = Animation.create_fade(183, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, delay=450)
self.clear_highlight_fade_in.start()
self.draw_clear_full = False
self.name = 'in'
self.frame = 0
audio.play_sound('clear', 'sound')
def update(self, current_time_ms: float):
self.bachio_fade_in.update(current_time_ms)
self.bachio_texture_change.update(current_time_ms)
self.bachio_out.update(current_time_ms)
self.bachio_move_out.update(current_time_ms)
self.clear_highlight_fade_in.update(current_time_ms)
if self.clear_highlight_fade_in.attribute == 1.0:
self.draw_clear_full = True
for fade in self.clear_separate_fade_in:
fade.update(current_time_ms)
for stretch in self.clear_separate_stretch:
stretch.update(current_time_ms)
if self.bachio_texture_change.is_finished:
self.name = 'out'
self.frame = self.bachio_out.attribute
else:
self.frame = self.bachio_texture_change.attribute
def draw(self):
if self.draw_clear_full:
tex.draw_texture('ending_anim', 'clear')
else:
for i in range(4, -1, -1):
tex.draw_texture('ending_anim', 'clear_separated', frame=i, fade=self.clear_separate_fade_in[i].attribute, x=i*60, y=-self.clear_separate_stretch[i].attribute, y2=self.clear_separate_stretch[i].attribute)
tex.draw_texture('ending_anim', 'clear_highlight', fade=self.clear_highlight_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=-self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=self.bachio_move_out.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
class FCAnimation:
def __init__(self):
self.bachio_fade_in = Animation.create_fade(150, initial_opacity=0.0, final_opacity=1.0)
self.bachio_fade_in.start()
self.bachio_texture_change = Animation.create_texture_change(266.67, textures=[(0, 150, 0), (150, 266.67, 1)], delay=self.bachio_fade_in.duration)
self.bachio_texture_change.start()
self.bachio_out = Animation.create_texture_change(200, textures=[[0, 50, 0], [50, 100, 1], [100, 150, 2], [150, 200, 3]], delay=self.bachio_texture_change.duration+100)
self.bachio_out.start()
self.bachio_move_out = Animation.create_move(116.67, total_distance=200, delay=self.bachio_fade_in.duration, ease_out='quadratic')
self.bachio_move_out.start()
self.clear_separate_fade_in = [Animation.create_fade(100, initial_opacity=0.0, final_opacity=1.0, delay=i*50) for i in range(5)]
for fade in self.clear_separate_fade_in:
fade.start()
self.clear_separate_stretch = [Animation.create_text_stretch(200, delay=i*50) for i in range(5)]
for stretch in self.clear_separate_stretch:
stretch.start()
self.clear_highlight_fade_in = Animation.create_fade(183, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, delay=450)
self.clear_highlight_fade_in.start()
self.fc_highlight_up = Animation.create_move(133, total_distance=20, reverse_delay=216.67, delay=450 + self.clear_highlight_fade_in.duration, ease_out='quadratic')
self.fc_highlight_up.start()
self.fc_highlight_fade_out = Animation.create_fade(133)
self.bachio_move_out_2 = Animation.create_move(700, total_distance=150, ease_in='quadratic', ease_out='quadratic')
self.bachio_move_up = Animation.create_move(350, total_distance=150, reverse_delay=0, ease_in='quadratic')
self.fan_fade_in = Animation.create_fade(183, initial_opacity=0.0, final_opacity=1.0)
self.fan_texture_change = Animation.create_texture_change(100, textures=[[0, 16.67, 0], [16.67, 33.33, 1], [33.33, 50, 2], [50, 66.67, 3], [66.67, 83.33, 4], [83.33, 100, 5]], delay=self.fan_fade_in.duration)
self.draw_clear_full = False
self.name = 'in'
self.frame = 0
audio.play_sound('full_combo', 'sound')
def update(self, current_time_ms: float):
self.bachio_fade_in.update(current_time_ms)
self.bachio_texture_change.update(current_time_ms)
self.bachio_out.update(current_time_ms)
self.bachio_move_out.update(current_time_ms)
self.clear_highlight_fade_in.update(current_time_ms)
self.fc_highlight_up.update(current_time_ms)
self.fc_highlight_fade_out.update(current_time_ms)
self.bachio_move_out_2.update(current_time_ms)
self.bachio_move_up.update(current_time_ms)
