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https://github.com/Yonokid/PyTaiko.git
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251 lines
12 KiB
Python
251 lines
12 KiB
Python
import random
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from libs.animation import Animation
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from libs.texture import TextureWrapper
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class Dancer:
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@staticmethod
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def create(tex: TextureWrapper, index: int, bpm: float, max_dancers: int = 5, path: str = 'background'):
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map = [DancerGroup0, DancerGroup0, DancerGroup0, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup,
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BaseDancerGroup, DancerGroupPoof1, DancerGroupPoof1, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup,
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DancerGroupPoof2, DancerGroupPoof2, BaseDancerGroup, BaseDancerGroup, DancerGroupPoof2, BaseDancerGroup,
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BaseDancerGroup, BaseDancerGroup, BaseDancerGroup]
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selected_obj = map[index]
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return selected_obj(tex, index, bpm, max_dancers, path)
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class BaseDancer:
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def __init__(self, name: str, index: int, bpm: float, tex: TextureWrapper):
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self.name = name
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self.index = index
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self.bpm = bpm
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self.tex = tex
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tex_list = tex.textures[self.name][str(self.index) + '_loop'].texture
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keyframe_len = tex_list if isinstance(tex_list, list) else [0]
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self.keyframes = [i for i in range(len(keyframe_len))]
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tex_list = tex.textures[self.name][str(self.index) + '_start'].texture
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s_keyframe_len = tex_list if isinstance(tex_list, list) else [0]
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self.start_keyframes = [i for i in range(len(s_keyframe_len))]
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self.is_started = False
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duration = (60000 / self.bpm) / 2
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self.total_duration = duration * len(self.keyframes)
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self.textures = [(duration*i, duration*(i+1), index) for i, index in enumerate(self.keyframes)]
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self.texture_change = Animation.create_texture_change(self.total_duration, textures=self.textures)
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self.texture_change.start()
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def start(self):
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self.is_started = True
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duration = (60000 / self.bpm)
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self.s_bounce_up = Animation.create_move(duration/2, start_position=-200 * self.tex.screen_scale, total_distance=350 * self.tex.screen_scale, ease_out='quadratic', delay=500)
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self.s_bounce_down = Animation.create_move(duration/2, total_distance=140 * self.tex.screen_scale, ease_in='quadratic', delay=self.s_bounce_up.duration + 500)
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self.start_textures = [((duration / len(self.start_keyframes))*i, (duration / len(self.start_keyframes))*(i+1), index) for i, index in enumerate(self.start_keyframes)]
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self.s_texture_change = Animation.create_texture_change(duration, textures=self.start_textures, delay=500)
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self.s_texture_change.start()
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self.s_bounce_up.start()
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self.s_bounce_down.start()
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def update(self, current_time_ms: float, bpm: float):
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self.texture_change.update(current_time_ms)
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if self.is_started:
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self.s_texture_change.update(current_time_ms)
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self.s_bounce_up.update(current_time_ms)
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self.s_bounce_down.update(current_time_ms)
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if bpm != self.bpm:
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self.bpm = bpm
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duration = (60000 / bpm) / 2
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self.total_duration = duration * len(self.keyframes)
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self.textures = [(duration*i, duration*(i+1), index) for i, index in enumerate(self.keyframes)]
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self.texture_change.duration = self.total_duration
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self.texture_change.textures = self.textures
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if self.texture_change.is_finished:
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self.texture_change.restart()
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def draw(self, tex: TextureWrapper, x: int):
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if not self.is_started:
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return
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if not self.s_texture_change.is_finished:
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tex.draw_texture(self.name, str(self.index) + '_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
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else:
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tex.draw_texture(self.name, str(self.index) + '_loop', frame=self.texture_change.attribute, x=x)
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class Dancer0_4(BaseDancer):
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def __init__(self, name: str, index: int, bpm: float, tex: TextureWrapper):
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super().__init__(name, index, bpm, tex)
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duration = (60000 / bpm) / 2
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self.bounce_up = Animation.create_move(duration, total_distance=20, ease_out='quadratic', delay=duration*2)
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self.bounce_down = Animation.create_move(duration, total_distance=20, ease_in='quadratic', delay=duration*2+self.bounce_up.duration)
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self.bounce_up.start()
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self.bounce_down.start()
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def update(self, current_time_ms: float, bpm: float):
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super().update(current_time_ms, bpm)
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self.bounce_up.update(current_time_ms)
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self.bounce_down.update(current_time_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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def draw(self, tex: TextureWrapper, x: int):
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if not self.is_started:
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return
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if not self.s_texture_change.is_finished:
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tex.draw_texture(self.name, '4_start', frame=7, x=x, y=(-50 * self.tex.screen_scale)-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
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tex.draw_texture(self.name, '4_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
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else:
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if 0 <= self.texture_change.attribute <= 3:
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tex.draw_texture(self.name, '4_loop', frame=54, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute)
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elif 5 <= self.texture_change.attribute <= 8:
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tex.draw_texture(self.name, '4_loop', frame=56, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute)
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elif self.texture_change.attribute == 4:
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tex.draw_texture(self.name, '4_loop', frame=55, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute)
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tex.draw_texture(self.name, '4_loop', frame=self.texture_change.attribute, x=x)
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class DancerPoof(BaseDancer):
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def __init__(self, name: str, index: int, bpm: float, tex: TextureWrapper):
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super().__init__(name, index, bpm, tex)
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duration = (60000 / self.bpm)
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poof_keyframes = [((duration / 7)*i, (duration / 7)*(i+1), i) for i in range(7)]
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self.poof_texture_change = Animation.create_texture_change(duration, textures=poof_keyframes, delay=250)
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self.poof_texture_change.start()
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def update(self, current_time_ms: float, bpm: float):
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super().update(current_time_ms, bpm)
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self.poof_texture_change.update(current_time_ms)
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def draw(self, tex: TextureWrapper, x: int):
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super().draw(tex, x)
