mirror of
https://github.com/Yonokid/PyTaiko.git
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2141 lines
102 KiB
Python
2141 lines
102 KiB
Python
import bisect
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import math
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import sqlite3
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from collections import deque
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from pathlib import Path
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from typing import Optional
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import pyray as ray
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from libs.animation import Animation
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from libs.audio import audio
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from libs.background import Background
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from libs.chara_2d import Chara2D
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from libs.global_objects import AllNetIcon, Nameplate
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from libs.texture import tex
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from libs.tja import (
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Balloon,
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Drumroll,
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Note,
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NoteList,
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TJAParser,
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apply_modifiers,
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calculate_base_score,
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)
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from libs.transition import Transition
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from libs.utils import (
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OutlinedText,
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get_current_ms,
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global_data,
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global_tex,
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is_l_don_pressed,
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is_l_kat_pressed,
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is_r_don_pressed,
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is_r_kat_pressed,
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rounded,
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session_data,
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)
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from libs.video import VideoPlayer
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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class GameScreen:
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JUDGE_X = 414
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def __init__(self):
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self.current_ms = 0
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self.screen_init = False
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self.end_ms = 0
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self.start_delay = 1000
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self.song_started = False
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self.mask_shader = ray.load_shader("", "shader/mask.fs")
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def load_hitsounds(self):
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sounds_dir = Path("Sounds")
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if global_data.hit_sound == -1:
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self.sound_don = audio.load_sound(Path('none.wav'), 'hitsound_don')
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self.sound_kat = audio.load_sound(Path('none.wav'), 'hitsound_kat')
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if global_data.hit_sound == 0:
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self.sound_don = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.wav", 'hitsound_don')
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self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.wav", 'hitsound_kat')
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else:
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self.sound_don = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "don.ogg", 'hitsound_don')
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self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / str(global_data.hit_sound) / "ka.ogg", 'hitsound_kat')
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def init_tja(self, song: Path, difficulty: int):
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self.tja = TJAParser(song, start_delay=self.start_delay, distance=SCREEN_WIDTH - GameScreen.JUDGE_X)
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if self.tja.metadata.bgmovie != Path() and self.tja.metadata.bgmovie.exists():
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self.movie = VideoPlayer(self.tja.metadata.bgmovie)
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self.movie.set_volume(0.0)
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else:
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self.movie = None
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session_data.song_title = self.tja.metadata.title.get(global_data.config['general']['language'].lower(), self.tja.metadata.title['en'])
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if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
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self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
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self.player_1 = Player(self.tja, global_data.player_num, difficulty)
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self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
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def on_screen_start(self):
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if not self.screen_init:
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self.screen_init = True
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self.movie = None
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self.song_music = None
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tex.load_screen_textures('game')
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audio.load_screen_sounds('game')
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self.load_hitsounds()
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ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture0"), tex.textures['balloon']['rainbow_mask'].texture)
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ray.set_shader_value_texture(self.mask_shader, ray.get_shader_location(self.mask_shader, "texture1"), tex.textures['balloon']['rainbow'].texture)
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self.init_tja(global_data.selected_song, session_data.selected_difficulty)
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self.song_info = SongInfo(session_data.song_title, session_data.genre_index)
