mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
1144 lines
54 KiB
Python
1144 lines
54 KiB
Python
import bisect
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import math
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from collections import deque
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from pathlib import Path
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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.tja import TJAParser, calculate_base_score
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from libs.utils import (
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OutlinedText,
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get_config,
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get_current_ms,
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global_data,
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load_all_textures_from_zip,
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load_image_from_zip,
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load_texture_from_zip,
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)
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class GameScreen:
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def __init__(self, width: int, height: int):
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self.width = width
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self.height = height
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self.judge_x = 414
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self.current_ms = 0
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self.result_transition = None
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self.song_info = None
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self.screen_init = False
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def load_textures(self):
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self.textures = load_all_textures_from_zip(Path('Graphics/lumendata/enso_system/common.zip'))
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zip_file = Path('Graphics/lumendata/enso_system/common.zip')
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image = load_image_from_zip(zip_file, 'lane_img00000.png')
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ray.image_resize(image, 948, 176)
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ray.unload_texture(self.textures['lane'][0])
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self.textures['lane'][0] = ray.load_texture_from_image(image)
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self.texture_balloon_head = [load_texture_from_zip(zip_file, 'onp_fusen_img00001.png'),
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load_texture_from_zip(zip_file, 'onp_fusen_img00002.png')]
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self.texture_balloon_tail = [load_texture_from_zip(zip_file, 'onp_fusen_img00000.png'),
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load_texture_from_zip(zip_file, 'onp_fusen_img00000.png')]
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self.texture_drumroll_head = [load_texture_from_zip(zip_file, 'onp_renda_img00002.png'),
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load_texture_from_zip(zip_file, 'onp_renda_img00003.png')]
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self.texture_drumroll_body = [load_texture_from_zip(zip_file, 'onp_renda_img00000.png'),
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load_texture_from_zip(zip_file, 'onp_renda_img00000.png')]
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self.texture_drumroll_tail = [load_texture_from_zip(zip_file, 'onp_renda_img00001.png'),
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load_texture_from_zip(zip_file, 'onp_renda_img00001.png')]
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self.texture_dai_drumroll_head = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00002.png'),
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load_texture_from_zip(zip_file, 'onp_renda_dai_img00003.png')]
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self.texture_dai_drumroll_body = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png'),
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load_texture_from_zip(zip_file, 'onp_renda_dai_img00000.png')]
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self.texture_dai_drumroll_tail = [load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png'),
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load_texture_from_zip(zip_file, 'onp_renda_dai_img00001.png')]
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self.texture_drumroll_number = []
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for i in range(1, 11):
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filename = f'renda_num_img{str(i).zfill(5)}.png'
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self.texture_drumroll_number.append(load_texture_from_zip(zip_file, filename))
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self.texture_good = load_texture_from_zip(zip_file, 'lane_hit_effect_img00009.png')
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self.texture_good_hit_effect = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00005.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00006.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00007.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00008.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00008.png')]
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self.texture_good_hit_effect_big = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00011.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00012.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00013.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00014.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00015.png')]
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self.texture_ok = load_texture_from_zip(zip_file, 'lane_hit_effect_img00004.png')
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self.texture_ok_hit_center = load_texture_from_zip(zip_file, 'lane_hit_img00018.png')
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self.texture_ok_hit_center_big = load_texture_from_zip(zip_file, 'lane_hit_img00020.png')
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self.texture_ok_hit_effect = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00000.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00001.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00002.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00003.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00003.png')]
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self.texture_ok_hit_effect_big = [load_texture_from_zip(zip_file, 'lane_hit_effect_img00016.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00017.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00018.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00019.png'),
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load_texture_from_zip(zip_file, 'lane_hit_effect_img00020.png')]
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image = load_image_from_zip(zip_file, 'lane_hit_img00005.png')
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ray.image_resize(image, 951, 130)
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ray.unload_texture(self.textures['lane_hit'][5])
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self.textures['lane_hit'][5] = ray.load_texture_from_image(image)
