mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 19:50:12 +01:00
1448 lines
70 KiB
Python
1448 lines
70 KiB
Python
import bisect
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import math
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import sqlite3
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from collections import deque
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from pathlib import Path
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from typing import Optional
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import pyray as ray
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from libs.animation import Animation
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from libs.audio import audio
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from libs.backgrounds import Background
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from libs.tja import Balloon, Drumroll, Note, TJAParser, calculate_base_score
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from libs.utils import (
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OutlinedText,
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get_current_ms,
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global_data,
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is_l_don_pressed,
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is_l_kat_pressed,
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is_r_don_pressed,
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is_r_kat_pressed,
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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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session_data,
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)
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from libs.video import VideoPlayer
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class GameScreen:
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JUDGE_X = 414
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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.current_ms = 0
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self.result_transition = None
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self.transition = None
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self.song_info = None
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self.screen_init = False
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self.movie = None
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self.end_ms = 0
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self.start_delay = 1000
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self.song_started = False
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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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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_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_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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def load_sounds(self):
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sounds_dir = Path("Sounds")
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self.sound_don = audio.load_sound(sounds_dir / "inst_00_don.wav")
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self.sound_kat = audio.load_sound(sounds_dir / "inst_00_katsu.wav")
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self.sound_restart = audio.load_sound(sounds_dir / 'song_select' / 'Skip.ogg')
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self.sound_balloon_pop = audio.load_sound(sounds_dir / "balloon_pop.wav")
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self.sound_result_transition = audio.load_sound(sounds_dir / "result" / "VO_RESULT [1].ogg")
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self.sounds = [self.sound_don, self.sound_kat, self.sound_balloon_pop, self.sound_result_transition]
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def init_tja(self, song: Path, difficulty: int):
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#Map notes to textures
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self.note_type_list = [self.textures['lane_syousetsu'][0],
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self.textures['onp_don'], self.textures['onp_katsu'],
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self.textures['onp_don_dai'], self.textures['onp_katsu_dai'],
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[self.textures['onp_renda'][2], self.textures['onp_renda'][3]],
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[self.textures['onp_renda_dai'][2], self.textures['onp_renda_dai'][3]],
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[self.textures['onp_fusen'][1], self.textures['onp_fusen'][2]],
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self.textures['onp_renda'][0], self.textures['onp_renda'][1],
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self.textures['onp_renda_dai'][0], self.textures['onp_renda_dai'][1],
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self.textures['onp_fusen'][0]]
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if song == Path(''):
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self.start_ms = get_current_ms()
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self.tja = None
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else:
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self.tja = TJAParser(song, start_delay=self.start_delay, distance=self.width - GameScreen.JUDGE_X)
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if self.tja.metadata.bgmovie != Path() and self.tja.metadata.bgmovie.exists():
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self.movie = VideoPlayer(self.tja.metadata.bgmovie)
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self.movie.set_volume(0.0)
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else:
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self.movie = None
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session_data.song_title = self.tja.metadata.title.get(global_data.config['general']['language'].lower(), self.tja.metadata.title['en'])
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if not hasattr(self, 'song_music'):
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if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file():
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self.song_music = audio.load_sound(self.tja.metadata.wave)
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audio.normalize_sound(self.song_music, 0.1935)
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else:
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self.song_music = None
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self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
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self.player_1 = Player(self, 1, difficulty)
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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.background = Background(self.width, self.height)
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self.load_textures()
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self.load_sounds()
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self.init_tja(global_data.selected_song, session_data.selected_difficulty)
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self.song_info = SongInfo(session_data.song_title, 'TEST')
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self.result_transition = None
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self.transition = Transition(self.height)
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def on_screen_end(self, next_screen):
