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https://github.com/Yonokid/PyTaiko.git
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290 lines
14 KiB
Python
290 lines
14 KiB
Python
import math
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import pyray as ray
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from libs.animation import Animation
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from libs.texture import TextureWrapper
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class BGFever:
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@staticmethod
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def create(tex: TextureWrapper, index: int, path: str = 'background'):
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map = [BGFever1, BGFever2, BGFever3, BGFever4]
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selected_obj = map[index]
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return selected_obj(tex, index, path)
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class BGFeverBase:
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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self.name = 'bg_fever_' + str(index)
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tex.load_zip(path, f'bg_fever/{self.name}')
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self.transitioned = False
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def start(self):
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pass
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def update(self, current_time_ms: float):
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pass
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def draw(self, tex: TextureWrapper):
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pass
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class BGFever1(BGFeverBase):
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class Tile:
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def __init__(self):
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self.expansion = Animation.create_move(166, total_distance=360)
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self.expansion.start()
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def update(self, current_time_ms):
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self.expansion.update(current_time_ms)
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def draw(self, tex: TextureWrapper, name: str, x: int, frame: int):
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tex.draw_texture(name, 'background', frame=frame, x=x, y2=-360+self.expansion.attribute, y=360+(180-self.expansion.attribute/2))
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def __init__(self, tex: TextureWrapper, index: int, path):
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super().__init__(tex, index, path)
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self.wait = 0
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self.bg_tiles: list[BGFever1.Tile] = []
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self.corner_move_up = tex.get_animation(29)
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self.corner_move_down = tex.get_animation(30)
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self.footer_move_up = tex.get_animation(29, is_copy=True)
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self.footer_move_down = tex.get_animation(30, is_copy=True)
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self.footer_move_up.delay_saved = 100
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self.footer_move_down.delay_saved = 100
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self.mountain_move_up = tex.get_animation(29, is_copy=True)
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self.mountain_move_down = tex.get_animation(30, is_copy=True)
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self.mountain_move_up.delay_saved = 200
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self.mountain_move_down.delay_saved = 200
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self.overlay_move_up = tex.get_animation(29, is_copy=True)
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self.overlay_move_down = tex.get_animation(30, is_copy=True)
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self.overlay_move_up.delay_saved = 300
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self.overlay_move_down.delay_saved = 300
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self.wave_spin = tex.get_animation(28)
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self.wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2,tex.textures[self.name]['wave'].height/2)
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self.circle = {
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"center_x": 100,
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"center_y": 130,
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"radius": 200,
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}
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self.lookup_table_size = 360 # One entry per degree
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self._precomputed_positions: list[tuple[float, float]] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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self._precomputed_positions.append((x, y))
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self.bg_move = tex.get_animation(16)
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def _get_wave_position(self):
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normalized = (self.wave_spin.attribute % 180) / 180.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_positions[index]
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def start(self):
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self.corner_move_up.start()
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self.corner_move_down.start()
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self.footer_move_up.start()
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self.footer_move_down.start()
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self.mountain_move_up.start()
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self.mountain_move_down.start()
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self.overlay_move_up.start()
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self.overlay_move_down.start()
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def update(self, current_time_ms: float):
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if len(self.bg_tiles) < 20 and current_time_ms >= self.wait + 66:
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self.bg_tiles.append(BGFever1.Tile())
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self.wait = current_time_ms
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for tile in self.bg_tiles:
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tile.update(current_time_ms)
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self.corner_move_up.update(current_time_ms)
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self.corner_move_down.update(current_time_ms)
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self.footer_move_up.update(current_time_ms)
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self.footer_move_down.update(current_time_ms)
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self.mountain_move_up.update(current_time_ms)
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self.mountain_move_down.update(current_time_ms)
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self.overlay_move_up.update(current_time_ms)
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self.overlay_move_down.update(current_time_ms)
