Files
PyTaiko/libs/bg_objects/dancer.py
2025-10-26 19:05:41 -04:00

243 lines
12 KiB
Python

import random
from libs.animation import Animation
from libs.texture import TextureWrapper
class Dancer:
@staticmethod
def create(tex: TextureWrapper, index: int, bpm: float, max_dancers: int = 5, path: str = 'background'):
map = [DancerGroup0, DancerGroup0, DancerGroup0, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup,
BaseDancerGroup, DancerGroupPoof1, DancerGroupPoof1, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup,
DancerGroupPoof2, DancerGroupPoof2, BaseDancerGroup, BaseDancerGroup, DancerGroupPoof2, BaseDancerGroup,
BaseDancerGroup, BaseDancerGroup, BaseDancerGroup]
selected_obj = map[index]
return selected_obj(tex, index, bpm, max_dancers, path)
class BaseDancer:
def __init__(self, name: str, index: int, bpm: float, tex: TextureWrapper):
self.name = name
self.index = index
self.bpm = bpm
tex_list = tex.textures[self.name][str(self.index) + '_loop'].texture
keyframe_len = tex_list if isinstance(tex_list, list) else [0]
self.keyframes = [i for i in range(len(keyframe_len))]
tex_list = tex.textures[self.name][str(self.index) + '_start'].texture
s_keyframe_len = tex_list if isinstance(tex_list, list) else [0]
self.start_keyframes = [i for i in range(len(s_keyframe_len))]
self.is_started = False
duration = (60000 / self.bpm) / 2
self.total_duration = duration * len(self.keyframes)
self.textures = [(duration*i, duration*(i+1), index) for i, index in enumerate(self.keyframes)]
self.texture_change = Animation.create_texture_change(self.total_duration, textures=self.textures)
self.texture_change.start()
def start(self):
self.is_started = True
duration = (60000 / self.bpm)
self.s_bounce_up = Animation.create_move(duration/2, start_position=-200, total_distance=350, ease_out='quadratic', delay=500)
self.s_bounce_down = Animation.create_move(duration/2, total_distance=140, ease_in='quadratic', delay=self.s_bounce_up.duration + 500)
self.start_textures = [((duration / len(self.start_keyframes))*i, (duration / len(self.start_keyframes))*(i+1), index) for i, index in enumerate(self.start_keyframes)]
self.s_texture_change = Animation.create_texture_change(duration, textures=self.start_textures, delay=500)
self.s_texture_change.start()
self.s_bounce_up.start()
self.s_bounce_down.start()
def update(self, current_time_ms: float, bpm: float):
self.texture_change.update(current_time_ms)
if self.is_started:
self.s_texture_change.update(current_time_ms)
self.s_bounce_up.update(current_time_ms)
self.s_bounce_down.update(current_time_ms)
if bpm != self.bpm:
self.bpm = bpm
duration = (60000 / bpm) / 2
self.total_duration = duration * len(self.keyframes)
self.textures = [(duration*i, duration*(i+1), index) for i, index in enumerate(self.keyframes)]
self.texture_change.duration = self.total_duration
self.texture_change.textures = self.textures
if self.texture_change.is_finished:
self.texture_change.restart()
def draw(self, tex: TextureWrapper, x: int):
if not self.is_started:
return
if not self.s_texture_change.is_finished:
tex.draw_texture(self.name, str(self.index) + '_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
else:
tex.draw_texture(self.name, str(self.index) + '_loop', frame=self.texture_change.attribute, x=x)
class Dancer0_4(BaseDancer):
def __init__(self, name: str, index: int, bpm: float, tex: TextureWrapper):
super().__init__(name, index, bpm, tex)
duration = (60000 / bpm) / 2
self.bounce_up = Animation.create_move(duration, total_distance=20, ease_out='quadratic', delay=duration*2)
self.bounce_down = Animation.create_move(duration, total_distance=20, ease_in='quadratic', delay=duration*2+self.bounce_up.duration)
self.bounce_up.start()
self.bounce_down.start()
def update(self, current_time_ms: float, bpm: float):
super().update(current_time_ms, bpm)
self.bounce_up.update(current_time_ms)
self.bounce_down.update(current_time_ms)
if self.bounce_down.is_finished:
self.bounce_up.restart()
self.bounce_down.restart()
def draw(self, tex: TextureWrapper, x: int):
if not self.is_started:
return
if not self.s_texture_change.is_finished:
tex.draw_texture(self.name, '4_start', frame=7, x=x, y=-50-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
tex.draw_texture(self.name, '4_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
else:
if 0 <= self.texture_change.attribute <= 3:
tex.draw_texture(self.name, '4_loop', frame=54, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute)
elif 5 <= self.texture_change.attribute <= 8:
tex.draw_texture(self.name, '4_loop', frame=56, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute)
elif self.texture_change.attribute == 4:
tex.draw_texture(self.name, '4_loop', frame=55, x=x, y=-self.bounce_up.attribute + self.bounce_down.attribute)
tex.draw_texture(self.name, '4_loop', frame=self.texture_change.attribute, x=x)
class DancerPoof(BaseDancer):
def __init__(self, name: str, index: int, bpm: float, tex: TextureWrapper):
super().__init__(name, index, bpm, tex)