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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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if self.song_music is not None:
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audio.unload_sound(self.song_music)
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del self.song_music
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self.song_started = False
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self.end_ms = 0
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self.movie = None
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self.background.unload()
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return next_screen
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def write_score(self):
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if self.tja is None:
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return
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if global_data.config['general']['autoplay']:
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return
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with sqlite3.connect('scores.db') as con:
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cursor = con.cursor()
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notes, _, bars = TJAParser.notes_to_position(TJAParser(self.tja.file_path), self.player_1.difficulty)
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hash = self.tja.hash_note_data(notes, bars)
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check_query = "SELECT score 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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if result is None or session_data.result_score > result[0]:
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insert_query = '''
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INSERT OR REPLACE INTO Scores (hash, en_name, jp_name, diff, score, good, ok, bad, drumroll, combo, clear)
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VALUES(?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
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'''
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data = (hash, self.tja.metadata.title['en'],
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self.tja.metadata.title.get('ja', ''), self.player_1.difficulty,
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session_data.result_score, session_data.result_good,
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session_data.result_ok, session_data.result_bad,
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session_data.result_total_drumroll, session_data.result_max_combo, int(self.player_1.gauge.gauge_length > self.player_1.gauge.clear_start[min(self.player_1.difficulty, 3)]))
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cursor.execute(insert_query, data)
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con.commit()
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def update(self):
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self.on_screen_start()
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if self.transition is not None:
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self.transition.update(get_current_ms())
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self.current_ms = get_current_ms() - self.start_ms
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if self.tja is not None:
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if (self.current_ms >= self.tja.metadata.offset*1000 + self.start_delay - global_data.config["general"]["judge_offset"]) and not self.song_started:
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if self.song_music is not None:
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if not audio.is_sound_playing(self.song_music):
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audio.play_sound(self.song_music)
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print(f"Song started at {self.current_ms}")
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if self.movie is not None:
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self.movie.start(get_current_ms())
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self.song_started = True
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if self.movie is not None:
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self.movie.update()
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else:
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self.background.update(get_current_ms(), self.player_1.gauge.gauge_length > self.player_1.gauge.clear_start[min(self.player_1.difficulty, 3)])
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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(get_current_ms())
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if self.result_transition is not None:
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self.result_transition.update(get_current_ms())
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if self.result_transition.is_finished:
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return self.on_screen_end('RESULT')
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elif len(self.player_1.play_notes) == 0:
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session_data.result_score, session_data.result_good, session_data.result_ok, session_data.result_bad, session_data.result_max_combo, session_data.result_total_drumroll = self.player_1.get_result_score()
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session_data.result_gauge_length = self.player_1.gauge.gauge_length
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if self.end_ms != 0:
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if get_current_ms() >= self.end_ms + 8533.34:
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self.result_transition = ResultTransition(self.height)
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audio.play_sound(self.sound_result_transition)
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else:
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self.write_score()
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self.end_ms = get_current_ms()
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if ray.is_key_pressed(ray.KeyboardKey.KEY_F1):
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audio.stop_sound(self.song_music)
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self.init_tja(global_data.selected_song, session_data.selected_difficulty)
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audio.play_sound(self.sound_restart)
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self.song_started = False
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if ray.is_key_pressed(ray.KeyboardKey.KEY_ESCAPE):
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audio.stop_sound(self.song_music)
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return self.on_screen_end('SONG_SELECT')
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def draw(self):
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if self.movie is not None:
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self.movie.draw()
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else:
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self.background.draw()
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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.transition is not None:
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self.transition.draw(self.height)
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if self.result_transition is not None:
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self.result_transition.draw(self.width, self.height, global_data.textures['shutter'][0], global_data.textures['shutter'][1])