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image = load_image_from_zip(zip_file, 'lane_hit_img00006.png')
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ray.image_resize(image, 951, 130)
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ray.unload_texture(self.textures['lane_hit'][6])
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self.textures['lane_hit'][6] = ray.load_texture_from_image(image)
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image = load_image_from_zip(zip_file, 'lane_hit_img00007.png')
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ray.image_resize(image, 951, 130)
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ray.unload_texture(self.textures['lane_hit'][7])
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self.textures['lane_hit'][7] = ray.load_texture_from_image(image)
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self.texture_drum = load_texture_from_zip(zip_file, 'lane_obi_img00014.png')
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self.texture_difficulty = [load_texture_from_zip(zip_file, 'lane_obi_img00021.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00022.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00023.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00024.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00025.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00025.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00025.png')]
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self.texture_combo_text = [load_texture_from_zip(zip_file, 'lane_obi_img00035.png'),
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load_texture_from_zip(zip_file, 'lane_obi_img00046.png')]
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self.texture_combo_numbers = []
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for i in range(36, 58):
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if i not in [46, 48]:
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filename = f'lane_obi_img{str(i).zfill(5)}.png'
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self.texture_combo_numbers.append(load_texture_from_zip(zip_file, filename))
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self.texture_combo_glimmer = load_texture_from_zip(zip_file, 'lane_obi_img00048.png')
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self.texture_score_numbers = []
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for i in range(4, 14):
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filename = f'lane_obi_img{str(i).zfill(5)}.png'
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self.texture_score_numbers.append(load_texture_from_zip(zip_file, filename))
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self.texture_se_moji = []
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for i in range(0, 17):
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filename = f'onp_moji_img{str(i).zfill(5)}.png'
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if i == 8:
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filename = 'onp_renda_moji_img00001.png'
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self.texture_se_moji.append(load_texture_from_zip(zip_file, filename))
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self.textures.update(load_all_textures_from_zip(Path('Graphics/lumendata/enso_system/base1p.zip')))
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self.textures.update(load_all_textures_from_zip(Path('Graphics/lumendata/enso_system/don1p.zip')))
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self.result_transition_1 = load_texture_from_zip(Path('Graphics/lumendata/enso_result.zip'), 'retry_game_img00125.png')
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self.result_transition_2 = load_texture_from_zip(Path('Graphics/lumendata/enso_result.zip'), 'retry_game_img00126.png')
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def load_sounds(self):
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sounds_dir = Path("Sounds")
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self.sound_don = audio.load_sound(str(sounds_dir / "inst_00_don.wav"))
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self.sound_kat = audio.load_sound(str(sounds_dir / "inst_00_katsu.wav"))
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self.sound_balloon_pop = audio.load_sound(str(sounds_dir / "balloon_pop.wav"))
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self.sound_result_transition = audio.load_sound(str(sounds_dir / "result" / "VO_RESULT [1].ogg"))
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def init_tja(self, song: str, difficulty: int):
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self.load_textures()
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self.load_sounds()
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#Map notes to textures
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self.note_type_dict = {'1': self.textures['onp_don'],
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'2': self.textures['onp_katsu'],
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'3': self.textures['onp_don_dai'],
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'4': self.textures['onp_katsu_dai'],
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'5': self.texture_drumroll_head,
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'6': self.texture_dai_drumroll_head,
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'7': self.texture_balloon_head,
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'drumroll_body': self.texture_drumroll_body,
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'drumroll_tail': self.texture_drumroll_tail,
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'dai_drumroll_body': self.texture_dai_drumroll_body,
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'dai_drumroll_tail': self.texture_dai_drumroll_tail,
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'balloon_tail': self.texture_balloon_tail}
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self.tja = TJAParser(song)
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self.tja.get_metadata()
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self.tja.distance = self.width - self.judge_x
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self.start_delay = 0
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global_data.song_title = self.tja.title
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self.player_1 = Player(self, 1, difficulty, get_config()["general"]["judge_offset"])
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self.song_music = audio.load_sound(str(Path(self.tja.wave)))
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self.start_ms = (get_current_ms() - self.tja.offset*1000) + self.start_delay
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audio.play_sound(self.song_music)
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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.init_tja(global_data.selected_song, global_data.selected_difficulty)
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self.current_ms = get_current_ms() - self.start_ms
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self.song_info = SongInfo(self.current_ms, self.tja.title, 'TEST')
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self.result_transition = None
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def on_screen_end(self):
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self.screen_init = False