duration = (60000 / self.bpm)
poof_keyframes = [((duration / 7)*i, (duration / 7)*(i+1), i) for i in range(7)]
self.poof_texture_change = Animation.create_texture_change(duration, textures=poof_keyframes, delay=250)
self.poof_texture_change.start()
def update(self, current_time_ms: float, bpm: float):
super().update(current_time_ms, bpm)
self.poof_texture_change.update(current_time_ms)
def draw(self, tex: TextureWrapper, x: int):
super().draw(tex, x)
if not self.poof_texture_change.is_finished:
tex.draw_texture(self.name, 'poof', x=x, frame=self.poof_texture_change.attribute)
class DancerPoof2(DancerPoof):
def draw(self, tex: TextureWrapper, x: int):
if not self.is_started:
return
if not self.s_texture_change.is_finished:
tex.draw_texture(self.name, str(self.index) + '_start', frame=self.s_texture_change.attribute, x=x, y=-self.s_bounce_up.attribute + self.s_bounce_down.attribute)
else:
tex.draw_texture(self.name, str(self.index) + '_loop', frame=self.texture_change.attribute, x=x)
if not self.poof_texture_change.is_finished:
tex.draw_texture(self.name, str(self.index) + '_poof', x=x, frame=self.poof_texture_change.attribute)
class BaseDancerGroup():
def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
self.name = 'dancer_' + str(index)
self.active_count = 0
tex.load_zip(path, f'dancer/{self.name}')
# center (2), left (1), right (3), far left (0), far right (4)
all_positions = [2, 1, 3, 0, 4]
self.spawn_positions = [pos for pos in all_positions if pos < max_dancers]
self.active_dancers = [None] * max_dancers
dancer_classes = [BaseDancer]
tex_set = set()
tex_dict = tex.textures['dancer_' + str(index)]
for key in tex_dict.keys():
if key[0].isdigit():
tex_set.add(int(key[0]))
self.dancers = []
for i in range(max_dancers):
DancerClass = random.choice(dancer_classes)
dancer = DancerClass(self.name, i % len(tex_set), bpm, tex)
self.dancers.append(dancer)
random.shuffle(self.dancers)
self.add_dancer()
def add_dancer(self):
if self.active_count < len(self.dancers) and self.active_count < len(self.spawn_positions):
position = self.spawn_positions[self.active_count]
dancer = self.dancers[self.active_count]
self.active_dancers[position] = dancer
dancer.start()
self.active_count += 1
def update(self, current_time_ms: float, bpm: float):
for dancer in self.dancers:
dancer.update(current_time_ms, bpm)
def draw(self, tex: TextureWrapper):
total_width = 1280
num_dancers = len(self.active_dancers)
first_dancer = next((dancer for dancer in self.active_dancers if dancer is not None), None)
if first_dancer is None:
return
dancer_width = tex.textures[self.name][str(first_dancer.index) + '_loop'].width
available_space = total_width - (num_dancers * dancer_width)
spacing = available_space / (num_dancers + 1)
for i, dancer in enumerate(self.active_dancers):
if dancer is not None:
x_pos = int(spacing + i * (dancer_width + spacing))
dancer.draw(tex, x_pos)
class DancerGroup0(BaseDancerGroup):
def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
self.name = 'dancer_' + str(index)
self.active_count = 0
tex.load_zip(path, f'dancer/{self.name}')
# center (2), left (1), right (3), far left (0), far right (4)
self.spawn_positions = [2, 1, 3, 0, 4]
self.active_dancers = [None] * max_dancers
self.dancers = [BaseDancer(self.name, 0, bpm, tex), BaseDancer(self.name, 1, bpm, tex),
BaseDancer(self.name, 2, bpm, tex), BaseDancer(self.name, 3, bpm, tex),
Dancer0_4(self.name, 4, bpm, tex)]
random.shuffle(self.dancers)
self.add_dancer()
class DancerGroupPoof1(BaseDancerGroup):
def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
self.name = 'dancer_' + str(index)
self.active_count = 0
tex.load_zip(path, f'dancer/{self.name}')
# center (2), left (1), right (3), far left (0), far right (4)
self.spawn_positions = [2, 1, 3, 0, 4]
self.active_dancers = [None] * max_dancers
dancer_classes = [DancerPoof]
tex_set = set()
tex_dict = tex.textures['dancer_' + str(index)]
for key in tex_dict.keys():
if key[0].isdigit():
tex_set.add(int(key[0]))
self.dancers = []
for i in range(max_dancers):
DancerClass = random.choice(dancer_classes)
dancer = DancerClass(self.name, i % len(tex_set), bpm, tex)
self.dancers.append(dancer)
random.shuffle(self.dancers)
self.add_dancer()
class DancerGroupPoof2(BaseDancerGroup):
def __init__(self, tex: TextureWrapper, index: int, bpm: float, max_dancers: int, path: str):
self.name = 'dancer_' + str(index)
self.active_count = 0
tex.load_zip(path, f'dancer/{self.name}')
# center (2), left (1), right (3), far left (0), far right (4)
self.spawn_positions = [2, 1, 3, 0, 4]
self.active_dancers = [None] * max_dancers
dancer_classes = [DancerPoof2]
tex_set = set()
tex_dict = tex.textures['dancer_' + str(index)]
for key in tex_dict.keys():
if key[0].isdigit():
tex_set.add(int(key[0]))
self.dancers = []
for i in range(max_dancers):
DancerClass = random.choice(dancer_classes)
dancer = DancerClass(self.name, i % len(tex_set), bpm, tex)
self.dancers.append(dancer)
random.shuffle(self.dancers)
self.add_dancer()