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self.wave_spin.update(current_time_ms)
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if (self.overlay_move_down.is_finished and len(self.bg_tiles) == 20) and not self.is_transitioned:
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self.bg_move.restart()
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self.is_transitioned = self.overlay_move_down.is_finished and len(self.bg_tiles) == 20
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if self.is_transitioned:
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self.bg_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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for i, tile in enumerate(self.bg_tiles):
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tile.draw(tex, self.name, (i*128)-self.bg_move.attribute, i % 10)
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tex.draw_texture(self.name, 'mountain', y=-self.mountain_move_up.attribute+self.mountain_move_down.attribute)
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wave_x, wave_y = self._get_wave_position()
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, origin=self.wave_origin)
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tex.draw_texture(self.name, 'footer', y=-self.footer_move_up.attribute+self.footer_move_down.attribute)
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tex.draw_texture(self.name, 'corner', y=-self.corner_move_up.attribute+self.corner_move_down.attribute)
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tex.draw_texture(self.name, 'overlay', y=self.overlay_move_up.attribute-self.overlay_move_down.attribute)
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class BGFever2(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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super().__init__(tex, index, path)
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self.fadein = tex.get_animation(19)
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self.bg_texture_change = tex.get_animation(20)
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self.ship_rotation = tex.get_animation(21)
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self.ship_rotation.start()
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self.move_in = tex.get_animation(22)
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self.move_out = tex.get_animation(23)
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self.ship_origin = ray.Vector2(tex.textures[self.name]['ship'].width/2, tex.textures[self.name]['ship'].height/2)
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def start(self):
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self.fadein.start()
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self.move_in.start()
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self.move_out.start()
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def update(self, current_time_ms: float):
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self.fadein.update(current_time_ms)
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self.bg_texture_change.update(current_time_ms)
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self.ship_rotation.update(current_time_ms)
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self.move_in.update(current_time_ms)
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self.move_out.update(current_time_ms)
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self.transitioned = self.move_out.is_finished
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background', frame=self.bg_texture_change.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_3', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_1', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'footer_2', y=self.move_in.attribute-self.move_out.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'bird', index=0, x=self.move_in.attribute-self.move_out.attribute, mirror='horizontal', y=self.ship_rotation.attribute*180)
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tex.draw_texture(self.name, 'bird', index=1, x=-self.move_in.attribute+self.move_out.attribute, y=self.ship_rotation.attribute*180)
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tex.draw_texture(self.name, 'ship', x=self.ship_origin.x, y=self.ship_origin.y + self.move_in.attribute-self.move_out.attribute, origin=self.ship_origin, rotation=self.ship_rotation.attribute*100, center=True)
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class BGFever3(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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super().__init__(tex, index, path)
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self.fadein = tex.get_animation(19)
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self.move_in = tex.get_animation(24)
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self.footer_move_up = tex.get_animation(26)
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self.bird_tc = tex.get_animation(20)
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self.overlay_tc = tex.get_animation(25)
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self.circle_rotate = tex.get_animation(27)
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self.fish_spin = tex.get_animation(28)
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self.circle = {
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"center_x": 500,
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"center_y": 300,
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"radius": 300,
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}
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self.num_fish = 8
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self.fish_spacing = (2 * math.pi) / self.num_fish # 45 degrees in radians
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self.wave_origin = ray.Vector2(tex.textures[self.name]['wave'].width/2, tex.textures[self.name]['wave'].height/2)
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self.fish_origin = ray.Vector2(tex.textures[self.name]['fish'].width/2, tex.textures[self.name]['fish'].height/2)
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self.circle_origin = ray.Vector2(tex.textures[self.name]['circle'].width/2,tex.textures[self.name]['circle'].height/2)
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self.fish_phase_offsets = [i * self.fish_spacing for i in range(self.num_fish)]
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self.lookup_table_size = 360 # One entry per degree
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self._precomputed_main_positions: list[tuple[float, float]] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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x = self.circle["center_x"] + math.cos(angle) * self.circle["radius"]
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y = self.circle["center_y"] + math.sin(angle) * self.circle["radius"]
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self._precomputed_main_positions.append((x, y))
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self._precomputed_small_positions: list[tuple[float, float]] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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x = self.circle["center_x"] + math.cos(angle) * 20
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y = self.circle["center_y"] + math.sin(angle) * 20
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self._precomputed_small_positions.append((x, y))
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self._precomputed_rotations: list[float] = []
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for i in range(self.lookup_table_size):