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def draw_3d(self):
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self.player_1.draw_3d(self)
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class Player:
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TIMING_GOOD = 25.0250015258789
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TIMING_OK = 75.0750045776367
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TIMING_BAD = 108.441665649414
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def __init__(self, game_screen: GameScreen, player_number: int, difficulty: int):
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self.player_number = player_number
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self.difficulty = difficulty
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self.visual_offset = global_data.config["general"]["visual_offset"]
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if game_screen.tja is not None:
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self.play_notes, self.draw_note_list, self.draw_bar_list = game_screen.tja.notes_to_position(self.difficulty)
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else:
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self.play_notes, self.draw_note_list, self.draw_bar_list = deque(), deque(), deque()
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self.total_notes = len([note for note in self.play_notes if 0 < note.type < 5])
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self.base_score = calculate_base_score(self.play_notes)
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#Note management
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self.current_bars: list[Note] = []
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self.current_notes_draw: list[Note | Drumroll | Balloon] = []
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self.is_drumroll = False
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self.curr_drumroll_count = 0
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self.is_balloon = False
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self.curr_balloon_count = 0
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self.balloon_index = 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.lane_hit_effect: Optional[LaneHitEffect] = None
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self.draw_arc_list: list[NoteArc] = []
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self.draw_drum_hit_list: list[DrumHitEffect] = []
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self.drumroll_counter: Optional[DrumrollCounter] = None
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self.balloon_anim: Optional[BalloonAnimation] = None
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self.base_score_list: list[ScoreCounterAnimation] = []
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self.combo_display = Combo(self.combo, get_current_ms())
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self.score_counter = ScoreCounter(self.score)
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self.input_log: dict[float, tuple] = dict()
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if game_screen.tja is not None:
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stars = game_screen.tja.metadata.course_data[self.difficulty].level
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else:
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stars = 0
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self.gauge = Gauge(self.difficulty, stars, self.total_notes)
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self.gauge_hit_effect: list[GaugeHitEffect] = []
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self.autoplay_hit_side = 'L'
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self.last_subdivision = -1
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self.model = ray.load_model("model/mikudon.obj")
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self.model_position = ray.Vector3(-475.0, 160.0, -180.0)
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self.model_scale = 850.0
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self.model_rotation_y = 30.0 # Face towards camera (rotate 180 degrees on Y-axis)
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self.model_rotation_x = 0.0 # No up/down tilt
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self.model_rotation_z = 0.0
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def get_result_score(self):
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return self.score, self.good_count, self.ok_count, self.bad_count, self.total_drumroll, self.max_combo
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def get_position_x(self, width: int, current_ms: float, load_ms: float, pixels_per_frame: float) -> int:
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return int(width + pixels_per_frame * (60 / 1000) * (load_ms - current_ms) - 64) - self.visual_offset
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def get_position_y(self, current_ms: float, load_ms: float, pixels_per_frame: float, pixels_per_frame_x) -> int:
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return int((pixels_per_frame * (60 / 1000) * (load_ms - current_ms)) + (((1280 - GameScreen.JUDGE_X) * pixels_per_frame) / pixels_per_frame_x))
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def animation_manager(self, 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(get_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 = self.current_bars[i]
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position = self.get_position_x(game_screen.width, game_screen.current_ms, bar.hit_ms, bar.pixels_per_frame_x)
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if position < GameScreen.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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if len(self.play_notes) == 0:
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return
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note = self.play_notes[0]
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if note.hit_ms + Player.TIMING_BAD < game_screen.current_ms:
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if 0 < note.type <= 4:
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self.combo = 0
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self.bad_count += 1
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self.gauge.add_bad()
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self.play_notes.popleft()
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elif note.type != 8:
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tail = self.play_notes[1]
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if tail.hit_ms <= game_screen.current_ms:
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self.play_notes.popleft()
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self.play_notes.popleft()
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self.is_drumroll = False
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self.is_balloon = False
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else:
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if len(self.play_notes) == 1:
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self.play_notes.popleft()
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elif (note.hit_ms <= game_screen.current_ms):
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if note.type == 5 or note.type == 6:
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self.is_drumroll = True
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elif note.type == 7:
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self.is_balloon = True