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for zip in self.textures:
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for texture in self.textures[zip]:
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ray.unload_texture(texture)
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return 'RESULT'
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def update(self):
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self.on_screen_start()
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self.current_ms = get_current_ms() - self.start_ms
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self.player_1.update(self)
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if self.song_info is not None:
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self.song_info.update(self.current_ms)
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if self.result_transition is not None:
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self.result_transition.update(self.current_ms)
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if self.result_transition.is_finished:
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return self.on_screen_end()
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elif len(self.player_1.play_note_list) == 0 and (len(self.player_1.current_notes) == 0) and not audio.is_sound_playing(self.song_music):
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global_data.result_good, global_data.result_ok, global_data.result_bad, global_data.result_score = self.player_1.get_result_score()
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self.result_transition = ResultTransition(self.current_ms, self.height)
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audio.play_sound(self.sound_result_transition)
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def draw(self):
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self.player_1.draw(self)
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if self.song_info is not None:
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self.song_info.draw(self)
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if self.result_transition is not None:
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self.result_transition.draw(self.width, self.height, self.result_transition_1, self.result_transition_2)
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class Player:
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def __init__(self, game_screen: GameScreen, player_number: int, difficulty: int, judge_offset: int):
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self.timing_good = 25.0250015258789
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self.timing_ok = 75.0750045776367
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self.timing_bad = 108.441665649414
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self.player_number = player_number
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self.difficulty = difficulty
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self.play_note_list, self.draw_note_list, self.draw_bar_list = game_screen.tja.notes_to_position(self.difficulty)
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self.base_score = calculate_base_score(self.play_note_list)
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self.judge_offset = judge_offset
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#Note management
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self.current_notes = deque()
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self.current_bars = []
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self.current_notes_draw = []
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self.play_note_index = 0
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self.draw_note_index = 0
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self.bar_index = 0
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self.is_drumroll = False
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self.drumroll_big = 0
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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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#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.draw_effect_list: list[LaneHitEffect] = []
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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: DrumrollCounter | None = None
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self.balloon_list: list[BalloonAnimation] = []
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self.base_score_list: list[ScoreCounterAnimation] = []
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self.combo_display = Combo(self.combo, game_screen.current_ms)
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self.score_counter = ScoreCounter(self.score, game_screen.current_ms)
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self.input_log: dict[float, str] = dict()
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def get_result_score(self):
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return self.good_count, self.ok_count, self.bad_count, self.score
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def get_position(self, game_screen: GameScreen, ms: float, pixels_per_frame: float):
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return int(game_screen.width + pixels_per_frame * 60 / 1000 * (ms - game_screen.current_ms + self.judge_offset) - 64)
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def animation_manager(self, game_screen: GameScreen, animation_list: list):
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if len(animation_list) <= 0:
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return
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for i in range(len(animation_list)-1, -1, -1):
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animation = animation_list[i]
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animation.update(game_screen.current_ms)
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if animation.is_finished:
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animation_list.pop(i)
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def bar_manager(self, game_screen: GameScreen):
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#Add bar to current_bars list if it is ready to be shown on screen
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if len(self.draw_bar_list) > 0 and game_screen.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 len(self.current_bars) == 0:
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return
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for i in range(len(self.current_bars)-1, -1, -1):
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bar_ms, pixels_per_frame = self.current_bars[i]['ms'], self.current_bars[i]['ppf']
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position = self.get_position(game_screen, bar_ms, pixels_per_frame)
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if position < game_screen.judge_x + 650:
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self.current_bars.pop(i)
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def play_note_manager(self, game_screen: GameScreen):
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#Add note to current_notes list if it is ready to be shown on screen
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if len(self.play_note_list) > 0 and game_screen.current_ms + 1000 >= self.play_note_list[0]['load_ms']:
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self.current_notes.append(self.play_note_list.popleft())
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if len(self.play_note_list) > 0 and self.play_note_list[0]['note'] == '8':
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self.current_notes.append(self.play_note_list.popleft())
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#if a note was not hit within the window, remove it
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if len(self.current_notes) == 0:
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return
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note = self.current_notes[0]
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if note['ms'] + self.timing_bad < game_screen.current_ms:
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if note['note'] in {'1', '2', '3', '4'}:
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self.combo = 0
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self.bad_count += 1
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self.current_notes.popleft()
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elif (note['ms'] <= game_screen.current_ms):
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if note['note'] == '5':
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self.is_drumroll = True
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self.drumroll_big = 0
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elif note['note'] == '6':
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self.is_drumroll = True
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self.drumroll_big = 2
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elif note['note'] == '7':
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self.is_balloon = True
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elif note['note'] == '8' and (self.is_drumroll or self.is_balloon):
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self.is_drumroll = False
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self.is_balloon = False
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def draw_note_manager(self, game_screen: GameScreen):
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if len(self.draw_note_list) > 0 and game_screen.current_ms + 1000 >= self.draw_note_list[0]['load_ms']:
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if self.draw_note_list[0]['note'] in {'5', '6', '7'}:
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while self.draw_note_list[0]['note'] != '8':
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bisect.insort_left(self.current_notes_draw, self.draw_note_list.popleft(), key=lambda x: x['index'])
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bisect.insort_left(self.current_notes_draw, self.draw_note_list.popleft(), key=lambda x: x['index'])
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else:
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bisect.insort_left(self.current_notes_draw, self.draw_note_list.popleft(), key=lambda x: x['index'])
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if len(self.current_notes_draw) == 0:
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return
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if self.current_notes_draw[0]['note'] in {'5', '6', '8'} and 255 > self.current_notes_draw[0]['color'] > 0:
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self.current_notes_draw[0]['color'] += 1
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note = self.current_notes_draw[0]
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if note['note'] in {'5', '6', '7'} and len(self.current_notes_draw) > 1:
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note = self.current_notes_draw[1]
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position = self.get_position(game_screen, note['ms'], note['ppf'])
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if position < game_screen.judge_x + 650:
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self.current_notes_draw.pop(0)
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def note_manager(self, game_screen: GameScreen):
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self.bar_manager(game_screen)
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self.play_note_manager(game_screen)
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self.draw_note_manager(game_screen)
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def note_correct(self, game_screen: GameScreen, note: dict):
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index = note['index']
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if note['note'] == '8':
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note_type = game_screen.note_type_dict['3']
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else:
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note_type = game_screen.note_type_dict[note['note']]
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self.combo += 1
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if self.combo > self.max_combo:
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self.max_combo = self.combo
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self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number))
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self.current_notes.popleft()
|
|
|
|
if note in self.current_notes_draw:
|
|
index = self.current_notes_draw.index(note)
|
|
self.current_notes_draw.pop(index)
|
|
|
|
def check_drumroll(self, game_screen: GameScreen, drum_type: str):
|
|
note_type = game_screen.note_type_dict[str(int(drum_type)+self.drumroll_big)]
|
|
self.draw_arc_list.append(NoteArc(note_type, game_screen.current_ms, self.player_number))
|
|
self.curr_drumroll_count += 1
|
|
self.total_drumroll += 1
|
|
self.score += 100
|
|
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
|
|
color = max(0, 255 - (self.curr_drumroll_count * 10))
|
|
self.current_notes_draw[0]['color'] = color
|
|
|
|
def check_balloon(self, game_screen: GameScreen, drum_type: str):
|
|
current_note = self.current_notes[0]
|
|
if current_note['note'] == '7':
|
|
current_note = self.current_notes[1]
|
|
if len(self.balloon_list) < 1:
|
|
self.balloon_list.append(BalloonAnimation(game_screen.current_ms, current_note['balloon']))
|
|
self.curr_balloon_count += 1
|
|
self.total_drumroll += 1
|
|
self.score += 100
|
|
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 100))
|
|
self.current_notes_draw[0]['popped'] = False
|
|
if self.curr_balloon_count == current_note['balloon']:
|
|
self.is_balloon = False
|
|
self.current_notes_draw[0]['popped'] = True
|
|
audio.play_sound(game_screen.sound_balloon_pop)
|
|
self.note_correct(game_screen, self.current_notes[0])
|
|
|
|
def check_note(self, game_screen: GameScreen, drum_type: str):
|
|
if self.is_drumroll:
|
|
self.check_drumroll(game_screen, drum_type)
|
|
elif self.is_balloon and drum_type == '1':
|
|
self.check_balloon(game_screen, drum_type)
|
|
elif len(self.current_notes) != 0:
|
|
self.curr_drumroll_count = 0
|
|
self.curr_balloon_count = 0
|
|
current_note = next(
|
|
(note for note in self.current_notes if note['note'] not in {'5', '6', '7', '8'}),
|
|
None # Default if no matching note is found
|
|
)
|
|
if current_note is None:
|
|
return
|
|
note_type = current_note['note']
|
|
note_ms = current_note['ms']
|
|
#If the wrong key was hit, stop checking
|
|
if drum_type == '1' and note_type not in {'1', '3'}:
|
|
return
|
|
if drum_type == '2' and note_type not in {'2', '4'}:
|
|
return
|
|
#If the note is too far away, stop checking
|
|
if game_screen.current_ms > (note_ms + self.timing_bad):
|
|
return
|
|
if note_type in ('3','4'):
|
|
big = True
|
|
else:
|
|
big = False
|
|
if (note_ms - self.timing_good) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_good) + self.judge_offset:
|
|
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'GOOD', big))
|
|
self.draw_effect_list.pop()
|
|
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'GOOD'))
|
|
self.good_count += 1
|
|
self.score += self.base_score
|
|
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, self.base_score))
|
|
self.note_correct(game_screen, current_note)
|
|
|
|
elif (note_ms - self.timing_ok) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_ok) + self.judge_offset:
|
|
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'OK', big))
|
|
self.ok_count += 1
|
|
self.score += 10 * math.floor(self.base_score / 2 / 10)
|
|
self.base_score_list.append(ScoreCounterAnimation(game_screen.current_ms, 10 * math.floor(self.base_score / 2 / 10)))
|
|
self.note_correct(game_screen, current_note)
|
|
|
|
elif (note_ms - self.timing_bad) + self.judge_offset <= game_screen.current_ms <= (note_ms + self.timing_bad) + self.judge_offset:
|
|
self.draw_judge_list.append(Judgement(game_screen.current_ms, 'BAD', big))
|
|
self.bad_count += 1
|
|
self.combo = 0
|
|
self.current_notes.popleft()
|
|
|
|
def drumroll_counter_manager(self, game_screen: GameScreen):
|
|
if self.is_drumroll and self.curr_drumroll_count > 0 and self.drumroll_counter is None:
|
|
self.drumroll_counter = DrumrollCounter(game_screen.current_ms)
|
|
|
|
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(game_screen, game_screen.current_ms, self.curr_drumroll_count)
|
|
|
|
def balloon_animation_manager(self, game_screen: GameScreen):
|
|
if len(self.balloon_list) <= 0:
|
|
return
|
|
|
|
if self.balloon_list[0].is_finished:
|
|
self.balloon_list.pop(0)
|
|
else:
|
|
if self.is_balloon:
|
|
self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, False)
|
|
else:
|
|
self.balloon_list[0].update(game_screen, game_screen.current_ms, self.curr_balloon_count, True)
|
|
|
|
def key_manager(self, game_screen: GameScreen):
|
|
left_kats = get_config()["keybinds"]["left_kat"]
|
|
left_dons = get_config()["keybinds"]["left_don"]
|
|
right_dons = get_config()["keybinds"]["right_don"]
|
|
right_kats = get_config()["keybinds"]["right_kat"]
|
|
for left_don in left_dons:
|
|
if ray.is_key_pressed(ord(left_don)):
|
|
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON'))
|
|
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'L'))
|
|
audio.play_sound(game_screen.sound_don)
|
|
self.check_note(game_screen, '1')
|
|
self.input_log[game_screen.current_ms] = 'DON'
|
|
for right_don in right_dons:
|
|
if ray.is_key_pressed(ord(right_don)):
|
|
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'DON'))
|
|
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'DON', 'R'))
|
|
audio.play_sound(game_screen.sound_don)
|
|
self.check_note(game_screen, '1')
|
|
self.input_log[game_screen.current_ms] = 'DON'
|
|
for left_kat in left_kats:
|
|
if ray.is_key_pressed(ord(left_kat)):
|
|
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT'))
|
|
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'L'))
|
|
audio.play_sound(game_screen.sound_kat)
|
|
self.check_note(game_screen, '2')
|
|
self.input_log[game_screen.current_ms] = 'KAT'
|
|
for right_kat in right_kats:
|
|
if ray.is_key_pressed(ord(right_kat)):
|
|
self.draw_effect_list.append(LaneHitEffect(game_screen.current_ms, 'KAT'))
|
|
self.draw_drum_hit_list.append(DrumHitEffect(game_screen.current_ms, 'KAT', 'R'))
|
|
audio.play_sound(game_screen.sound_kat)
|
|
self.check_note(game_screen, '2')
|
|
self.input_log[game_screen.current_ms] = 'KAT'
|
|
|
|
def update(self, game_screen: GameScreen):
|
|
self.note_manager(game_screen)
|
|
self.combo_display.update(game_screen, game_screen.current_ms, self.combo)
|
|
self.drumroll_counter_manager(game_screen)
|
|
self.balloon_animation_manager(game_screen)
|
|
self.animation_manager(game_screen, self.draw_judge_list)
|
|
self.animation_manager(game_screen, self.draw_effect_list)
|
|
self.animation_manager(game_screen, self.draw_drum_hit_list)
|
|
self.animation_manager(game_screen, self.draw_arc_list)
|
|
self.animation_manager(game_screen, self.base_score_list)
|
|
self.score_counter.update(game_screen.current_ms, self.score)
|
|
self.key_manager(game_screen)
|
|
|
|
def draw_animation_list(self, game_screen: GameScreen, animation_list: list):
|
|
for animation in animation_list:
|
|
animation.draw(game_screen)
|
|
|
|
def draw_drumroll(self, game_screen: GameScreen, big: bool, position: int, index: int, color: int):
|
|
drumroll_start_position = position
|
|
tail = next((note for note in self.current_notes_draw[index+1:] if note['note'] == '8'), None)
|
|
if tail is None:
|
|
return
|
|
if big:
|
|
drumroll_body = 'dai_drumroll_body'
|
|
drumroll_tail = 'dai_drumroll_tail'
|
|
else:
|
|
drumroll_body = 'drumroll_body'
|
|
drumroll_tail = 'drumroll_tail'
|
|
drumroll_end_position = self.get_position(game_screen, tail['load_ms'], tail['ppf'])
|
|
length = (drumroll_end_position - drumroll_start_position - 50)
|
|
self.draw_note(game_screen, drumroll_body, (drumroll_start_position+64), color, 8, drumroll_length=length)
|
|
self.draw_note(game_screen, drumroll_tail, drumroll_end_position, color, 10, drumroll_length=None)
|
|
|
|
def draw_balloon(self, game_screen: GameScreen, note: dict, position: int, index: int):
|
|
tail = next((note for note in self.current_notes_draw[index+1:] if note['note'] == '8'), None)
|
|
if tail is None:
|
|
return
|
|
tail_position = self.get_position(game_screen, tail['load_ms'], tail['ppf'])
|
|
if game_screen.current_ms >= tail['ms']:
|
|
position = tail_position
|
|
elif game_screen.current_ms >= note['ms']:
|
|
position = 349
|
|
if note.get('popped', None):
|
|
return
|
|
self.draw_note(game_screen, '7', position, 255, 9)
|
|
|
|
def draw_note(self, game_screen: GameScreen, note: str, position: int, color: int, se_note: int | None, drumroll_length: int | None=None):
|
|
note_padding = 64
|
|
if note == 'barline':
|
|
y = 184
|
|
ray.draw_texture(game_screen.textures['lane_syousetsu'][0], position+note_padding-4, y+6, ray.WHITE)
|
|
return
|
|
if note not in game_screen.note_type_dict:
|
|
return
|
|
|
|
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
|
|
if self.combo >= 50:
|
|
current_eighth = int((game_screen.current_ms - game_screen.start_ms) // eighth_in_ms)
|
|
else:
|
|
current_eighth = 0
|
|
if note in {'5', '6', 'drumroll_tail', 'dai_drumroll_tail', 'drumroll_body', 'dai_drumroll_body'}:
|
|
draw_color = color
|
|
else:
|
|
draw_color = 255
|
|
if note == '7':
|
|
offset = 12
|
|
balloon = True
|
|
else:
|
|
offset = 0
|
|
balloon = False
|
|
if drumroll_length is None:
|
|
drumroll_length = game_screen.note_type_dict[note][0].width
|
|
source_rect = ray.Rectangle(0,0,game_screen.note_type_dict[note][0].width,game_screen.note_type_dict[note][0].height)
|
|
dest_rect = ray.Rectangle(position-offset, 192, drumroll_length,game_screen.note_type_dict['1'][0].height)
|
|
ray.draw_texture_pro(game_screen.note_type_dict[note][current_eighth % 2], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.Color(255, draw_color, draw_color, 255))
|
|
if balloon:
|
|
ray.draw_texture(game_screen.note_type_dict['balloon_tail'][current_eighth % 2], position-offset+128, 192, ray.Color(255, draw_color, draw_color, 255))
|
|
if se_note is not None:
|
|