self.fan_fade_in.update(current_time_ms)
self.fan_texture_change.update(current_time_ms)
if self.fc_highlight_up.is_finished and not self.fc_highlight_fade_out.is_started:
self.fc_highlight_fade_out.start()
self.bachio_move_out_2.start()
self.bachio_move_up.start()
self.fan_fade_in.start()
self.fan_texture_change.start()
audio.play_sound('full_combo_voice', 'voice')
if self.clear_highlight_fade_in.attribute == 1.0:
self.draw_clear_full = True
for fade in self.clear_separate_fade_in:
fade.update(current_time_ms)
for stretch in self.clear_separate_stretch:
stretch.update(current_time_ms)
if self.bachio_texture_change.is_finished:
self.name = 'out'
self.frame = self.bachio_out.attribute
else:
self.frame = self.bachio_texture_change.attribute
def draw(self):
if self.draw_clear_full:
tex.draw_texture('ending_anim', 'full_combo_overlay', y=-self.fc_highlight_up.attribute, fade=0.5)
tex.draw_texture('ending_anim', 'full_combo', y=-self.fc_highlight_up.attribute)
tex.draw_texture('ending_anim', 'full_combo_highlight', y=-self.fc_highlight_up.attribute, fade=self.fc_highlight_fade_out.attribute)
tex.draw_texture('ending_anim', 'fan_l', frame=self.fan_texture_change.attribute, fade=self.fan_fade_in.attribute)
tex.draw_texture('ending_anim', 'fan_r', frame=self.fan_texture_change.attribute, fade=self.fan_fade_in.attribute)
else:
for i in range(4, -1, -1):
tex.draw_texture('ending_anim', 'clear_separated', frame=i, fade=self.clear_separate_fade_in[i].attribute, x=i*60, y=-self.clear_separate_stretch[i].attribute, y2=self.clear_separate_stretch[i].attribute)
tex.draw_texture('ending_anim', 'clear_highlight', fade=self.clear_highlight_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_l_' + self.name, x=(-self.bachio_move_out.attribute - self.bachio_move_out_2.attribute)*1.15, y=-self.bachio_move_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
tex.draw_texture('ending_anim', 'bachio_r_' + self.name, x=(self.bachio_move_out.attribute + self.bachio_move_out_2.attribute)*1.15, y=-self.bachio_move_up.attribute, frame=self.frame, fade=self.bachio_fade_in.attribute)
class Gauge:
def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int):
self.player_num = player_num
self.string_diff = "_hard"
self.gauge_length = 0
self.previous_length = 0
self.total_notes = total_notes
self.difficulty = min(3, difficulty)
self.clear_start = [52, 60, 69, 69]
self.gauge_max = 87
self.level = min(10, level)
self.tamashii_fire_change = tex.get_animation(25)
if self.difficulty == 2:
self.string_diff = "_hard"
elif self.difficulty == 1:
self.string_diff = "_normal"
elif self.difficulty == 0:
self.string_diff = "_easy"
self.is_clear = False
self.is_rainbow = False
self.table = [
[
None,
{"clear_rate": 36.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 38.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 38.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 44.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 44.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
],
[
None,
{"clear_rate": 45.939, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 45.939, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 48.676, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
{"clear_rate": 49.232, "ok_multiplier": 0.75, "bad_multiplier": -0.75},
{"clear_rate": 52.5, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
{"clear_rate": 52.5, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
{"clear_rate": 52.5, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
],
[
None,
{"clear_rate": 54.325, "ok_multiplier": 0.75, "bad_multiplier": -0.75},
{"clear_rate": 54.325, "ok_multiplier": 0.75, "bad_multiplier": -0.75},
{"clear_rate": 50.774, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
{"clear_rate": 48.410, "ok_multiplier": 0.75, "bad_multiplier": -1.17},
{"clear_rate": 47.246, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
{"clear_rate": 48.120, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