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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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current_note = self.draw_note_list.popleft()
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if 5 <= current_note.type <= 7:
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bisect.insort_left(self.current_notes_draw, current_note, key=lambda x: x.index)
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try:
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tail_note = next(note for note in self.draw_note_list if note.type == 8)
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bisect.insort_left(self.current_notes_draw, tail_note, key=lambda x: x.index)
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self.draw_note_list.remove(tail_note)
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except Exception as e:
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raise(e)
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else:
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bisect.insort_left(self.current_notes_draw, current_note, 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 isinstance(self.current_notes_draw[0], Drumroll) 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.type 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_x(game_screen.width, game_screen.current_ms, note.hit_ms, note.pixels_per_frame_x)
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if position < GameScreen.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)
|
|
|
|
def note_correct(self, game_screen: GameScreen, note: Note):
|
|
self.play_notes.popleft()
|
|
index = note.index
|
|
if note.type == 7:
|
|
note_type = game_screen.note_type_list[3][0]
|
|
self.play_notes.popleft()
|
|
else:
|
|
note_type = game_screen.note_type_list[note.type][0]
|
|
|
|
if note.type < 7:
|
|
self.combo += 1
|
|
if self.combo > self.max_combo:
|
|
self.max_combo = self.combo
|
|
|
|
self.draw_arc_list.append(NoteArc(note_type, get_current_ms(), self.player_number, note.type == 3 or note.type == 4) or note.type == 7)
|
|
#game_screen.background.chibis.append(game_screen.background.Chibi())
|
|
|
|
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: int):
|
|
note_type = game_screen.note_type_list[drum_type][0]
|
|
self.draw_arc_list.append(NoteArc(note_type, get_current_ms(), self.player_number, drum_type == 3 or drum_type == 4))
|
|
self.curr_drumroll_count += 1
|
|
self.total_drumroll += 1
|
|
self.score += 100
|
|
self.base_score_list.append(ScoreCounterAnimation(100))
|
|
if not isinstance(self.current_notes_draw[0], Drumroll):
|
|
return
|
|
self.current_notes_draw[0].color = max(0, 255 - (self.curr_drumroll_count * 10))
|
|
|
|
def check_balloon(self, game_screen: GameScreen, drum_type: int, note: Balloon):
|
|
if drum_type != 1:
|
|
return
|
|
if self.balloon_anim is None:
|
|
self.balloon_anim = BalloonAnimation(get_current_ms(), note.count)
|
|
self.curr_balloon_count += 1
|
|
self.total_drumroll += 1
|
|
self.score += 100
|
|
self.base_score_list.append(ScoreCounterAnimation(100))
|
|
if self.curr_balloon_count == note.count:
|
|
self.is_balloon = False
|
|
note.popped = True
|
|
self.balloon_anim.update(game_screen, get_current_ms(), self.curr_balloon_count, note.popped)
|
|
audio.play_sound(game_screen.sound_balloon_pop)
|
|
self.note_correct(game_screen, self.play_notes[0])
|
|
|
|
def check_note(self, game_screen: GameScreen, drum_type: int):
|
|
if len(self.play_notes) == 0:
|
|
return
|
|
|
|
curr_note = self.play_notes[0]
|
|
if self.is_drumroll:
|
|
self.check_drumroll(game_screen, drum_type)
|
|
elif self.is_balloon:
|
|
if not isinstance(curr_note, Balloon):
|
|
raise Exception("Balloon mode entered but current note is not balloon")
|
|
self.check_balloon(game_screen, drum_type, curr_note)
|
|
else:
|
|
self.curr_drumroll_count = 0
|
|
self.curr_balloon_count = 0
|
|
curr_note = next(
|
|
(note for note in self.play_notes if note.type not in {5, 6, 7, 8}),
|
|
None # Default if no matching note is found
|
|
)
|
|
if curr_note is None:
|
|
return
|
|
#If the wrong key was hit, stop checking
|
|
if drum_type == 1 and curr_note.type not in {1, 3}:
|
|
return
|
|
if drum_type == 2 and curr_note.type not in {2, 4}:
|
|
return
|
|
#If the note is too far away, stop checking
|
|
if game_screen.current_ms > (curr_note.hit_ms + Player.TIMING_BAD):
|
|
return
|
|
big = curr_note.type == 3 or curr_note.type == 4
|
|
if (curr_note.hit_ms - Player.TIMING_GOOD) <= game_screen.current_ms <= (curr_note.hit_ms + Player.TIMING_GOOD):
|
|
self.draw_judge_list.append(Judgement('GOOD', big, ms_display=game_screen.current_ms - curr_note.hit_ms))
|
|
self.lane_hit_effect = LaneHitEffect('GOOD')
|
|
self.good_count += 1
|
|
self.score += self.base_score
|
|
self.base_score_list.append(ScoreCounterAnimation(self.base_score))
|
|
self.note_correct(game_screen, curr_note)
|
|
self.gauge.add_good()
|
|
|
|
elif (curr_note.hit_ms - Player.TIMING_OK) <= game_screen.current_ms <= (curr_note.hit_ms + Player.TIMING_OK):
|
|
self.draw_judge_list.append(Judgement('OK', big, ms_display=game_screen.current_ms - curr_note.hit_ms))
|
|
self.ok_count += 1
|
|
self.score += 10 * math.floor(self.base_score / 2 / 10)
|
|
self.base_score_list.append(ScoreCounterAnimation(10 * math.floor(self.base_score / 2 / 10)))
|
|
self.note_correct(game_screen, curr_note)
|
|
self.gauge.add_ok()
|
|
|
|
elif (curr_note.hit_ms - Player.TIMING_BAD) <= game_screen.current_ms <= (curr_note.hit_ms + Player.TIMING_BAD):
|
|
self.draw_judge_list.append(Judgement('BAD', big, ms_display=game_screen.current_ms - curr_note.hit_ms))
|
|
self.bad_count += 1
|
|
self.combo = 0
|
|
self.play_notes.popleft()
|
|
self.gauge.add_bad()
|
|
|
|
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(get_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, get_current_ms(), self.curr_drumroll_count)
|
|
|
|
def balloon_manager(self, game_screen: GameScreen):
|
|
if self.balloon_anim is not None:
|
|
self.balloon_anim.update(game_screen, get_current_ms(), self.curr_balloon_count, not self.is_balloon)
|
|
if self.balloon_anim.is_finished:
|
|
self.balloon_anim = None
|
|
|
|
def handle_input(self, game_screen: GameScreen):
|
|
input_checks = [
|
|
(is_l_don_pressed, 'DON', 'L', game_screen.sound_don),
|
|
(is_r_don_pressed, 'DON', 'R', game_screen.sound_don),
|
|
(is_l_kat_pressed, 'KAT', 'L', game_screen.sound_kat),
|
|
(is_r_kat_pressed, 'KAT', 'R', game_screen.sound_kat)
|
|
]
|
|
for check_func, note_type, side, sound in input_checks:
|
|
if check_func():
|
|
self.lane_hit_effect = LaneHitEffect(note_type)
|
|
self.draw_drum_hit_list.append(DrumHitEffect(note_type, side))
|
|
|
|
if global_data.config["general"]["sfx"]:
|
|
audio.play_sound(sound)
|
|
|
|
self.check_note(game_screen, 1 if note_type == 'DON' else 2)
|
|
self.input_log[game_screen.current_ms] = (note_type, side)
|
|
|
|
def autoplay_manager(self, game_screen: GameScreen):
|
|
if not global_data.config["general"]["autoplay"]:
|
|
return
|
|
if len(self.play_notes) == 0:
|
|
return
|
|
note = self.play_notes[0]
|
|
if self.is_drumroll or self.is_balloon:
|
|
if self.play_notes[0].bpm == 0:
|
|
subdivision_in_ms = 0
|
|
else:
|
|
subdivision_in_ms = game_screen.current_ms // ((60000 * 4 / self.play_notes[0].bpm) / 24)
|
|
if subdivision_in_ms > self.last_subdivision:
|
|
self.last_subdivision = subdivision_in_ms
|
|
hit_type = 'DON'
|
|
self.lane_hit_effect = LaneHitEffect(hit_type)
|
|
if self.autoplay_hit_side == 'L':
|
|
self.autoplay_hit_side = 'R'
|
|
else:
|
|
self.autoplay_hit_side = 'L'
|
|
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side))
|
|
audio.play_sound(game_screen.sound_don)
|
|
type = note.type
|
|
if type == 6 or type == 9:
|
|
type = 3
|
|
elif type == 5 or type == 7:
|
|
type = 1
|
|
self.check_note(game_screen, type)
|
|
else:
|
|
while game_screen.current_ms >= note.hit_ms and note.type <= 4:
|
|
hit_type = 'DON'
|
|
if note.type == 2 or note.type == 4:
|
|
hit_type = 'KAT'
|
|
self.lane_hit_effect = LaneHitEffect(hit_type)
|
|
if self.autoplay_hit_side == 'L':
|
|
self.autoplay_hit_side = 'R'
|
|
else:
|
|
self.autoplay_hit_side = 'L'
|
|
self.draw_drum_hit_list.append(DrumHitEffect(hit_type, self.autoplay_hit_side))
|
|
sound = game_screen.sound_don if hit_type == "DON" else game_screen.sound_kat
|
|
audio.play_sound(sound)
|
|
type = note.type
|
|
if type == 6 or type == 9:
|
|
type = 3
|
|
elif type == 5 or type == 7:
|
|
type = 1
|
|
self.check_note(game_screen, type)
|
|
if len(self.play_notes) > 0:
|
|
note = self.play_notes[0]
|
|
else:
|
|
break
|
|
|
|
|
|
def update(self, game_screen: GameScreen):
|
|
self.note_manager(game_screen)
|
|
self.combo_display.update(game_screen, get_current_ms(), self.combo)
|
|
self.drumroll_counter_manager(game_screen)
|
|
self.animation_manager(self.draw_judge_list)
|
|
self.balloon_manager(game_screen)
|
|
if self.lane_hit_effect is not None:
|
|
self.lane_hit_effect.update(get_current_ms())
|
|
self.animation_manager(self.draw_drum_hit_list)
|
|
for anim in self.draw_arc_list:
|
|
anim.update(get_current_ms())
|
|
if anim.is_finished:
|
|
self.gauge_hit_effect.append(GaugeHitEffect(anim.texture, anim.is_big))
|
|
self.draw_arc_list.remove(anim)
|
|
self.animation_manager(self.gauge_hit_effect)
|
|
self.animation_manager(self.base_score_list)
|
|
self.score_counter.update(get_current_ms(), self.score)
|
|
self.autoplay_manager(game_screen)
|
|
self.handle_input(game_screen)
|
|
|
|
self.gauge.update(get_current_ms(), self.good_count, self.ok_count, self.bad_count, self.total_notes)
|
|
|
|
def draw_drumroll(self, game_screen: GameScreen, head: Drumroll, current_eighth: int):
|
|
start_position = self.get_position_x(game_screen.width, game_screen.current_ms, head.load_ms, head.pixels_per_frame_x)
|
|
tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), None)
|
|
if tail is None:
|
|
raise Exception("Tail for Balloon not found")
|
|
is_big = int(head.type == 6) * 2
|
|
end_position = self.get_position_x(game_screen.width, game_screen.current_ms, tail.load_ms, tail.pixels_per_frame_x)
|
|
length = (end_position - start_position - 50)
|
|
if length <= 0:
|
|
end_position += 50
|
|
source_rect = ray.Rectangle(0,0,game_screen.note_type_list[8].width, game_screen.note_type_list[8].height)
|
|
dest_rect = ray.Rectangle(start_position+64, 192, length, game_screen.note_type_list[1][0].height)
|
|
color = ray.Color(255, head.color, head.color, 255)
|
|
ray.draw_texture_pro(game_screen.note_type_list[8 + is_big], source_rect, dest_rect, ray.Vector2(0,0), 0, color)
|
|
ray.draw_texture(game_screen.note_type_list[9 + is_big], end_position, 192, color)
|
|
ray.draw_texture(game_screen.note_type_list[head.type][current_eighth % 2], start_position, 192, color)
|
|
|
|
source_rect = ray.Rectangle(0,0,game_screen.texture_se_moji[8].width,game_screen.texture_se_moji[8].height)
|
|
dest_rect = ray.Rectangle(start_position - (game_screen.texture_se_moji[8].width // 2) + 64, 323, length,game_screen.texture_se_moji[8].height)
|
|
ray.draw_texture_pro(game_screen.texture_se_moji[8], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
|
|
moji_texture = game_screen.texture_se_moji[head.moji]
|
|
ray.draw_texture(moji_texture, start_position - (moji_texture.width//2) + 64, 323, ray.WHITE)
|
|
moji_texture = game_screen.texture_se_moji[tail.moji]
|
|
ray.draw_texture(moji_texture, (end_position - (moji_texture.width//2)) + 32, 323, ray.WHITE)
|
|
|
|
def draw_balloon(self, game_screen: GameScreen, head: Balloon, current_eighth: int):
|
|
offset = 12
|
|
start_position = self.get_position_x(game_screen.width, game_screen.current_ms, head.load_ms, head.pixels_per_frame_x)
|
|
tail = next((note for note in self.current_notes_draw[1:] if note.type == 8 and note.index > head.index), None)
|
|
if tail is None:
|
|
raise Exception("Tail for Balloon not found")
|
|
end_position = self.get_position_x(game_screen.width, game_screen.current_ms, tail.load_ms, tail.pixels_per_frame_x)
|
|
pause_position = 349
|
|
if game_screen.current_ms >= tail.hit_ms:
|
|
position = end_position
|
|
elif game_screen.current_ms >= head.hit_ms:
|
|
position = pause_position
|
|
else:
|
|
position = start_position
|
|
ray.draw_texture(game_screen.note_type_list[head.type][current_eighth % 2], position-offset, 192, ray.WHITE)
|
|
ray.draw_texture(game_screen.note_type_list[12], position-offset+128, 192, ray.WHITE)
|
|
|
|
def draw_bars(self, game_screen: GameScreen):
|
|
if len(self.current_bars) <= 0:
|
|
return
|
|
|
|
for bar in reversed(self.current_bars):
|
|
if not bar.display:
|
|
continue
|
|
x_position = self.get_position_x(game_screen.width, game_screen.current_ms, bar.load_ms, bar.pixels_per_frame_x)
|
|
y_position = self.get_position_y(game_screen.current_ms, bar.load_ms, bar.pixels_per_frame_y, bar.pixels_per_frame_x)
|
|
ray.draw_texture(game_screen.note_type_list[bar.type], x_position + 60, y_position + 190, ray.WHITE)
|
|
|
|
def draw_notes(self, game_screen: GameScreen):
|
|
if len(self.current_notes_draw) <= 0:
|
|
return
|
|
|
|
if len(self.current_bars) > 0:
|
|
if self.current_bars[0].bpm == 0:
|
|
eighth_in_ms = 0
|
|
else:
|
|
eighth_in_ms = (60000 * 4 / self.current_bars[0].bpm) / 8
|
|
else:
|
|
if self.current_notes_draw[0].bpm == 0:
|
|
eighth_in_ms = 0
|
|
else:
|
|
eighth_in_ms = (60000 * 4 / self.current_notes_draw[0].bpm) / 8
|
|
current_eighth = 0
|
|
if self.combo >= 50 and eighth_in_ms != 0:
|
|
current_eighth = int((game_screen.current_ms - game_screen.start_ms) // eighth_in_ms)
|
|
|
|
for note in reversed(self.current_notes_draw):
|
|
if self.is_balloon and note == self.current_notes_draw[0]:
|
|
continue
|
|
if note.type == 8:
|
|
continue
|
|
x_position = self.get_position_x(game_screen.width, game_screen.current_ms, note.load_ms, note.pixels_per_frame_x)
|
|
y_position = self.get_position_y(game_screen.current_ms, note.load_ms, note.pixels_per_frame_y, note.pixels_per_frame_x)
|
|
if isinstance(note, Drumroll):
|
|
self.draw_drumroll(game_screen, note, current_eighth)
|
|
elif isinstance(note, Balloon):
|
|
self.draw_balloon(game_screen, note, current_eighth)
|
|
moji_texture = game_screen.texture_se_moji[note.moji]
|
|
ray.draw_texture(moji_texture, x_position - (moji_texture.width//2) + 64, 323 + y_position, ray.WHITE)
|
|
else:
|
|
ray.draw_texture(game_screen.note_type_list[note.type][current_eighth % 2], x_position, y_position + 192, ray.WHITE)
|
|
moji_texture = game_screen.texture_se_moji[note.moji]
|
|
ray.draw_texture(moji_texture, x_position - (moji_texture.width//2) + 64, 323 + y_position, ray.WHITE)
|
|
#ray.draw_text(str(note.index), position+64, 192, 25, ray.GREEN)
|
|
|
|
def draw(self, game_screen: GameScreen):
|
|
ray.draw_texture(game_screen.textures['lane'][0], 332, 184, ray.WHITE)
|
|
self.gauge.draw(game_screen.textures['gage_don_1p_hard'])
|
|
if self.lane_hit_effect is not None:
|
|
self.lane_hit_effect.draw(game_screen.textures['lane_hit'])
|
|
ray.draw_texture(game_screen.textures['lane_hit'][17], 342, 184, ray.WHITE)
|
|
for anim in self.draw_judge_list:
|
|
anim.draw(game_screen.textures['lane_hit'], game_screen.textures['lane_hit_effect'])
|
|
|
|
#ray.draw_texture(game_screen.textures['onp_kiseki_don_1p'][0], 350, 192, ray.WHITE)
|
|
#ray.draw_texture(game_screen.textures['onp_kiseki_don_1p'][22], 332, -84, ray.WHITE)
|
|
#ray.draw_texture(game_screen.textures['onp_kiseki_don_1p'][6], 1187 - 29, 130 - 29, ray.WHITE)
|
|
|
|
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.textures['lane_obi'][14], 211, 206, ray.WHITE)
|
|
if global_data.config["general"]["autoplay"]:
|
|
ray.draw_texture(game_screen.textures['lane_obi'][58], 0, 290, ray.WHITE)
|
|
for anim in self.draw_drum_hit_list:
|
|
anim.draw(game_screen)
|
|