if drumroll_length == game_screen.note_type_dict[note][0].width:
|
|
drumroll_length = game_screen.texture_se_moji[se_note].width
|
|
offset = 0
|
|
else:
|
|
offset = 30
|
|
source_rect = ray.Rectangle(0,0,game_screen.texture_se_moji[se_note].width,game_screen.texture_se_moji[se_note].height)
|
|
dest_rect = ray.Rectangle(position-offset - (game_screen.texture_se_moji[se_note].width // 2) + 64, 323, drumroll_length,game_screen.texture_se_moji[se_note].height)
|
|
ray.draw_texture_pro(game_screen.texture_se_moji[se_note], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
|
|
|
|
def draw_bars(self, game_screen: GameScreen):
|
|
if len(self.current_bars) <= 0:
|
|
return
|
|
|
|
for i in range(len(self.current_bars)-1, -1, -1):
|
|
bar = self.current_bars[i]
|
|
load_ms, pixels_per_frame = bar['load_ms'], bar['ppf']
|
|
position = self.get_position(game_screen, load_ms, pixels_per_frame)
|
|
self.draw_note(game_screen, 'barline', position, 255, None)
|
|
|
|
def draw_notes(self, game_screen: GameScreen):
|
|
if len(self.current_notes_draw) <= 0:
|
|
return
|
|
|
|
for i in range(len(self.current_notes_draw)-1, -1, -1):
|
|
note = self.current_notes_draw[i]
|
|
note_type, load_ms, pixels_per_frame = note['note'], note['load_ms'], note['ppf']
|
|
position = self.get_position(game_screen, load_ms, pixels_per_frame)
|
|
if note_type == '5':
|
|
self.draw_drumroll(game_screen, False, position, i, note['color'])
|
|
elif note_type == '6':
|
|
self.draw_drumroll(game_screen, True, position, i, note['color'])
|
|
if note_type == '7':
|
|
self.draw_balloon(game_screen, note, position, i)
|
|
else:
|
|
self.draw_note(game_screen, note_type, position, 255, note['se_note'])
|
|
#ray.draw_text(str(i), position+64, 192, 25, ray.GREEN)
|
|
|
|
def draw_gauge(self, game_screen: GameScreen):
|
|
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][0], 327, 128, ray.WHITE)
|
|
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][1], 483, 124, ray.WHITE)
|
|
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][10], 483, 124, ray.fade(ray.WHITE, 0.15))
|
|
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][11], 1038, 141, ray.WHITE)
|
|
ray.draw_texture(game_screen.textures['gage_don_1p_hard'][12], 1187, 130, ray.WHITE)
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
ray.draw_texture(game_screen.textures['lane'][0], 332, 184, ray.WHITE)
|
|
self.draw_gauge(game_screen)
|
|
self.draw_animation_list(game_screen, self.draw_effect_list)
|
|
ray.draw_texture(game_screen.textures['lane_hit'][17], 342, 184, ray.WHITE)
|
|
self.draw_animation_list(game_screen, self.draw_judge_list)
|
|
self.draw_bars(game_screen)
|
|
self.draw_notes(game_screen)
|
|
ray.draw_texture(game_screen.textures['lane_obi'][0], 0, 184, ray.WHITE)
|
|
ray.draw_texture(game_screen.texture_drum, 211, 206, ray.WHITE)
|
|
self.draw_animation_list(game_screen, self.draw_drum_hit_list)
|
|
self.combo_display.draw(game_screen)
|
|
ray.draw_texture(game_screen.textures['lane_obi'][3], 0, 184, ray.WHITE)
|
|
ray.draw_texture(game_screen.textures['lane_obi'][19], 0, 225, ray.WHITE)
|
|
ray.draw_texture(game_screen.texture_difficulty[self.difficulty], 50, 222, ray.WHITE)
|
|
if self.drumroll_counter is not None:
|
|
self.drumroll_counter.draw(game_screen)
|
|
self.draw_animation_list(game_screen, self.draw_arc_list)
|
|
self.draw_animation_list(game_screen, self.balloon_list)
|
|
self.score_counter.draw(game_screen)
|
|
self.draw_animation_list(game_screen, self.base_score_list)
|
|
|
|
class Judgement:
|
|
def __init__(self, current_ms: float, type: str, big: bool):
|
|
self.type = type
|
|
self.big = big
|
|
self.is_finished = False
|
|
|
|
self.fade_animation_1 = Animation(current_ms, 132, 'fade')
|
|
self.fade_animation_1.params['initial_opacity'] = 0.5
|
|
self.fade_animation_1.params['delay'] = 100
|
|
|
|
self.fade_animation_2 = Animation(current_ms, 316 - 233.3, 'fade')
|
|
self.fade_animation_2.params['delay'] = 233.3
|
|
|
|
self.move_animation = Animation(current_ms, 83, 'move')
|
|
self.move_animation.params['total_distance'] = 15
|
|
self.move_animation.params['start_position'] = 144
|
|
|
|
self.texture_animation = Animation(current_ms, 100, 'texture_change')
|
|
self.texture_animation.params['textures'] = [(33, 50, 1), (50, 83, 2), (83, 100, 3), (100, float('inf'), 4)]
|
|
|
|
def update(self, current_ms: float):
|
|
self.fade_animation_1.update(current_ms)
|
|
self.fade_animation_2.update(current_ms)
|
|
self.move_animation.update(current_ms)
|
|
self.texture_animation.update(current_ms)
|
|
|
|
if self.fade_animation_2.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
y = self.move_animation.attribute
|
|
index = int(self.texture_animation.attribute)
|
|
hit_color = ray.fade(ray.WHITE, self.fade_animation_1.attribute)
|
|
color = ray.fade(ray.WHITE, self.fade_animation_2.attribute)
|
|
if self.type == 'GOOD':
|
|
if self.big:
|
|
ray.draw_texture(game_screen.textures['lane_hit'][21], 342, 184, color)
|
|
ray.draw_texture(game_screen.texture_good_hit_effect_big[index], 304, 143, hit_color)
|
|
else:
|
|
ray.draw_texture(game_screen.textures['lane_hit'][19], 342, 184, color)
|
|
ray.draw_texture(game_screen.texture_good_hit_effect[index], 304, 143, hit_color)
|
|
ray.draw_texture(game_screen.texture_good, 370, int(y), color)
|
|
elif self.type == 'OK':
|
|
if self.big:
|
|
ray.draw_texture(game_screen.texture_ok_hit_center_big, 342, 184, color)
|
|
ray.draw_texture(game_screen.texture_ok_hit_effect_big[index], 304, 143, hit_color)
|
|
else:
|
|
ray.draw_texture(game_screen.texture_ok_hit_center, 342, 184, color)
|
|
ray.draw_texture(game_screen.texture_ok_hit_effect[index], 304, 143, hit_color)
|
|
ray.draw_texture(game_screen.texture_ok, 370, int(y), color)
|
|
elif self.type == 'BAD':
|
|
ray.draw_texture(game_screen.textures['lane_hit_effect'][10], 370, int(y), color)
|
|
|
|
class LaneHitEffect:
|
|
def __init__(self, current_ms: float, type: str):
|
|
self.type = type
|
|
self.color = ray.fade(ray.WHITE, 0.5)
|
|
self.animation = Animation(current_ms, 150, 'fade')
|
|
self.animation.params['delay'] = 83
|
|
self.animation.params['initial_opacity'] = 0.5
|
|
self.is_finished = False
|
|
|
|
def update(self, current_ms: float):
|
|
self.animation.update(current_ms)
|
|
fade_opacity = self.animation.attribute
|
|
self.color = ray.fade(ray.WHITE, fade_opacity)
|
|
if self.animation.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
if self.type == 'GOOD':
|
|
ray.draw_texture(game_screen.textures['lane_hit'][7], 328, 192, self.color)
|
|
elif self.type == 'DON':
|
|
ray.draw_texture(game_screen.textures['lane_hit'][5], 328, 192, self.color)
|
|
elif self.type == 'KAT':
|
|
ray.draw_texture(game_screen.textures['lane_hit'][6], 328, 192, self.color)
|
|
|
|
class DrumHitEffect:
|
|
def __init__(self, current_ms: float, type: str, side: str):
|
|
self.type = type
|
|
self.side = side
|
|
self.color = ray.fade(ray.WHITE, 1)
|
|
self.is_finished = False
|
|
self.animation = Animation(current_ms, 100, 'fade')
|
|
self.animation.params['delay'] = 67
|
|
|
|
def update(self, current_ms: float):
|
|
self.animation.update(current_ms)
|
|
fade_opacity = self.animation.attribute
|
|
self.color = ray.fade(ray.WHITE, fade_opacity)
|
|
if self.animation.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, game_screen):
|
|
x, y = 211, 206
|
|
if self.type == 'DON':
|
|
if self.side == 'L':
|
|
ray.draw_texture(game_screen.textures['lane_obi'][16], x, y, self.color)
|
|
elif self.side == 'R':
|
|
ray.draw_texture(game_screen.textures['lane_obi'][15], x, y, self.color)
|
|
elif self.type == 'KAT':
|
|
if self.side == 'L':