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self.result_transition = ResultTransition(global_data.player_num)
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subtitle = self.tja.metadata.subtitle.get(global_data.config['general']['language'].lower(), '')
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self.bpm = self.tja.metadata.bpm
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scene_preset = self.tja.metadata.scene_preset
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self.background = Background(global_data.player_num, self.bpm, scene_preset=scene_preset)
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self.transition = Transition(session_data.song_title, subtitle, is_second=True)
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self.allnet_indicator = AllNetIcon()
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self.transition.start()
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def on_screen_end(self, next_screen):
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self.screen_init = False
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tex.unload_textures()
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audio.unload_all_sounds()
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audio.unload_all_music()
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self.song_started = False
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self.end_ms = 0
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if self.movie is not None:
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self.movie.stop()
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if self.background is not None:
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self.background.unload()
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return next_screen
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def write_score(self):
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if self.tja is None:
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return
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if global_data.modifiers.auto:
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return
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with sqlite3.connect('scores.db') as con:
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cursor = con.cursor()
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notes, _, _, _ = TJAParser.notes_to_position(TJAParser(self.tja.file_path), self.player_1.difficulty)
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hash = self.tja.hash_note_data(notes)
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check_query = "SELECT score, clear FROM Scores WHERE hash = ? LIMIT 1"
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cursor.execute(check_query, (hash,))
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result = cursor.fetchone()
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existing_score = result[0] if result is not None else None
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existing_clear = result[1] if result is not None and len(result) > 1 and result[1] is not None else 0
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# Determine clear value for this run: 2 for full combo (no bads), 1 for clear gauge, 0 otherwise
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run_clear = 2 if session_data.result_bad == 0 else (1 if self.player_1.gauge.is_clear else 0)
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best_clear = max(existing_clear, run_clear)
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if result is None or (existing_score is not None and session_data.result_score > existing_score):
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if result is None:
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session_data.prev_score = 0
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else:
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if not isinstance(existing_score, int):
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session_data.prev_score = 0
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else:
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session_data.prev_score = existing_score
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insert_query = '''
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INSERT OR REPLACE INTO Scores (hash, en_name, jp_name, diff, score, good, ok, bad, drumroll, combo, clear)
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VALUES(?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
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'''
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data = (hash, self.tja.metadata.title['en'],
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self.tja.metadata.title.get('ja', ''), self.player_1.difficulty,
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session_data.result_score, session_data.result_good,
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session_data.result_ok, session_data.result_bad,
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session_data.result_total_drumroll, session_data.result_max_combo, best_clear)
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cursor.execute(insert_query, data)
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con.commit()
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else:
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# Score didn't improve; if clear improved, update only the clear column to preserve best crown
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if run_clear > existing_clear:
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cursor.execute("UPDATE Scores SET clear = ? WHERE hash = ?", (run_clear, hash))
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con.commit()
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def update(self):
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self.on_screen_start()
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current_time = get_current_ms()
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self.transition.update(current_time)
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self.current_ms = current_time - self.start_ms
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if (self.current_ms >= self.tja.metadata.offset*1000 + self.start_delay - global_data.config["general"]["judge_offset"]) and not self.song_started:
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if self.song_music is not None:
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audio.play_music_stream(self.song_music)
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print(f"Song started at {self.current_ms}")
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if self.movie is not None:
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self.movie.start(current_time)
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self.song_started = True
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if self.movie is not None:
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self.movie.update()
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else:
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if len(self.player_1.current_bars) > 0:
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self.bpm = self.player_1.bpm
