mirror of
https://github.com/Yonokid/PyTaiko.git
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88 lines
4.2 KiB
Python
88 lines
4.2 KiB
Python
from libs.animation import Animation
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from libs.bg_objects.bg_fever import BGFeverBase
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from libs.bg_objects.bg_normal import BGNormalBase
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from libs.bg_objects.chibi import ChibiController
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from libs.bg_objects.dancer import BaseDancerGroup
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from libs.bg_objects.fever import BaseFever
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from libs.bg_objects.footer import Footer
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from libs.bg_objects.renda import RendaController
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from libs.global_data import PlayerNum
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from libs.texture import TextureWrapper
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from libs.bg_objects.don_bg import DonBGBase
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import pyray as ray
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class Background:
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def __init__(self, tex: TextureWrapper, player_num: PlayerNum, bpm: float, path: str, max_dancers: int):
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self.tex_wrapper = tex
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self.max_dancers = max_dancers
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self.don_bg = DonBGBase(self.tex_wrapper, 0, player_num, path)
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self.bg_normal = BGNormal(self.tex_wrapper, 0, path)
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self.bg_fever = BGFever(self.tex_wrapper, 0, path)
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self.footer = Footer(self.tex_wrapper, 0, path)
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self.fever = Fever(self.tex_wrapper, 0, bpm, path)
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self.dancer = BaseDancerGroup(self.tex_wrapper, 0, bpm, self.max_dancers, path)
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self.renda = RendaController(self.tex_wrapper, 0, path)
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self.chibi = ChibiController(self.tex_wrapper, 0, bpm, path)
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class Fever(BaseFever):
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def __init__(self, tex: TextureWrapper, player_num: int, bpm: float, path: str):
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super().__init__(tex, player_num, bpm, path)
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self.texture_change = Animation.create_texture_change(120000 / bpm, textures=[(0, (120000 / bpm) / 2, 0), ((120000 / bpm) / 2, 120000 / bpm, 1)])
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self.texture_change.loop = True
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self.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.texture_change.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'overlay', y=self.bounce_down.attribute-self.bounce_up.attribute, frame=self.texture_change.attribute)
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class BGNormal(BGNormalBase):
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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.overlay_fade = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0, reverse_delay=500, delay=500)
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self.overlay_fade.loop = True
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self.overlay_fade.start()
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self.spotlight_colors = [ray.Color(0, 255, 255, 255), ray.YELLOW, ray.MAGENTA, ray.Color(0, 255, 255, 255), ray.YELLOW]
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def update(self, current_time_ms: float):
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super().update(current_time_ms)
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self.overlay_fade.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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super().draw(tex)
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tex.draw_texture(self.name, 'overlay', fade=self.overlay_fade.attribute)
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for i in range(5):
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if i % 2 == 0:
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fade = min(0.5, self.overlay_fade.attribute)
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else:
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fade = min(0.5, 1 - self.overlay_fade.attribute)
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tex.draw_texture(self.name, 'spotlight', index=i, color=self.spotlight_colors[i], fade=fade)
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class BGFever(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.overlay_fade = Animation.create_fade(1000, initial_opacity=0.0, final_opacity=1.0, reverse_delay=500, delay=500)
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self.overlay_fade.loop = True
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self.overlay_fade.start()
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self.spotlight_colors = [ray.Color(0, 255, 255, 255), ray.YELLOW, ray.MAGENTA, ray.Color(0, 255, 255, 255), ray.YELLOW]
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def update(self, current_time_ms: float):
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super().update(current_time_ms)
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self.overlay_fade.update(current_time_ms)
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def draw(self, tex: TextureWrapper):
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tex.draw_texture(self.name, 'background')
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tex.draw_texture(self.name, 'overlay', fade=self.overlay_fade.attribute)
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tex.draw_texture(self.name, 'light_orange', fade=self.overlay_fade.attribute)
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tex.draw_texture(self.name, 'light_green', fade=1 - self.overlay_fade.attribute)
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for i in range(5):
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if i % 2 == 0:
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fade = min(0.5, self.overlay_fade.attribute)
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else:
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fade = min(0.5, 1 - self.overlay_fade.attribute)
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tex.draw_texture(self.name, 'spotlight', index=i, color=self.spotlight_colors[i], fade=fade)
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