mirror of
https://github.com/Yonokid/PyTaiko.git
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336 lines
15 KiB
Python
336 lines
15 KiB
Python
import os
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import sqlite3
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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
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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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session_data,
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)
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class SongSelectScreen:
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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.song_list: dict[str, list] = dict()
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self.song_name_textures: list[OutlinedText] = []
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self.selected_song = 0
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self.selected_difficulty = 0
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self.song_boxes: list[SongBox] = []
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self.yellow_box = YellowBox()
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self.screen_init = False
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self.box_wait = 0
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self.move = Animation.create_move(0)
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self.game_transition = None
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def _load_font_for_text(self, text: str) -> ray.Font:
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codepoint_count = ray.ffi.new('int *', 0)
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unique_codepoints = set(text)
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codepoints = ray.load_codepoints(''.join(unique_codepoints), codepoint_count)
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return ray.load_font_ex(str(Path('Graphics/Modified-DFPKanteiryu-XB.ttf')), 40, codepoints, 0)
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def load_textures(self):
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self.textures = load_all_textures_from_zip(Path('Graphics/lumendata/song_select.zip'))
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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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def get_scores(self, tja: TJAParser, difficulty: int):
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with sqlite3.connect('scores.db') as con:
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cursor = con.cursor()
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hash = tja.hash_note_data(tja.data_to_notes(difficulty)[0])
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check_query = "SELECT score, good, ok, bad 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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return result
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def on_screen_start(self):
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if not self.screen_init:
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self.load_textures()
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self.load_sounds()
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self.game_transition = None
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for dirpath, dirnames, filenames in os.walk(f'{get_config()["paths"]["tja_path"]}'):
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for filename in filenames:
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if filename.endswith(".tja"):
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tja = TJAParser(dirpath)
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scores = dict()
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self.song_list[dirpath] = tja.get_metadata()
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for diff in self.song_list[dirpath][8].keys():
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scores[diff] = self.get_scores(tja, diff)
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name = self.song_list[dirpath][0]
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font = self._load_font_for_text(name)
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text = OutlinedText(font, name, 40, ray.WHITE, ray.BLACK, outline_thickness=4, vertical=True)
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self.song_boxes.append(SongBox(text, dirpath, scores))
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self.screen_init = True
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self.is_song_select = True
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self.is_difficulty_select = False
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self.background_move = Animation.create_move(15000, start_position=0, total_distance=1280)
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def on_screen_end(self):
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self.screen_init = False
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session_data.selected_song = self.song_boxes[5].dirpath
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session_data.selected_difficulty = self.selected_difficulty
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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 "GAME"
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def update_song_select(self):
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if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
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audio.play_sound(self.sound_don)
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self.is_song_select = False
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self.is_difficulty_select = True
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT):
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audio.play_sound(self.sound_kat)
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self.song_boxes.insert(0, self.song_boxes.pop())
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self.move = Animation.create_move(66.68, start_position=0, total_distance=100)
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self.box_wait = get_current_ms()
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
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audio.play_sound(self.sound_kat)
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self.song_boxes.append(self.song_boxes.pop(0))
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self.move = Animation.create_move(66.68, start_position=0, total_distance=-100)
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self.box_wait = get_current_ms()
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def update_difficulty_select(self):
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if ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
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if self.selected_difficulty == -1:
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self.is_song_select = True
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self.is_difficulty_select = False
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else:
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audio.play_sound(self.sound_don)
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self.game_transition = Transition(self.height)
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT):
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audio.play_sound(self.sound_kat)
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if self.selected_difficulty >= 0:
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self.selected_difficulty = (self.selected_difficulty - 1)
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elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
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audio.play_sound(self.sound_kat)
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if self.selected_difficulty < 4:
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self.selected_difficulty = (self.selected_difficulty + 1)
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def update(self):
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self.on_screen_start()
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self.background_move.update(get_current_ms())
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if self.game_transition is not None:
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self.game_transition.update(get_current_ms())
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if self.game_transition.is_finished:
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return self.on_screen_end()
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if self.background_move.is_finished:
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self.background_move = Animation.create_move(15000, start_position=0, total_distance=1280)
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if self.is_song_select:
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self.update_song_select()
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self.yellow_box.update(self.song_boxes[5].name, False)
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elif self.is_difficulty_select:
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self.yellow_box.update(self.song_boxes[5].name, True)
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self.update_difficulty_select()
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if self.move is not None:
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self.move.update(get_current_ms())
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def draw_song_select(self):
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offset = 0
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for i in range(-1, 17):
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box = self.song_boxes[i+1]
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if i == 4 and self.move.is_finished and get_current_ms() >= self.box_wait + 133.36:
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self.yellow_box.draw(self.textures, self.song_list, self.song_boxes)
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offset = 300
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else:
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move = 0
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if self.move is not None:
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move = int(self.move.attribute) - self.move.total_distance
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box.draw(44 + (i*100) + offset + move, 95, 620, self.textures)
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def draw_selector(self):
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if self.selected_difficulty == -1:
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ray.draw_texture(self.textures['song_select'][133], 314, 110, ray.WHITE)
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else:
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ray.draw_texture(self.textures['song_select'][140], 450 + (self.selected_difficulty * 115), 7, ray.WHITE)
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ray.draw_texture(self.textures['song_select'][131], 461 + (self.selected_difficulty * 115), 132, ray.WHITE)
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def draw_difficulty_select(self):
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self.yellow_box.draw(self.textures, self.song_list, self.song_boxes)
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self.draw_selector()
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def draw(self):
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texture = self.textures['song_select'][784]
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for i in range(0, texture.width * 4, texture.width):
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ray.draw_texture(self.textures['song_select'][784], i - int(self.background_move.attribute), 0, ray.WHITE)
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if self.is_song_select:
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self.draw_song_select()
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ray.draw_texture(self.textures['song_select'][244], 5, 5, ray.WHITE)
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elif self.is_difficulty_select:
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self.draw_difficulty_select()
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ray.draw_texture(self.textures['song_select'][192], 5, 5, ray.WHITE)
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ray.draw_texture(self.textures['song_select'][394], 0, self.height - self.textures['song_select'][394].height, ray.WHITE)
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if self.game_transition is not None:
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self.game_transition.draw(self.height)
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class SongBox:
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def __init__(self, song_name_texture: OutlinedText, dirpath, scores):
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self.name = song_name_texture
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self.dirpath = dirpath
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self.scores = scores
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def update(self):
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pass
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def draw(self, x: int, y: int, texture_index: int, textures):
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ray.draw_texture(textures['song_select'][texture_index+1], x, y, ray.WHITE)
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for i in range(0, textures['song_select'][texture_index].width * 4, textures['song_select'][texture_index].width):
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ray.draw_texture(textures['song_select'][texture_index], (x+32)+i, y, ray.WHITE)
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ray.draw_texture(textures['song_select'][texture_index+2], x+64, y, ray.WHITE)
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ray.draw_texture(textures['song_select'][texture_index+3], x+12, y+16, ray.WHITE)
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src = ray.Rectangle(0, 0, self.name.texture.width, self.name.texture.height)
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dest = ray.Rectangle(x + 47 - int(self.name.texture.width / 2), y+35, self.name.texture.width, min(self.name.texture.height, 417))
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self.name.draw(src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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class YellowBox:
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def __init__(self):
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self.is_diff_select = False
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self.right_x = 803
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self.left_x = 443
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self.top_y = 94
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self.bottom_y = 542
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self.center_width = 331
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self.center_height = 422
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self.edge_height = 32
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self.name = None
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def update(self, name, is_diff_select):
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self.is_diff_select = is_diff_select
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self.name = name
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if self.is_diff_select:
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self.right_x = 1014
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self.left_x = 230
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self.top_y = 34
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self.center_width = 755
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self.center_height = 482
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else:
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self.right_x = 803
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self.left_x = 443
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self.top_y = 94
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self.center_width = 331
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self.center_height = 422
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def draw(self, textures, song_list, song_boxes):
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# Draw corners
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ray.draw_texture(textures['song_select'][235], self.right_x, self.bottom_y, ray.WHITE) # Bottom right