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if self.background is not None:
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self.background.update(current_time, self.bpm, self.player_1.gauge)
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if self.song_music is not None:
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audio.update_music_stream(self.song_music)
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self.player_1.update(self, current_time)
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self.song_info.update(current_time)
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self.result_transition.update(current_time)
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if self.result_transition.is_finished and not audio.is_sound_playing('result_transition'):
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return self.on_screen_end('RESULT')
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elif self.current_ms >= self.player_1.end_time:
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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()
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session_data.result_gauge_length = self.player_1.gauge.gauge_length
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if self.end_ms != 0:
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if current_time >= self.end_ms + 1000:
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if self.player_1.ending_anim is None:
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self.write_score()
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if session_data.result_bad == 0:
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self.player_1.ending_anim = FCAnimation()
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elif self.player_1.gauge.is_clear:
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self.player_1.ending_anim = ClearAnimation()
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elif not self.player_1.gauge.is_clear:
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self.player_1.ending_anim = FailAnimation()
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if current_time >= self.end_ms + 8533.34:
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if not self.result_transition.is_started:
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self.result_transition.start()
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audio.play_sound('result_transition', 'voice')
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else:
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self.end_ms = current_time
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if ray.is_key_pressed(ray.KeyboardKey.KEY_F1):
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if self.song_music is not None:
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audio.stop_music_stream(self.song_music)
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self.init_tja(global_data.selected_song, session_data.selected_difficulty)
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audio.play_sound('restart', 'sound')
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self.song_started = False
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if ray.is_key_pressed(ray.KeyboardKey.KEY_ESCAPE):
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if self.song_music is not None:
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audio.stop_music_stream(self.song_music)
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return self.on_screen_end('SONG_SELECT')
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def draw(self):
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if self.movie is not None:
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self.movie.draw()
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elif self.background is not None:
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self.background.draw()
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self.player_1.draw(self)
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self.song_info.draw()
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self.transition.draw()
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self.result_transition.draw()
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self.allnet_indicator.draw()
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class Player:
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TIMING_GOOD = 25.0250015258789
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TIMING_OK = 75.0750045776367
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TIMING_BAD = 108.441665649414
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TIMING_GOOD_EASY = 41.7083358764648
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TIMING_OK_EASY = 108.441665649414
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TIMING_BAD_EASY = 125.125
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def __init__(self, tja: TJAParser, player_number: int, difficulty: int):
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self.player_number = str(player_number)
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self.difficulty = difficulty
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self.visual_offset = global_data.config["general"]["visual_offset"]
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notes, self.branch_m, self.branch_e, self.branch_n = tja.notes_to_position(self.difficulty)
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self.play_notes, self.draw_note_list, self.draw_bar_list = apply_modifiers(notes)
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self.end_time = 0
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if self.play_notes:
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self.end_time = self.play_notes[-1].hit_ms
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if self.branch_m:
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for section in self.branch_m:
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if section.play_notes:
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self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
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if self.branch_e:
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for section in self.branch_e:
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if section.play_notes:
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self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
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if self.branch_n:
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for section in self.branch_n:
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if section.play_notes:
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self.end_time = max(self.end_time, section.play_notes[-1].hit_ms)
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self.don_notes = deque([note for note in self.play_notes if note.type in {1, 3}])
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self.kat_notes = deque([note for note in self.play_notes if note.type in {2, 4}])
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self.other_notes = deque([note for note in self.play_notes if note.type not in {1, 2, 3, 4}])