|
|
ray.draw_texture(game_screen.textures['lane_obi'][18], x, y, self.color)
|
|
elif self.side == 'R':
|
|
ray.draw_texture(game_screen.textures['lane_obi'][17], x, y, self.color)
|
|
|
|
class NoteArc:
|
|
def __init__(self, note_type: list, current_ms: float, player_number: int):
|
|
self.note_type = note_type
|
|
self.arc_points = 25
|
|
self.create_ms = current_ms
|
|
self.player_number = player_number
|
|
self.x_i = 414 - 64
|
|
self.y_i = 168
|
|
self.is_finished = False
|
|
|
|
def update(self, current_ms: float):
|
|
if self.x_i >= 1150:
|
|
self.is_finished = True
|
|
radius = 414
|
|
#Start at 180 degrees, end at 0
|
|
theta_start = 3.14
|
|
if self.player_number == 1:
|
|
theta_end = 2 * 3.14
|
|
#center of circle that does not exist
|
|
center_x, center_y = 785, 168
|
|
else:
|
|
theta_end = 0
|
|
center_x, center_y = 785, 468
|
|
|
|
ms_since_call = (current_ms - self.create_ms) / 16.67
|
|
if ms_since_call < 0:
|
|
ms_since_call = 0
|
|
if ms_since_call > self.arc_points:
|
|
ms_since_call = self.arc_points
|
|
angle_change = (theta_end - theta_start) / self.arc_points
|
|
theta_i = theta_start + ms_since_call * angle_change
|
|
self.x_i = center_x + radius * math.cos(theta_i)
|
|
self.y_i = center_y + radius * 0.5 * math.sin(theta_i)
|
|
|
|
def draw(self, game_screen):
|
|
if self.note_type is None:
|
|
return
|
|
eighth_in_ms = (60000 * 4 / game_screen.tja.bpm) / 8
|
|
current_eighth = int(game_screen.current_ms // eighth_in_ms)
|
|
ray.draw_texture(self.note_type[current_eighth % 2], int(self.x_i), int(self.y_i), ray.WHITE)
|
|
|
|
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 = Animation(current_ms, 166, 'fade')
|
|
self.fade_animation.params['delay'] = self.total_duration - 166
|
|
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
|
|
|
|
def update_count(self, current_ms: float, count: int, elapsed_time: float):
|
|
self.total_duration = elapsed_time + 1349
|
|
self.fade_animation.params['delay'] = self.total_duration - 166
|
|
if self.drumroll_count != count:
|
|
self.drumroll_count = count
|
|
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
|
|
|
|
def update(self, game_screen: GameScreen, 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(current_ms, drumroll_count, elapsed_time)
|
|
if self.fade_animation.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
color = ray.fade(ray.WHITE, self.fade_animation.attribute)
|
|
ray.draw_texture(game_screen.textures['renda_num'][0], 200, 0, color)
|
|
counter = str(self.drumroll_count)
|
|
total_width = len(counter) * 52
|
|
start_x = 344 - (total_width // 2)
|
|
source_rect = ray.Rectangle(0, 0, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height)
|
|
for i in range(len(counter)):
|
|
dest_rect = ray.Rectangle(start_x + (i * 52), 50 - self.stretch_animation.attribute, game_screen.texture_drumroll_number[0].width, game_screen.texture_drumroll_number[0].height + self.stretch_animation.attribute)
|
|
ray.draw_texture_pro(game_screen.textures['action_fusen_1p'][int(counter[i])+1], source_rect, dest_rect, ray.Vector2(0,0), 0, color)
|
|
|
|
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.fade_animation = Animation(current_ms, 166, 'fade')
|
|
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
|
|
|
|
def update_count(self, current_ms: float, balloon_count: int):
|
|
if self.balloon_count != balloon_count:
|
|
self.balloon_count = balloon_count
|
|
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
|
|
|
|
def update(self, game_screen: GameScreen, current_ms: float, balloon_count: int, is_popped: bool):
|
|
self.update_count(current_ms, 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.params['delay'] = self.total_duration - 166
|
|
if self.fade_animation.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
if self.is_popped:
|
|
ray.draw_texture(game_screen.textures['action_fusen_1p'][18], 460, 130, self.color)
|
|
elif self.balloon_count >= 1:
|
|
balloon_index = (self.balloon_count - 1) * 7 // self.balloon_total + 11
|
|
ray.draw_texture(game_screen.textures['action_fusen_1p'][balloon_index], 460, 130, self.color)
|
|
if self.balloon_count > 0:
|
|
ray.draw_texture(game_screen.textures['action_fusen_1p'][0], 414, 40, ray.WHITE)
|
|
counter = str(self.balloon_total - self.balloon_count + 1)
|
|
x, y = 493, 68
|
|
margin = 52
|
|
total_width = len(counter) * margin
|
|
start_x = x - (total_width // 2)
|
|
source_rect = ray.Rectangle(0, 0, game_screen.textures['action_fusen_1p'][1].width, game_screen.textures['action_fusen_1p'][1].height)
|
|
for i in range(len(counter)):
|
|
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.textures['action_fusen_1p'][1].width, game_screen.textures['action_fusen_1p'][1].height + self.stretch_animation.attribute)
|
|
ray.draw_texture_pro(game_screen.textures['action_fusen_1p'][int(counter[i])+1], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)
|
|
|
|
class Combo:
|
|
def __init__(self, combo: int, current_ms: float):
|
|
self.combo = combo
|
|
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
|
|
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, current_ms: float, combo: int):
|
|
if self.combo != combo:
|
|
self.combo = combo
|
|
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
|
|
|
|
def update(self, game_screen: GameScreen, current_ms: float, combo: int):
|
|
self.update_count(current_ms, 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, game_screen: GameScreen):
|
|
if self.combo < 3:
|
|
return
|
|
if self.combo < 100:
|
|
text_color = 0
|
|
margin = 30
|
|
else:
|
|
text_color = 1
|
|
margin = 35
|
|
ray.draw_texture(game_screen.texture_combo_text[text_color], 234, 265, ray.WHITE)
|
|
counter = str(self.combo)
|
|
total_width = len(counter) * margin
|
|
x, y = 262, 220
|
|
start_x = x - (total_width // 2)
|
|
source_rect = ray.Rectangle(0, 0, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height)
|
|
for i in range(len(counter)):
|
|
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_combo_numbers[0].width, game_screen.texture_combo_numbers[0].height + self.stretch_animation.attribute)
|
|
ray.draw_texture_pro(game_screen.texture_combo_numbers[int(counter[i]) + (text_color*10)], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
|
|
glimmer_positions = [(225, 210), (200, 230), (250, 230)]
|
|
if self.combo >= 100:
|
|
for j, (x, y) in enumerate(glimmer_positions):
|
|
for i in range(3):
|
|
ray.draw_texture(game_screen.texture_combo_glimmer, x + (i * 30), y + self.glimmer_dict[j], self.color[j])
|
|
|
|
class ScoreCounter:
|
|
def __init__(self, score: int, current_ms: float):
|
|
self.score = score
|
|
self.create_ms = current_ms
|
|
self.stretch_animation = Animation(current_ms, 0, 'text_stretch')
|
|
|
|
def update_count(self, current_ms: float, score: int):
|
|
if self.score != score:
|
|
self.score = score
|
|
self.stretch_animation = Animation(current_ms, 50, 'text_stretch')
|
|
|
|
def update(self, current_ms: float, score: int):
|
|
self.update_count(current_ms, score)
|
|
if self.score > 0:
|
|
self.stretch_animation.update(current_ms)
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
counter = str(self.score)
|
|
x, y = 150, 185
|
|
margin = 20
|
|
total_width = len(counter) * margin
|
|
start_x = x - total_width
|
|
source_rect = ray.Rectangle(0, 0, game_screen.texture_score_numbers[0].width, game_screen.texture_score_numbers[0].height)
|
|
for i in range(len(counter)):
|
|
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.texture_score_numbers[0].width, game_screen.texture_score_numbers[0].height + self.stretch_animation.attribute)
|
|