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.textures['lane_obi'][self.difficulty+21], 50, 222, ray.WHITE)
|
|
if self.drumroll_counter is not None:
|
|
self.drumroll_counter.draw(game_screen)
|
|
for anim in self.draw_arc_list:
|
|
anim.draw(game_screen)
|
|
for anim in self.gauge_hit_effect:
|
|
anim.draw(game_screen)
|
|
if self.balloon_anim is not None:
|
|
self.balloon_anim.draw(game_screen)
|
|
self.score_counter.draw(game_screen)
|
|
for anim in self.base_score_list:
|
|
anim.draw(game_screen)
|
|
#ray.draw_circle(game_screen.width//2, game_screen.height, 300, ray.ORANGE)
|
|
|
|
def draw_3d(self):
|
|
'''
|
|
rotation_axis = ray.Vector3(0.0, 1.0, 0.0) # Y-axis for horizontal rotation
|
|
ray.draw_model_ex(
|
|
self.model,
|
|
self.model_position,
|
|
rotation_axis,
|
|
self.model_rotation_y,
|
|
ray.Vector3(self.model_scale, self.model_scale, self.model_scale),
|
|
ray.WHITE
|
|
)
|
|
'''
|
|
pass
|
|
|
|
class Judgement:
|
|
def __init__(self, type: str, big: bool, ms_display: Optional[float]=None):
|
|
self.type = type
|
|
self.big = big
|
|
self.is_finished = False
|
|
self.curr_hit_ms = None
|
|
if ms_display is not None:
|
|
self.curr_hit_ms = str(round(ms_display, 2))
|
|
|
|
self.fade_animation_1 = Animation.create_fade(132, initial_opacity=0.5, delay=100)
|
|
self.fade_animation_2 = Animation.create_fade(316 - 233.3, delay=233.3)
|
|
self.move_animation = Animation.create_move(83, total_distance=15, start_position=144)
|
|
self.texture_animation = Animation.create_texture_change(100, textures=[(33, 50, 1), (50, 83, 2), (83, 100, 3), (100, float('inf'), 4)])
|
|
|
|
def update(self, current_ms):
|
|
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, textures_1: list[ray.Texture], textures_2: list[ray.Texture]):
|
|
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.curr_hit_ms is not None:
|
|
if float(self.curr_hit_ms) < -(global_data.config['general']['hard_judge']):
|
|
color = ray.fade(ray.BLUE, self.fade_animation_2.attribute)
|
|
elif float(self.curr_hit_ms) > (global_data.config['general']['hard_judge']):
|
|
color = ray.fade(ray.RED, self.fade_animation_2.attribute)
|
|
if self.type == 'GOOD':
|
|
if self.big:
|
|
ray.draw_texture(textures_1[21], 342, 184, color)
|
|
ray.draw_texture(textures_2[index+11], 304, 143, hit_color)
|
|
else:
|
|
ray.draw_texture(textures_1[19], 342, 184, color)
|
|
ray.draw_texture(textures_2[index+5], 304, 143, hit_color)
|
|
ray.draw_texture(textures_2[9], 370, int(y), color)
|
|
elif self.type == 'OK':
|
|
if self.big:
|
|
ray.draw_texture(textures_1[20], 342, 184, color)
|
|
ray.draw_texture(textures_2[index+16], 304, 143, hit_color)
|
|
else:
|
|
ray.draw_texture(textures_1[18], 342, 184, color)
|
|
ray.draw_texture(textures_2[index], 304, 143, hit_color)
|
|
ray.draw_texture(textures_2[4], 370, int(y), color)
|
|
elif self.type == 'BAD':
|
|
ray.draw_texture(textures_2[10], 370, int(y), color)
|
|
|
|
class LaneHitEffect:
|
|
def __init__(self, type: str):
|
|
self.type = type
|
|
self.color = ray.fade(ray.WHITE, 0.5)
|
|
self.fade = Animation.create_fade(150, delay=83, initial_opacity=0.5)
|
|
self.is_finished = False
|
|
|
|
def update(self, current_ms: float):
|
|
self.fade.update(current_ms)
|
|
fade_opacity = self.fade.attribute
|
|
self.color = ray.fade(ray.WHITE, fade_opacity)
|
|
if self.fade.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, textures: list[ray.Texture]):
|
|
if self.type == 'GOOD':
|
|
ray.draw_texture(textures[7], 328, 192, self.color)
|
|
elif self.type == 'DON':
|
|
ray.draw_texture(textures[5], 328, 192, self.color)
|
|
elif self.type == 'KAT':
|
|
ray.draw_texture(textures[6], 328, 192, self.color)
|
|
|
|
class DrumHitEffect:
|
|
def __init__(self, type: str, side: str):
|
|
self.type = type
|
|
self.side = side
|
|
self.color = ray.fade(ray.WHITE, 1)
|
|
self.is_finished = False
|
|
self.fade = Animation.create_fade(100, delay=67)
|
|
|
|
def update(self, current_ms: float):
|
|
self.fade.update(current_ms)
|
|
fade_opacity = self.fade.attribute
|
|
self.color = ray.fade(ray.WHITE, fade_opacity)
|
|
if self.fade.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 GaugeHitEffect:
|
|
def __init__(self, note_texture: ray.Texture, big: bool):
|
|
self.note_texture = note_texture
|
|
self.is_big = big
|
|
self.texture_change = Animation.create_texture_change(116.67, textures=[(0, 33.33, 1), (33.33, 66.66, 2), (66.66, float('inf'), 3)])
|
|
self.circle_fadein = Animation.create_fade(133, initial_opacity=0.0, final_opacity=1.0, delay=16.67)
|
|
self.resize = Animation.create_texture_resize(233, delay=self.texture_change.duration, initial_size=0.75, final_size=1.15)
|
|
self.fade_out = Animation.create_fade(66, delay=233)
|
|
self.test = Animation.create_fade(300, delay=116.67, initial_opacity=0.0, final_opacity=1.0)
|
|
self.color = ray.fade(ray.YELLOW, self.circle_fadein.attribute)
|
|
self.is_finished = False
|
|
def update(self, current_ms):
|
|
self.texture_change.update(current_ms)
|
|
self.circle_fadein.update(current_ms)
|
|
self.fade_out.update(current_ms)
|
|
self.resize.update(current_ms)
|
|
self.test.update(current_ms)
|
|
color = ray.YELLOW
|
|
if self.circle_fadein.is_finished:
|
|
color = ray.WHITE
|
|
self.color = ray.fade(color, min(self.fade_out.attribute, self.circle_fadein.attribute))
|
|
if self.fade_out.is_finished:
|
|
self.is_finished = True
|
|
def draw(self, game_screen):
|
|
texture = game_screen.textures['onp_kiseki_don_1p'][self.texture_change.attribute]
|
|
color_map = {0.70: ray.WHITE, 0.80: ray.YELLOW, 0.90: ray.ORANGE, 1.00: ray.RED}
|
|
texture_color = ray.WHITE
|
|
for upper_bound, color in color_map.items():
|
|
lower_bound = list(color_map.keys())[list(color_map.keys()).index(upper_bound) - 1] if list(color_map.keys()).index(upper_bound) > 0 else 0.70
|
|
|
|
if lower_bound <= self.resize.attribute <= upper_bound:
|
|
texture_color = color
|
|
elif self.resize.attribute >= upper_bound:
|
|
texture_color = ray.RED
|
|
original_x = 1223
|
|
original_y = 164
|
|
source = ray.Rectangle(0, 0, texture.width, texture.height)
|
|
dest_width = texture.width * self.resize.attribute
|
|
dest_height = texture.height * self.resize.attribute
|
|
dest = ray.Rectangle(original_x, original_y, dest_width, dest_height)
|
|
origin = ray.Vector2(dest_width / 2, dest_height / 2)
|
|
ray.draw_texture_pro(texture, source, dest, origin, self.test.attribute*100, ray.fade(texture_color, self.fade_out.attribute))
|
|
ray.draw_texture(self.note_texture, 1187 - 29, 130 - 29, ray.fade(ray.WHITE, self.fade_out.attribute))
|
|
if self.is_big:
|
|
ray.draw_texture(game_screen.textures['onp_kiseki_don_1p'][20], 1187 - 29, 130 - 29, self.color)
|
|
else:
|
|
ray.draw_texture(game_screen.textures['onp_kiseki_don_1p'][4], 1187 - 29, 130 - 29, self.color)
|
|
|
|
class NoteArc:
|
|
def __init__(self, note_texture: ray.Texture, current_ms: float, player_number: int, big: bool):
|
|
self.texture = note_texture
|
|
self.is_big = big
|
|
self.arc_points = 22
|
|
self.create_ms = current_ms
|
|
self.player_number = player_number
|
|
curve_height = 425
|
|
|
|
self.start_x, self.start_y = 350, 192
|
|
self.end_x, self.end_y = 1158, 101
|
|
|
|
if self.player_number == 1:
|
|
# Control point influences the curve shape
|
|
self.control_x = (self.start_x + self.end_x) // 2
|
|
self.control_y = min(self.start_y, self.end_y) - curve_height # Arc upward
|
|
else:
|
|
# For player 2 (assumed to be a downward arc)
|
|
self.control_x = (self.start_x + self.end_x) // 2
|
|
self.control_y = max(self.start_y, self.end_y) + curve_height # Arc downward
|
|
|
|
self.x_i = self.start_x
|
|
self.y_i = self.start_y
|
|
self.is_finished = False
|
|
|
|
num_precalc_points = 100 # More points for better approximation
|
|
self.path_points = []
|
|
self.path_distances = [0.0] # Cumulative distance at each point
|
|
|
|