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self.total_notes = len([note for note in self.play_notes if 0 < note.type < 5])
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total_notes = notes
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if self.branch_m:
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for section in self.branch_m:
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self.total_notes += len([note for note in section.play_notes if 0 < note.type < 5])
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total_notes += section
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self.base_score = calculate_base_score(total_notes)
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#Note management
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self.current_bars: list[Note] = []
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self.current_notes_draw: list[Note | Drumroll | Balloon] = []
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self.is_drumroll = False
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self.curr_drumroll_count = 0
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self.is_balloon = False
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self.curr_balloon_count = 0
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self.is_branch = False
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self.curr_branch_reqs = []
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self.branch_condition_count = 0
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self.branch_condition = ''
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self.balloon_index = 0
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self.bpm = self.play_notes[0].bpm if self.play_notes else 120
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#Score management
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self.good_count = 0
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self.ok_count = 0
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self.bad_count = 0
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self.combo = 0
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self.score = 0
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self.max_combo = 0
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self.total_drumroll = 0
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self.arc_points = 25
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self.draw_judge_list: list[Judgement] = []
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self.lane_hit_effect: Optional[LaneHitEffect] = None
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self.draw_arc_list: list[NoteArc] = []
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self.draw_drum_hit_list: list[DrumHitEffect] = []
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self.drumroll_counter: Optional[DrumrollCounter] = None
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self.balloon_anim: Optional[BalloonAnimation] = None
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self.kusudama_anim: Optional[KusudamaAnimation] = None
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self.base_score_list: list[ScoreCounterAnimation] = []
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self.combo_display = Combo(self.combo, 0)
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self.score_counter = ScoreCounter(self.score)
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self.gogo_time: Optional[GogoTime] = None
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self.combo_announce = ComboAnnounce(self.combo, 0)
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self.branch_indicator = BranchIndicator() if tja and tja.metadata.course_data[self.difficulty].is_branching else None
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self.ending_anim: Optional[FailAnimation | ClearAnimation | FCAnimation] = None
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self.is_gogo_time = False
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plate_info = global_data.config['nameplate']
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self.nameplate = Nameplate(plate_info['name'], plate_info['title'], global_data.player_num, plate_info['dan'], plate_info['gold'])
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self.chara = Chara2D(player_number - 1, self.bpm)
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if global_data.config['general']['judge_counter']:
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self.judge_counter = JudgeCounter()
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else:
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self.judge_counter = None
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self.input_log: dict[float, tuple] = dict()
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stars = tja.metadata.course_data[self.difficulty].level
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self.gauge = Gauge(self.player_number, self.difficulty, stars, self.total_notes)
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self.gauge_hit_effect: list[GaugeHitEffect] = []
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self.autoplay_hit_side = 'L'
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self.last_subdivision = -1
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def merge_branch_section(self, branch_section: NoteList, current_ms: float):
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self.play_notes.extend(branch_section.play_notes)
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self.draw_note_list.extend(branch_section.draw_notes)
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self.draw_bar_list.extend(branch_section.bars)
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self.play_notes = deque(sorted(self.play_notes))
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self.draw_note_list = deque(sorted(self.draw_note_list, key=lambda x: x.load_ms))
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self.draw_bar_list = deque(sorted(self.draw_bar_list, key=lambda x: x.load_ms))
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timing_threshold = current_ms - Player.TIMING_BAD
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total_don = [note for note in self.play_notes if note.type in {1, 3}]
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total_kat = [note for note in self.play_notes if note.type in {2, 4}]
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total_other = [note for note in self.play_notes if note.type not in {1, 2, 3, 4}]
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self.don_notes = deque([note for note in total_don if note.hit_ms > timing_threshold])
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self.kat_notes = deque([note for note in total_kat if note.hit_ms > timing_threshold])
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self.other_notes = deque([note for note in total_other if note.hit_ms > timing_threshold])
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def get_result_score(self):
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return self.score, self.good_count, self.ok_count, self.bad_count, self.max_combo, self.total_drumroll