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if not self.poof_texture_change.is_finished:
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tex.draw_texture(self.name, 'poof', x=x, frame=self.poof_texture_change.attribute)
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class DancerPoof2(DancerPoof):
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def draw(self, tex: TextureWrapper, x: int):
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if not self.is_started:
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return
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if not self.s_texture_change.is_finished:
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tex.draw_texture(self.name, str(self.index) + '_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
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else:
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tex.draw_texture(self.name, str(self.index) + '_loop', frame=self.texture_change.attribute, x=x)
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if not self.poof_texture_change.is_finished:
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tex.draw_texture(self.name, str(self.index) + '_poof', x=x, frame=self.poof_texture_change.attribute)
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class BaseDancerGroup():
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def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
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self.name = 'dancer_' + str(index)
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self.active_count = 0
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tex.load_zip(path, f'dancer/{self.name}')
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# center (2), left (1), right (3), far left (0), far right (4)
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all_positions = [2, 1, 3, 0, 4]
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self.spawn_positions = [pos for pos in all_positions if pos < max_dancers]
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self.active_dancers = [None] * max_dancers
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dancer_classes = [BaseDancer]
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tex_set = set()
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tex_dict = tex.textures['dancer_' + str(index)]
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for key in tex_dict.keys():
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if key[0].isdigit():
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tex_set.add(int(key[0]))
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self.dancers = []
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for i in range(max_dancers):
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DancerClass = random.choice(dancer_classes)
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dancer = DancerClass(self.name, i % len(tex_set), bpm, tex)
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self.dancers.append(dancer)
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random.shuffle(self.dancers)
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self.add_dancer()
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def add_dancer(self):
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if self.active_count < len(self.dancers) and self.active_count < len(self.spawn_positions):
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position = self.spawn_positions[self.active_count]
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dancer = self.dancers[self.active_count]
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self.active_dancers[position] = dancer
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dancer.start()
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self.active_count += 1
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def remove_dancer(self):
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if self.active_count > 1:
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self.active_count -= 1
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position = self.spawn_positions[self.active_count]
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self.active_dancers[position] = None
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def update(self, current_time_ms: float, bpm: float):
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for dancer in self.dancers:
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dancer.update(current_time_ms, bpm)
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def draw(self, tex: TextureWrapper):
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total_width = tex.screen_width
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num_dancers = len(self.active_dancers)
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first_dancer = next((dancer for dancer in self.active_dancers if dancer is not None), None)
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if first_dancer is None:
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return
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dancer_width = tex.textures[self.name][str(first_dancer.index) + '_loop'].width
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available_space = total_width - (num_dancers * dancer_width)
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spacing = available_space / (num_dancers + 1)
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for i, dancer in enumerate(self.active_dancers):
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if dancer is not None:
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x_pos = int(spacing + i * (dancer_width + spacing))
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dancer.draw(tex, x_pos)
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class DancerGroup0(BaseDancerGroup):
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def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
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self.name = 'dancer_' + str(index)
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self.active_count = 0
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tex.load_zip(path, f'dancer/{self.name}')
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# center (2), left (1), right (3), far left (0), far right (4)
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self.spawn_positions = [2, 1, 3, 0, 4]
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self.active_dancers = [None] * max_dancers
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self.dancers = [BaseDancer(self.name, 0, bpm, tex), BaseDancer(self.name, 1, bpm, tex),
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BaseDancer(self.name, 2, bpm, tex), BaseDancer(self.name, 3, bpm, tex),
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Dancer0_4(self.name, 4, bpm, tex)]
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random.shuffle(self.dancers)
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self.add_dancer()
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class DancerGroupPoof1(BaseDancerGroup):
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def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
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self.name = 'dancer_' + str(index)
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self.active_count = 0
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tex.load_zip(path, f'dancer/{self.name}')
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# center (2), left (1), right (3), far left (0), far right (4)
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self.spawn_positions = [2, 1, 3, 0, 4]
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self.active_dancers = [None] * max_dancers
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dancer_classes = [DancerPoof]
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tex_set = set()
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tex_dict = tex.textures['dancer_' + str(index)]
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for key in tex_dict.keys():
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if key[0].isdigit():
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tex_set.add(int(key[0]))
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self.dancers = []
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for i in range(max_dancers):
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DancerClass = random.choice(dancer_classes)
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dancer = DancerClass(self.name, i % len(tex_set), bpm, tex)
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self.dancers.append(dancer)
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random.shuffle(self.dancers)
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self.add_dancer()
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class DancerGroupPoof2(BaseDancerGroup):
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def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
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self.name = 'dancer_' + str(index)
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self.active_count = 0
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tex.load_zip(path, f'dancer/{self.name}')
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# center (2), left (1), right (3), far left (0), far right (4)
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self.spawn_positions = [2, 1, 3, 0, 4]
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self.active_dancers = [None] * max_dancers
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dancer_classes = [DancerPoof2]
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tex_set = set()
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tex_dict = tex.textures['dancer_' + str(index)]
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for key in tex_dict.keys():
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if key[0].isdigit():
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tex_set.add(int(key[0]))
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self.dancers = []
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for i in range(max_dancers):
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DancerClass = random.choice(dancer_classes)
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dancer = DancerClass(self.name, i % len(tex_set), bpm, tex)
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self.dancers.append(dancer)
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random.shuffle(self.dancers)
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self.add_dancer()
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