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ray.draw_texture(textures['song_select'][236], self.left_x, self.bottom_y, ray.WHITE) # Bottom left
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ray.draw_texture(textures['song_select'][237], self.right_x, self.top_y, ray.WHITE) # Top right
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ray.draw_texture(textures['song_select'][238], self.left_x, self.top_y, ray.WHITE) # Top left
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# Edges
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# Bottom edge
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texture = textures['song_select'][231]
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle(self.left_x + self.edge_height, self.bottom_y, self.center_width, texture.height)
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ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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# Right edge
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texture = textures['song_select'][232]
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle(self.right_x, self.top_y + self.edge_height, texture.width, self.center_height)
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ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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# Left edge
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texture = textures['song_select'][233]
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle(self.left_x, self.top_y + self.edge_height, texture.width, self.center_height)
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ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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# Top edge
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texture = textures['song_select'][234]
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle(self.left_x + self.edge_height, self.top_y, self.center_width, texture.height)
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ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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# Center
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texture = textures['song_select'][230]
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle(self.left_x + self.edge_height, self.top_y + self.edge_height, self.center_width, self.center_height)
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ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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if self.is_diff_select:
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#Back Button
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ray.draw_texture(textures['song_select'][153], 314, 110, ray.WHITE)
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#Difficulties
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ray.draw_texture(textures['song_select'][154], 450, 90, ray.WHITE)
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ray.draw_texture(textures['song_select'][182], 565, 90, ray.WHITE)
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ray.draw_texture(textures['song_select'][185], 680, 90, ray.WHITE)
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ray.draw_texture(textures['song_select'][188], 795, 90, ray.WHITE)
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for i in range(4):
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try:
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for j in range(song_list[song_boxes[5].dirpath][8][i][0]):
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ray.draw_texture(textures['song_select'][155], 482+(i*115), 471+(j*-20), ray.WHITE)
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except:
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pass
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else:
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#Crowns
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for i in range(4):
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if i in song_boxes[5].scores and song_boxes[5].scores[i] is not None and song_boxes[5].scores[i][3] == 0:
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ray.draw_texture(textures['song_select'][160], 473 + (i*60), 175, ray.WHITE)
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ray.draw_texture(textures['song_select'][158], 473 + (i*60), 175, ray.fade(ray.WHITE, 0.25))
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#Difficulties
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ray.draw_texture(textures['song_select'][395], 458, 210, ray.WHITE)
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ray.draw_texture(textures['song_select'][401], 518, 210, ray.WHITE)
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ray.draw_texture(textures['song_select'][403], 578, 210, ray.WHITE)
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ray.draw_texture(textures['song_select'][406], 638, 210, ray.WHITE)
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#Stars
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for i in range(4):
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try:
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for j in range(song_list[song_boxes[5].dirpath][8][i][0]):
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ray.draw_texture(textures['song_select'][396], 474+(i*60), 490+(j*-17), ray.WHITE)
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except:
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pass
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if self.name is not None:
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texture = self.name.texture
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle((self.right_x - 32) - texture.width / 2, self.top_y + 32, texture.width, min(texture.height, 417))
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self.name.draw(src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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class Transition:
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def __init__(self, screen_height) -> None:
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self.is_finished = False
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self.rainbow_up = Animation.create_move(266, start_position=0, total_distance=screen_height + global_data.textures['scene_change_rainbow'][2].height, ease_in='cubic')
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self.chara_down = None
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def update(self, current_time_ms: float):
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self.rainbow_up.update(current_time_ms)
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if self.rainbow_up.is_finished and self.chara_down is None:
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self.chara_down = Animation.create_move(33, start_position=0, total_distance=30)
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if self.chara_down is not None:
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self.chara_down.update(current_time_ms)
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self.is_finished = self.chara_down.is_finished
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def draw(self, screen_height):
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ray.draw_texture(global_data.textures['scene_change_rainbow'][2], 0, screen_height - int(self.rainbow_up.attribute), ray.WHITE)
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texture = global_data.textures['scene_change_rainbow'][0]
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src = ray.Rectangle(0, 0, texture.width, texture.height)
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dest = ray.Rectangle(0, screen_height - int(self.rainbow_up.attribute) + global_data.textures['scene_change_rainbow'][2].height, texture.width, screen_height)
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ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
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texture = global_data.textures['scene_change_rainbow'][3]
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offset = 0
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if self.chara_down is not None:
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offset = int(self.chara_down.attribute)
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ray.draw_texture(texture, 76, 816 - int(self.rainbow_up.attribute) + offset, ray.WHITE)
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