ray.draw_texture_pro(game_screen.texture_score_numbers[int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
|
|
|
|
class ScoreCounterAnimation:
|
|
def __init__(self, current_ms: float, counter: int):
|
|
self.counter = counter
|
|
self.fade_animation_1 = Animation(current_ms, 50, 'fade')
|
|
self.fade_animation_1.params['initial_opacity'] = 0.0
|
|
self.fade_animation_1.params['final_opacity'] = 1.0
|
|
|
|
self.move_animation_1 = Animation(current_ms, 80, 'move')
|
|
self.move_animation_1.params['total_distance'] = -20
|
|
self.move_animation_1.params['start_position'] = 175
|
|
|
|
self.fade_animation_2 = Animation(current_ms, 80, 'fade')
|
|
self.fade_animation_2.params['delay'] = 366.74
|
|
|
|
self.move_animation_2 = Animation(current_ms, 66, 'move')
|
|
self.move_animation_2.params['total_distance'] = 5
|
|
self.move_animation_2.params['start_position'] = 145
|
|
self.move_animation_2.params['delay'] = 80
|
|
|
|
self.move_animation_3 = Animation(current_ms, 66, 'move')
|
|
self.move_animation_3.params['delay'] = 279.36
|
|
self.move_animation_3.params['total_distance'] = -2
|
|
self.move_animation_3.params['start_position'] = 146
|
|
|
|
self.move_animation_4 = Animation(current_ms, 80, 'move')
|
|
self.move_animation_4.params['delay'] = 366.74
|
|
self.move_animation_4.params['total_distance'] = 10
|
|
self.move_animation_4.params['start_position'] = 148
|
|
|
|
self.color = ray.fade(ray.Color(254, 102, 0, 255), 1.0)
|
|
self.is_finished = False
|
|
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)
|
|
|
|
if self.fade_animation_1.is_finished:
|
|
self.color = ray.fade(ray.Color(254, 102, 0, 255), self.fade_animation_2.attribute)
|
|
else:
|
|
self.color = ray.fade(ray.Color(254, 102, 0, 255), self.fade_animation_1.attribute)
|
|
if self.fade_animation_2.is_finished:
|
|
self.is_finished = True
|
|
self.y_pos_list = []
|
|
for i in range(1, len(str(self.counter))+1):
|
|
self.y_pos_list.append(self.move_animation_4.attribute + i*5)
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
if self.move_animation_1.is_finished:
|
|
x = self.move_animation_2.attribute
|
|
else:
|
|
x = self.move_animation_1.attribute
|
|
if x == 0:
|
|
return
|
|
counter = str(self.counter)
|
|
margin = 20
|
|
total_width = len(counter) * margin
|
|
start_x = x - total_width
|
|
source_rect = ray.Rectangle(0, 0, game_screen.textures['score_add_1p'][0].width, game_screen.textures['score_add_1p'][0].height)
|
|
for i in range(len(counter)):
|
|
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
|
|
dest_rect = ray.Rectangle(start_x + (i * margin), y, game_screen.textures['score_add_1p'][0].width, game_screen.textures['score_add_1p'][0].height)
|
|
ray.draw_texture_pro(game_screen.textures['score_add_1p'][int(counter[i])], source_rect, dest_rect, ray.Vector2(0,0), 0, self.color)
|
|
|
|
class SongInfo:
|
|
FADE_DURATION = 366
|
|
DISPLAY_DURATION = 1666
|
|
|
|
def __init__(self, current_ms: float, song_name: str, genre: str):
|
|
self.fade_in = self._create_fade_in_animation(current_ms)
|
|
self.fade_out = self._create_fade_out_animation(current_ms)
|
|
|
|
self.song_name = song_name
|
|
self.genre = genre
|
|
|
|
self.font = self._load_font_for_text(song_name)
|
|
self.song_title = OutlinedText(
|
|
self.font, song_name, 40, ray.WHITE, ray.BLACK, outline_thickness=5
|
|
)
|
|
|
|
def _create_fade_in_animation(self, start_ms: float) -> Animation:
|
|
fade_in = Animation(start_ms, self.FADE_DURATION, 'fade')
|
|
fade_in.params['initial_opacity'] = 0.0
|
|
fade_in.params['final_opacity'] = 1.0
|
|
return fade_in
|
|
|
|
def _create_fade_out_animation(self, start_ms: float) -> Animation:
|
|
fade_out = Animation(start_ms, self.FADE_DURATION, 'fade')
|
|
fade_out.params['initial_opacity'] = 1.0
|
|
fade_out.params['final_opacity'] = 0.0
|
|
fade_out.params['delay'] = self.DISPLAY_DURATION + self.FADE_DURATION
|
|
return fade_out
|
|
|
|
def _load_font_for_text(self, text: str) -> ray.Font:
|
|
codepoint_count = ray.ffi.new('int *', 0)
|
|
unique_codepoints = set(text)
|
|
codepoints = ray.load_codepoints(''.join(unique_codepoints), codepoint_count)
|
|
return ray.load_font_ex(str(Path('Graphics/Modified-DFPKanteiryu-XB.ttf')), 32, codepoints, 0)
|
|
|
|
def update(self, current_ms: float):
|
|
self.fade_in.update(current_ms)
|
|
self.fade_out.update(current_ms)
|
|
|
|
if not self.fade_in.is_finished:
|
|
self.song_num_fade = ray.fade(ray.WHITE, self.fade_in.attribute)
|
|
self.song_name_fade = ray.fade(ray.WHITE, 1 - self.fade_in.attribute)
|
|
else:
|
|
self.song_num_fade = ray.fade(ray.WHITE, self.fade_out.attribute)
|
|
self.song_name_fade = ray.fade(ray.WHITE, 1 - self.fade_out.attribute)
|
|
|
|
if self.fade_out.is_finished:
|
|
self._reset_animations(current_ms)
|
|
|
|
def _reset_animations(self, current_ms: float):
|
|
next_cycle_start = current_ms + self.DISPLAY_DURATION
|
|
self.fade_in = self._create_fade_in_animation(next_cycle_start)
|
|
self.fade_out = self._create_fade_out_animation(next_cycle_start)
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
song_texture_index = (global_data.songs_played % 4) + 8
|
|
ray.draw_texture(
|
|
game_screen.textures['song_info'][song_texture_index],
|
|
1132, 25,
|
|
self.song_num_fade
|
|
)
|
|
|
|
text_x = 1252 - self.song_title.texture.width
|
|
text_y = int(50 - self.song_title.texture.height / 2)
|
|
self.song_title.draw(text_x, text_y, self.song_name_fade)
|
|
|
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class ResultTransition:
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def __init__(self, current_ms: float, screen_height: int):
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self.move = Animation(current_ms, 983.33, 'move')
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self.move.params['start_position'] = 0.0
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self.move.params['total_distance'] = screen_height//2
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self.is_finished = False
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def update(self, current_ms: float):
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self.move.update(current_ms)
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if self.move.is_finished:
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self.is_finished = True
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def draw(self, screen_width: int, screen_height: int, texture_1: ray.Texture, texture_2: ray.Texture):
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x = 0
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while x < screen_width:
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ray.draw_texture(texture_1, x, (0 - texture_1.height) + int(self.move.attribute), ray.WHITE)
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ray.draw_texture(texture_1, x, (screen_height) - int(self.move.attribute), ray.WHITE)
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x += texture_1.width
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x = 0
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while x < screen_width:
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ray.draw_texture(texture_2, x, (0 - texture_2.height) + int(self.move.attribute / ((screen_height//2) / (texture_2.height//2))), ray.WHITE)
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ray.draw_texture(texture_2, x, (screen_height) - int(self.move.attribute / ((screen_height//2) / (texture_2.height//2))), ray.WHITE)
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x += texture_2.width
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