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angle = (i / self.lookup_table_size) * 2 * math.pi
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swimming_angle = angle + math.pi/2
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swimming_rotation = math.degrees(swimming_angle)
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self._precomputed_rotations.append(swimming_rotation)
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def _get_main_circle_position(self, spin_value: float, multiplier: float = 1.0):
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normalized = ((spin_value * multiplier) % 360) / 360.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_main_positions[index]
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def _get_small_circle_position(self, spin_value: float, multiplier: float = 1.0):
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normalized = ((spin_value * multiplier) % 360) / 360.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_small_positions[index]
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def _get_fish_position_and_rotation(self, spin_value: float, phase_offset: float):
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angle_degrees = spin_value + math.degrees(phase_offset)
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normalized = (angle_degrees % 360) / 360.0
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index = int(normalized * (self.lookup_table_size - 1))
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return self._precomputed_main_positions[index], self._precomputed_rotations[index]
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def start(self):
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self.fadein.start()
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self.move_in.start()
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self.footer_move_up.start()
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def update(self, current_time_ms: float):
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self.fadein.update(current_time_ms)
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self.move_in.update(current_time_ms)
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self.bird_tc.update(current_time_ms)
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self.overlay_tc.update(current_time_ms)
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self.footer_move_up.update(current_time_ms)
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self.circle_rotate.update(current_time_ms)
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self.fish_spin.update(current_time_ms)
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self.transitioned = self.move_in.is_finished
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background', x=-self.move_in.attribute)
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tex.draw_texture(self.name, 'overlay', frame=self.overlay_tc.attribute, fade=self.fadein.attribute)
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tex.draw_texture(self.name, 'circle', x=self.circle_origin.x, y=self.circle_origin.y, fade=self.fadein.attribute, origin=self.circle_origin, rotation=self.circle_rotate.attribute)
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wave_x, wave_y = self._get_main_circle_position(self.fish_spin.attribute, 2.0)
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tex.draw_texture(self.name, 'wave', x=wave_x, y=wave_y, fade=self.fadein.attribute, origin=self.wave_origin)
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for j in range(2):
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for i in range(self.num_fish):
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fish_pos, fish_rotation = self._get_fish_position_and_rotation(
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self.fish_spin.attribute, self.fish_phase_offsets[i])
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fish_x, fish_y = fish_pos
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tex.draw_texture(self.name, 'fish', x=fish_x, y=fish_y, fade=self.fadein.attribute, origin=self.fish_origin, rotation=fish_rotation, index=j)
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footer_wave_x, footer_wave_y = self._get_small_circle_position(self.fish_spin.attribute, 3.0)
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for i in range(3):
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tex.draw_texture(self.name, 'footer_2',
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x=footer_wave_x + (i*600), y=footer_wave_y,
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fade=self.fadein.attribute, origin=self.wave_origin)
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for i in range(3):
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tex.draw_texture(self.name, 'footer_1', x=i*450, y=-self.footer_move_up.attribute)
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tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=0, x=-self.move_in.attribute)
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tex.draw_texture(self.name, 'bird', frame=self.bird_tc.attribute, index=1, x=-self.move_in.attribute)
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class BGFever4(BGFeverBase):
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def __init__(self, tex: TextureWrapper, index: int, path: str):
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super().__init__(tex, index, path)
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self.vertical_move = tex.get_animation(15)
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self.horizontal_move = tex.get_animation(16)
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self.bg_texture_move_down = tex.get_animation(17)
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self.bg_texture_move_up = tex.get_animation(18)
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def start(self):
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self.bg_texture_move_down.start()
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self.bg_texture_move_up.start()
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def update(self, current_time_ms: float):
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self.bg_texture_move_down.update(current_time_ms)
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self.bg_texture_move_up.update(current_time_ms)
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if self.bg_texture_move_up.is_finished and not self.transitioned:
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self.transitioned = True
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self.vertical_move.restart()
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self.horizontal_move.restart()
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if self.transitioned:
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self.vertical_move.update(current_time_ms)
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self.horizontal_move.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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y = self.bg_texture_move_down.attribute - self.bg_texture_move_up.attribute
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for i in range(0, 1384, 104):
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tex.draw_texture(self.name, 'background', x=i, y=y)
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tex.draw_texture(self.name, 'overlay_1', y=-self.vertical_move.attribute - y)
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tex.draw_texture(self.name, 'overlay_2', x=-self.horizontal_move.attribute, y=y)
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tex.draw_texture(self.name, 'overlay_2', x=1256 - self.horizontal_move.attribute, y=y)
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