prev_x, prev_y = self.start_x, self.start_y
|
|
total_distance = 0.0
|
|
|
|
for i in range(1, num_precalc_points + 1):
|
|
t = i / num_precalc_points
|
|
x = int((1-t)**2 * self.start_x + 2*(1-t)*t * self.control_x + t**2 * self.end_x)
|
|
y = int((1-t)**2 * self.start_y + 2*(1-t)*t * self.control_y + t**2 * self.end_y)
|
|
|
|
# Calculate distance from previous point
|
|
dx = x - prev_x
|
|
dy = y - prev_y
|
|
distance = math.sqrt(dx*dx + dy*dy)
|
|
total_distance += distance
|
|
|
|
self.path_points.append((x, y))
|
|
self.path_distances.append(total_distance)
|
|
|
|
prev_x, prev_y = x, y
|
|
|
|
self.total_path_length = total_distance
|
|
self.x_i = self.start_x
|
|
self.y_i = self.start_y
|
|
self.is_finished = False
|
|
|
|
def update(self, current_ms: float):
|
|
if self.x_i >= self.end_x:
|
|
self.is_finished = True
|
|
self.x_i = self.end_x
|
|
self.y_i = self.end_y
|
|
return
|
|
|
|
ms_since_call = (current_ms - self.create_ms) / 16.67
|
|
ms_since_call = max(0, min(ms_since_call, self.arc_points))
|
|
|
|
# Calculate desired distance along the path (constant speed)
|
|
target_distance = (ms_since_call / self.arc_points) * self.total_path_length
|
|
|
|
# Find the closest pre-calculated points
|
|
index = 0
|
|
while index < len(self.path_distances) - 1 and self.path_distances[index + 1] < target_distance:
|
|
index += 1
|
|
|
|
# Interpolate between the points
|
|
if index < len(self.path_distances) - 1:
|
|
d1 = self.path_distances[index]
|
|
d2 = self.path_distances[index + 1]
|
|
if d2 > d1: # Avoid division by zero
|
|
fraction = (target_distance - d1) / (d2 - d1)
|
|
x1, y1 = self.path_points[index - 1] if index > 0 else (self.start_x, self.start_y)
|
|
x2, y2 = self.path_points[index]
|
|
self.x_i = int(x1 + fraction * (x2 - x1))
|
|
self.y_i = int(y1 + fraction * (y2 - y1))
|
|
else:
|
|
# At the end of the path
|
|
self.x_i = self.end_x
|
|
self.y_i = self.end_y
|
|
|
|
def draw(self, game_screen):
|
|
ray.draw_texture(self.texture, self.x_i, 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.create_fade(166, delay=self.total_duration - 166)
|
|
self.stretch_animation = Animation.create_text_stretch(0)
|
|
|
|
def update_count(self, count: int, elapsed_time: float):
|
|
self.total_duration = elapsed_time + 1349
|
|
self.fade_animation.delay = self.total_duration - 166
|
|
if self.drumroll_count != count:
|
|
self.drumroll_count = count
|
|
self.stretch_animation = Animation.create_text_stretch(50)
|
|
|
|
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(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.textures['renda_num'][1].width, game_screen.textures['renda_num'][1].height)
|
|
for i in range(len(counter)):
|
|
dest_rect = ray.Rectangle(start_x + (i * 52), 50 - self.stretch_animation.attribute, game_screen.textures['renda_num'][1].width, game_screen.textures['renda_num'][1].height + self.stretch_animation.attribute)
|
|
ray.draw_texture_pro(game_screen.textures['renda_num'][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.create_fade(166)
|
|
self.stretch_animation = Animation.create_text_stretch(0)
|
|
|
|
def update_count(self, balloon_count: int):
|
|
if self.balloon_count != balloon_count:
|
|
self.balloon_count = balloon_count
|
|
self.stretch_animation = Animation.create_text_stretch(50)
|
|
|
|
def update(self, game_screen: GameScreen, current_ms: float, balloon_count: int, is_popped: bool):
|
|
self.update_count(balloon_count)
|
|
self.stretch_animation.update(current_ms)
|
|
self.is_popped = is_popped
|
|
|
|
elapsed_time = current_ms - self.create_ms
|
|
if self.is_popped:
|
|
self.fade_animation.update(current_ms)
|
|
self.color = ray.fade(ray.WHITE, self.fade_animation.attribute)
|
|
else:
|
|
self.total_duration = elapsed_time + 166
|
|
self.fade_animation.delay = self.total_duration - 166
|
|
if self.fade_animation.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, 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 = min(7, (self.balloon_count - 1) * 7 // self.balloon_total)
|
|
ray.draw_texture(game_screen.textures['action_fusen_1p'][balloon_index+11], 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(max(0, 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.create_text_stretch(0)
|
|
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.create_text_stretch(50)
|
|
|
|
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):
|
|
self.score = score
|
|
self.stretch_animation = Animation.create_text_stretch(0)
|
|
|
|
def update_count(self, current_ms: float, score: int):
|
|
if self.score != score:
|
|
self.score = score
|
|
self.stretch_animation = Animation.create_text_stretch(50)
|
|
|
|
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.textures['lane_obi'][4].width, game_screen.textures['lane_obi'][4].height)
|
|
for i in range(len(counter)):
|
|
dest_rect = ray.Rectangle(start_x + (i * margin), y - self.stretch_animation.attribute, game_screen.textures['lane_obi'][4].width, game_screen.textures['lane_obi'][4].height + self.stretch_animation.attribute)
|
|
ray.draw_texture_pro(game_screen.textures['lane_obi'][int(counter[i])+4], source_rect, dest_rect, ray.Vector2(0,0), 0, ray.WHITE)
|
|
|
|
class ScoreCounterAnimation:
|
|
def __init__(self, counter: int):
|
|
self.counter = counter
|
|
self.fade_animation_1 = Animation.create_fade(50, initial_opacity=0.0, final_opacity=1.0)
|
|
self.move_animation_1 = Animation.create_move(80, total_distance=-20, start_position=175)
|
|
self.fade_animation_2 = Animation.create_fade(80, delay=366.74)
|
|
self.move_animation_2 = Animation.create_move(66, total_distance=5, start_position=145, delay=80)
|
|
self.move_animation_3 = Animation.create_move(66, delay=279.36, total_distance=-2, start_position=146)
|
|
self.move_animation_4 = Animation.create_move(80, delay=366.74, total_distance=10, 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, song_name: str, genre: str):
|
|
self.song_name = song_name
|
|
self.genre = genre
|
|
self.song_title = OutlinedText(
|
|
song_name, 40, ray.Color(255, 255, 255, 255), ray.Color(0, 0, 0, 255), outline_thickness=5
|
|
)
|
|
self.fade_in = Animation.create_fade(self.FADE_DURATION, initial_opacity=0.0, final_opacity=1.0)
|
|
self.fade_out = Animation.create_fade(self.FADE_DURATION, delay=self.DISPLAY_DURATION)
|
|
self.fade_fake = Animation.create_fade(0, delay=self.DISPLAY_DURATION*2 + self.FADE_DURATION)
|
|
|
|
def update(self, current_ms: float):
|
|
self.fade_in.update(current_ms)
|
|
self.fade_out.update(current_ms)
|
|
self.fade_fake.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_fake.is_finished:
|
|
self._reset_animations(current_ms)
|
|
|
|
def _reset_animations(self, current_ms: float):
|
|
self.fade_in = Animation.create_fade(self.FADE_DURATION, initial_opacity=0.0, final_opacity=1.0)
|
|
self.fade_out = Animation.create_fade(self.FADE_DURATION, delay=self.DISPLAY_DURATION)
|
|
self.fade_fake = Animation.create_fade(0, delay=self.DISPLAY_DURATION*2 + self.FADE_DURATION)
|
|
|
|
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)
|
|
src = ray.Rectangle(0, 0, self.song_title.texture.width, self.song_title.texture.height)
|
|
dest = ray.Rectangle(text_x, text_y, self.song_title.texture.width, self.song_title.texture.height)
|
|
self.song_title.draw(src, dest, ray.Vector2(0, 0), 0, self.song_name_fade)
|
|
|
|
class Transition:
|
|
def __init__(self, screen_height: int) -> None:
|
|
self.is_finished = False
|
|
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')
|
|
self.chara_down = None
|
|
def update(self, current_time_ms: float):
|
|
self.rainbow_up.update(current_time_ms)
|
|
if self.rainbow_up.is_finished and self.chara_down is None:
|
|
self.chara_down = Animation.create_move(33, start_position=0, total_distance=30)
|
|
|
|
if self.chara_down is not None:
|
|
self.chara_down.update(current_time_ms)
|
|
self.is_finished = self.chara_down.is_finished
|
|
|
|