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def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int:
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time_diff = load_ms - current_ms
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return int(width + pixels_per_frame * 0.06 * time_diff - 64) - self.visual_offset
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def get_position_y(self, current_ms: float, load_ms: float, pixels_per_frame: float, pixels_per_frame_x) -> int:
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time_diff = load_ms - current_ms
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return int((pixels_per_frame * 0.06 * time_diff) + ((866 * pixels_per_frame) / pixels_per_frame_x))
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def animation_manager(self, animation_list: list, current_time: float):
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if not animation_list:
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return
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# More efficient: use list comprehension to filter out finished animations
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remaining_animations = []
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for animation in animation_list:
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animation.update(current_time)
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if not animation.is_finished:
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remaining_animations.append(animation)
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# Replace the original list contents
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animation_list[:] = remaining_animations
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def bar_manager(self, current_ms: float):
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#Add bar to current_bars list if it is ready to be shown on screen
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if self.draw_bar_list and current_ms > self.draw_bar_list[0].load_ms:
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self.current_bars.append(self.draw_bar_list.popleft())
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#If a bar is off screen, remove it
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if not self.current_bars:
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return
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# More efficient removal with early exit
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removal_threshold = GameScreen.JUDGE_X + 650
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bars_to_keep = []
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for bar in self.current_bars:
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position = self.get_position_x(SCREEN_WIDTH, current_ms, bar.hit_ms, bar.pixels_per_frame_x)
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if position >= removal_threshold:
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bars_to_keep.append(bar)
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self.current_bars = bars_to_keep
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if self.current_bars and hasattr(self.current_bars[-1], 'branch_params'):
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self.branch_condition, e_req, m_req = self.current_bars[-1].branch_params.split(',')
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delattr(self.current_bars[-1], 'branch_params')
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e_req = float(e_req)
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m_req = float(m_req)
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if not self.is_branch:
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self.is_branch = True
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if self.branch_condition == 'r':
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end_time = self.branch_m[0].bars[0].load_ms
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end_roll = -1
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note_lists = [
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self.current_notes_draw,
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self.branch_n[0].draw_notes if self.branch_n else [],
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self.branch_e[0].draw_notes if self.branch_e else [],
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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.judge_counter is not None:
|
|
self.judge_counter.update(self.good_count, self.ok_count, self.bad_count, self.total_drumroll)
|
|
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)
|
|
if self.judge_counter is not None:
|
|
self.judge_counter.draw()
|
|
|
|
# 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 JudgeCounter:
|
|
def __init__(self):
|
|
self.good = 0
|
|
self.ok = 0
|
|
self.bad = 0
|
|
self.drumrolls = 0
|
|
self.orange = ray.Color(253, 161, 0, 255)
|
|
self.white = ray.WHITE
|
|
def update(self, good: int, ok: int, bad: int, drumrolls: int):
|
|
self.good = good
|
|
self.ok = ok
|
|
self.bad = bad
|
|
self.drumrolls = drumrolls
|
|
def draw_counter(self, counter: float, x: int, y: int, margin: int, color: ray.Color):
|
|
counter_str = str(int(counter))
|
|
counter_len = len(counter_str)
|
|
for i, digit in enumerate(counter_str):
|
|
tex.draw_texture('judge_counter', 'counter', frame=int(digit), x=x - (counter_len - i) * margin, y=y, color=color)
|
|
def draw(self):
|
|
tex.draw_texture('judge_counter', 'bg')
|
|
tex.draw_texture('judge_counter', 'total_percent')
|
|
tex.draw_texture('judge_counter', 'judgments')
|
|
tex.draw_texture('judge_counter', 'drumrolls')
|
|
|
|
for i in range(4):
|
|
tex.draw_texture('judge_counter', 'percent', index=i, color=self.orange)
|
|
|
|
total_notes = self.good + self.ok + self.bad or 1
|
|
inv_total = rounded(100.0 / total_notes)
|
|
good_percent = self.good * inv_total
|
|
ok_percent = self.ok * inv_total
|
|
bad_percent = self.bad * inv_total
|
|
combo_percent = (self.good + self.ok) * inv_total
|
|
self.draw_counter(good_percent, 260, 440, 23, self.orange)
|
|
self.draw_counter(ok_percent, 260, 477, 23, self.orange)
|
|
self.draw_counter(bad_percent, 260, 515, 23, self.orange)
|
|
self.draw_counter(combo_percent, 270, 388, 23, self.orange)
|
|
|
|
self.draw_counter(self.good, 180, 440, 23, self.white)
|
|
self.draw_counter(self.ok, 180, 477, 23, self.white)
|
|
self.draw_counter(self.bad, 180, 515, 23, self.white)
|
|
self.draw_counter(self.drumrolls, 180, 577, 23, self.white)
|
|
|
|
|
|
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)]-1
|
|
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]
|
|
tex.draw_texture('gauge', f'{self.player_num}p_bar', x2=min(gauge_length*8, (clear_point - 1)*8)-8)
|
|
if gauge_length >= clear_point - 1:
|
|
tex.draw_texture('gauge', 'bar_clear_transition', x=(clear_point - 1)*8)
|
|
if gauge_length > clear_point:
|
|
tex.draw_texture('gauge', 'bar_clear_top', x=(clear_point) * 8, x2=(gauge_length-clear_point)*8)
|
|
tex.draw_texture('gauge', 'bar_clear_bottom', x=(clear_point) * 8, x2=(gauge_length-clear_point)*8)
|
|
|
|
# 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-1:
|
|
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')
|