{"clear_rate": 48.120, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
{"clear_rate": 48.120, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
],
[
None,
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
{"clear_rate": 56.0, "ok_multiplier": 0.5, "bad_multiplier": -2.0},
{"clear_rate": 61.428, "ok_multiplier": 0.5, "bad_multiplier": -2.0},
{"clear_rate": 61.428, "ok_multiplier": 0.5, "bad_multiplier": -2.0},
]
]
self.gauge_update_anim = tex.get_animation(10)
self.rainbow_fade_in = None
self.rainbow_animation = None
def add_good(self):
self.gauge_update_anim.start()
self.previous_length = int(self.gauge_length)
self.gauge_length += (1 / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
if self.gauge_length > self.gauge_max:
self.gauge_length = self.gauge_max
def add_ok(self):
self.gauge_update_anim.start()
self.previous_length = int(self.gauge_length)
self.gauge_length += ((1 * self.table[self.difficulty][self.level]["ok_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
if self.gauge_length > self.gauge_max:
self.gauge_length = self.gauge_max
def add_bad(self):
self.previous_length = int(self.gauge_length)
self.gauge_length += ((1 * self.table[self.difficulty][self.level]["bad_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
if self.gauge_length < 0:
self.gauge_length = 0
def update(self, current_ms: float):
self.is_clear = self.gauge_length > self.clear_start[min(self.difficulty, 2)]
self.is_rainbow = self.gauge_length == self.gauge_max
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', 'border' + self.string_diff)
tex.draw_texture('gauge', f'{self.player_num}p_unfilled' + self.string_diff)
gauge_length = int(self.gauge_length)
clear_point = self.clear_start[self.difficulty]
# Batch draw gauge bars by type instead of individual draws
if gauge_length > 0:
# Draw pre-clear bars as a batch
pre_clear_length = min(gauge_length, clear_point - 1)
if pre_clear_length > 0:
for i in range(pre_clear_length):
tex.draw_texture('gauge', f'{self.player_num}p_bar', x=i*8)
# Draw clear transition bar if applicable
if gauge_length >= clear_point - 1:
tex.draw_texture('gauge', 'bar_clear_transition', x=(clear_point - 1)*8)
# Draw post-clear bars as a batch
if gauge_length > clear_point:
post_clear_start = clear_point
post_clear_length = gauge_length - post_clear_start
for i in range(post_clear_length):
x_pos = (post_clear_start + i) * 8
tex.draw_texture('gauge', 'bar_clear_top', x=x_pos)
tex.draw_texture('gauge', 'bar_clear_bottom', x=x_pos)
# Rainbow effect for full gauge
if 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', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute-1, fade=self.rainbow_fade_in.attribute)
tex.draw_texture('gauge', 'rainbow' + self.string_diff, frame=self.rainbow_animation.attribute, fade=self.rainbow_fade_in.attribute)
if self.gauge_update_anim is not None and gauge_length <= self.gauge_max and gauge_length > self.previous_length:
if gauge_length == self.clear_start[self.difficulty]:
tex.draw_texture('gauge', 'bar_clear_transition_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
elif gauge_length > self.clear_start[self.difficulty]:
tex.draw_texture('gauge', 'bar_clear_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
else:
tex.draw_texture('gauge', f'{self.player_num}p_bar_fade', x=gauge_length*8, fade=self.gauge_update_anim.attribute)
tex.draw_texture('gauge', 'overlay' + self.string_diff, fade=0.15)
# Draw clear status indicators
if gauge_length >= clear_point:
tex.draw_texture('gauge', 'clear', index=min(2, self.difficulty))
if self.is_rainbow:
tex.draw_texture('gauge', 'tamashii_fire', scale=0.75, center=True, frame=self.tamashii_fire_change.attribute)
tex.draw_texture('gauge', 'tamashii')
if self.is_rainbow and self.tamashii_fire_change.attribute in (0, 1, 4, 5):
tex.draw_texture('gauge', 'tamashii_overlay', fade=0.5)
else:
tex.draw_texture('gauge', 'clear_dark', index=min(2, self.difficulty))
tex.draw_texture('gauge', 'tamashii_dark')