def draw(self, screen_height: int):
|
|
ray.draw_texture(global_data.textures['scene_change_rainbow'][1], 0, screen_height - int(self.rainbow_up.attribute), ray.WHITE)
|
|
texture = global_data.textures['scene_change_rainbow'][0]
|
|
src = ray.Rectangle(0, 0, texture.width, texture.height)
|
|
dest = ray.Rectangle(0, -int(self.rainbow_up.attribute), texture.width, screen_height)
|
|
ray.draw_texture_pro(texture, src, dest, ray.Vector2(0, 0), 0, ray.WHITE)
|
|
texture = global_data.textures['scene_change_rainbow'][3]
|
|
offset = 0
|
|
if self.chara_down is not None:
|
|
offset = int(self.chara_down.attribute)
|
|
ray.draw_texture(texture, 76, -int(self.rainbow_up.attribute*3) - offset, ray.WHITE)
|
|
|
|
class ResultTransition:
|
|
def __init__(self, screen_height: int):
|
|
self.move = Animation.create_move(983.33, start_position=0, total_distance=screen_height//2, ease_out='quadratic')
|
|
|
|
self.is_finished = False
|
|
|
|
def update(self, current_ms: float):
|
|
self.move.update(current_ms)
|
|
|
|
if self.move.is_finished:
|
|
self.is_finished = True
|
|
|
|
def draw(self, screen_width: int, screen_height: int, texture_1: ray.Texture, texture_2: ray.Texture):
|
|
x = 0
|
|
while x < screen_width:
|
|
ray.draw_texture(texture_1, x, (0 - texture_1.height) + int(self.move.attribute), ray.WHITE)
|
|
ray.draw_texture(texture_1, x, (screen_height) - int(self.move.attribute), ray.WHITE)
|
|
x += texture_1.width
|
|
x = 0
|
|
while x < screen_width:
|
|
ray.draw_texture(texture_2, x, (0 - texture_2.height//2) - (texture_1.height//2) + int(self.move.attribute), ray.WHITE)
|
|
ray.draw_texture(texture_2, x, (screen_height) + (texture_1.height//2) - (texture_2.height//2) - int(self.move.attribute), ray.WHITE)
|
|
x += texture_2.width
|
|
|
|
class Gauge:
|
|
GAUGE_MAX = 87
|
|
def __init__(self, difficulty: int, level: int, total_notes: int):
|
|
self.gauge_length = 0
|
|
self.previous_length = 0
|
|
self.total_notes = total_notes
|
|
self.difficulty = min(3, difficulty)
|
|
self.clear_start = [0, 0, 68, 68]
|
|
self.level = min(10, level)
|
|
self.table = [
|
|
[
|
|
None,
|
|
{"clear_rate": 36.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 38.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 38.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 44.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 44.0, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
],
|
|
[
|
|
None,
|
|
{"clear_rate": 45.939, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 45.939, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 48.676, "ok_multiplier": 0.75, "bad_multiplier": -0.5},
|
|
{"clear_rate": 49.232, "ok_multiplier": 0.75, "bad_multiplier": -0.75},
|
|
{"clear_rate": 52.5, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
|
|
{"clear_rate": 52.5, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
|
|
{"clear_rate": 52.5, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
|
|
],
|
|
[
|
|
None,
|
|
{"clear_rate": 54.325, "ok_multiplier": 0.75, "bad_multiplier": -0.75},
|
|
{"clear_rate": 54.325, "ok_multiplier": 0.75, "bad_multiplier": -0.75},
|
|
{"clear_rate": 50.774, "ok_multiplier": 0.75, "bad_multiplier": -1.0},
|
|
{"clear_rate": 48.410, "ok_multiplier": 0.75, "bad_multiplier": -1.17},
|
|
{"clear_rate": 47.246, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
|
|
{"clear_rate": 48.120, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
|
|
{"clear_rate": 48.120, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
|
|
{"clear_rate": 48.120, "ok_multiplier": 0.75, "bad_multiplier": -1.25},
|
|
],
|
|
[
|
|
None,
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.603, "ok_multiplier": 0.5, "bad_multiplier": -1.6},
|
|
{"clear_rate": 56.0, "ok_multiplier": 0.5, "bad_multiplier": -2.0},
|
|
{"clear_rate": 61.428, "ok_multiplier": 0.5, "bad_multiplier": -2.0},
|
|
{"clear_rate": 61.428, "ok_multiplier": 0.5, "bad_multiplier": -2.0},
|
|
]
|
|
]
|
|
self.gauge_update_anim = None
|
|
self.rainbow_fade_in = None
|
|
self.rainbow_animation = None
|
|
|
|
def add_good(self):
|
|
self.gauge_update_anim = Animation.create_fade(450)
|
|
self.previous_length = int(self.gauge_length)
|
|
self.gauge_length += (1 / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
|
|
if self.gauge_length > 87:
|
|
self.gauge_length = 87
|
|
|
|
def add_ok(self):
|
|
self.gauge_update_anim = Animation.create_fade(450)
|
|
self.previous_length = int(self.gauge_length)
|
|
self.gauge_length += ((1 * self.table[self.difficulty][self.level]["ok_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
|
|
if self.gauge_length > 87:
|
|
self.gauge_length = 87
|
|
|
|
def add_bad(self):
|
|
self.previous_length = int(self.gauge_length)
|
|
self.gauge_length += ((1 * self.table[self.difficulty][self.level]["bad_multiplier"]) / self.total_notes) * (100 * (self.clear_start[self.difficulty] / self.table[self.difficulty][self.level]["clear_rate"]))
|
|
if self.gauge_length < 0:
|
|
self.gauge_length = 0
|
|
|
|
def update(self, current_ms: float, good_count: int, ok_count: int, bad_count: int, total_notes: int):
|
|
if self.gauge_length == 87 and self.rainbow_fade_in is None:
|
|
self.rainbow_fade_in = Animation.create_fade(450, initial_opacity=0.0, final_opacity=1.0)
|
|
|
|
if self.gauge_update_anim is not None:
|
|
self.gauge_update_anim.update(current_ms)
|
|
if self.gauge_update_anim.is_finished:
|
|
self.gauge_update_anim = None
|
|
|
|
if self.rainbow_fade_in is not None:
|
|
self.rainbow_fade_in.update(current_ms)
|
|
|
|
if self.rainbow_animation is None:
|
|
self.rainbow_animation = Animation.create_texture_change((16.67*8) * 3, textures=[((16.67 * 3) * i, (16.67 * 3) * (i + 1), i) for i in range(8)])
|
|
else:
|
|
self.rainbow_animation.update(current_ms)
|
|
if self.rainbow_animation.is_finished or self.gauge_length < 87:
|
|
self.rainbow_animation = None
|
|
|
|
def draw(self, textures: list[ray.Texture]):
|
|
ray.draw_texture(textures[0], 327, 132, ray.WHITE)
|
|
ray.draw_texture(textures[1], 483, 124, ray.WHITE)
|
|
gauge_length = int(self.gauge_length)
|
|
for i in range(gauge_length):
|
|
if i == 68:
|
|
ray.draw_texture(textures[16], 491 + (i*textures[13].width), 160 - 24, ray.WHITE)
|
|
elif i > 68:
|
|
ray.draw_texture(textures[15], 491 + (i*textures[13].width) + 2, 160 - 22, ray.WHITE)
|
|
ray.draw_texture(textures[20], 491 + (i*textures[13].width) + 2, 160, ray.WHITE)
|
|
else:
|
|
ray.draw_texture(textures[13], 491 + (i*textures[13].width), 160, ray.WHITE)
|
|
if gauge_length == 87 and self.rainbow_fade_in is not None and self.rainbow_animation is not None:
|
|
if 0 < self.rainbow_animation.attribute < 8:
|
|
ray.draw_texture(textures[1 + int(self.rainbow_animation.attribute)], 483, 124, ray.fade(ray.WHITE, self.rainbow_fade_in.attribute))
|
|
ray.draw_texture(textures[2 + int(self.rainbow_animation.attribute)], 483, 124, ray.fade(ray.WHITE, self.rainbow_fade_in.attribute))
|
|
if self.gauge_update_anim is not None and gauge_length < 88 and gauge_length != self.previous_length:
|
|
if gauge_length == 69:
|
|
ray.draw_texture(textures[17], 491 + (gauge_length*textures[13].width) - 13, 160 - 8 - 24, ray.fade(ray.WHITE, self.gauge_update_anim.attribute))
|
|
elif gauge_length > 69:
|
|
ray.draw_texture(textures[21], 491 + (gauge_length*textures[13].width) - 13, 160 - 8 - 22, ray.fade(ray.WHITE, self.gauge_update_anim.attribute))
|
|
else:
|
|
ray.draw_texture(textures[14], 491 + (gauge_length*textures[13].width) - 13, 160 - 8, ray.fade(ray.WHITE, self.gauge_update_anim.attribute))
|
|
ray.draw_texture(textures[10], 483, 124, ray.fade(ray.WHITE, 0.15))
|
|
if gauge_length >= 70:
|
|
ray.draw_texture(textures[18], 1038, 141, ray.WHITE)
|
|
ray.draw_texture(textures[19], 1187, 130, ray.WHITE)
|
|
else:
|
|
ray.draw_texture(textures[11], 1038, 141, ray.WHITE)
|
|
ray.draw_texture(textures[12], 1187, 130, ray.WHITE)
|