mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 11:40:13 +01:00
374 lines
15 KiB
Python
374 lines
15 KiB
Python
from pathlib import Path
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import pyray as ray
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from libs.audio import audio
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from libs.chara_2d import Chara2D
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from libs.global_objects import Nameplate, Indicator
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from libs.texture import tex
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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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)
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class State:
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SELECT_SIDE = 0
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SELECT_MODE = 1
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class EntryScreen:
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def __init__(self):
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self.screen_init = False
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def load_textures(self):
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tex.load_screen_textures('entry')
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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 / "hit_sounds" / "0" / "don.wav")
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self.sound_kat = audio.load_sound(sounds_dir / "hit_sounds" / "0" / "ka.wav")
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self.bgm = audio.load_sound(sounds_dir / "entry" / "JINGLE_ENTRY [1].ogg")
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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.side = 1
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self.box_manager = BoxManager()
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self.state = State.SELECT_SIDE
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plate_info = global_data.config['nameplate']
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self.nameplate = Nameplate(plate_info['name'], plate_info['title'], -1, -1, False)
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self.indicator = Indicator(Indicator.State.SELECT)
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self.screen_init = True
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self.side_select_fade = tex.get_animation(0)
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self.bg_flicker = tex.get_animation(1)
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self.drum_move_1 = tex.get_animation(2)
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self.drum_move_2 = tex.get_animation(3)
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self.drum_move_3 = tex.get_animation(4)
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self.cloud_resize = tex.get_animation(5)
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self.cloud_resize_loop = tex.get_animation(6)
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self.cloud_texture_change = tex.get_animation(7)
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self.cloud_fade = tex.get_animation(8)
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self.nameplate_fadein = tex.get_animation(12)
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self.side_select_fade.start()
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self.chara = Chara2D(0, 100)
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audio.play_sound(self.bgm)
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def on_screen_end(self, next_screen: str):
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self.screen_init = False
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global_data.player_num = round((self.side/3) + 1)
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audio.stop_sound(self.bgm)
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self.nameplate.unload()
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tex.unload_textures()
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audio.unload_all_sounds()
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return next_screen
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def handle_input(self):
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if self.box_manager.is_box_selected():
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return
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if self.state == State.SELECT_SIDE:
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if is_l_don_pressed() or is_r_don_pressed():
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if self.side == 1:
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return self.on_screen_end("TITLE")
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self.drum_move_1.start()
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self.drum_move_2.start()
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self.drum_move_3.start()
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self.cloud_resize.start()
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self.cloud_resize_loop.start()
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self.cloud_texture_change.start()
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self.cloud_fade.start()
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plate_info = global_data.config['nameplate']
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self.nameplate.unload()
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self.nameplate = Nameplate(plate_info['name'], plate_info['title'], round((self.side/3) + 1), plate_info['dan'], plate_info['gold'])
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self.nameplate_fadein.start()
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self.state = State.SELECT_MODE
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if self.side == 2:
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self.chara = Chara2D(1, 100)
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else:
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self.chara = Chara2D(0, 100)
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audio.play_sound(self.sound_don)
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if is_l_kat_pressed():
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audio.play_sound(self.sound_kat)
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self.side = max(0, self.side - 1)
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if is_r_kat_pressed():
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audio.play_sound(self.sound_kat)
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self.side = min(2, self.side + 1)
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elif self.state == State.SELECT_MODE:
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if is_l_don_pressed() or is_r_don_pressed():
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audio.play_sound(self.sound_don)
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self.box_manager.select_box()
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if is_l_kat_pressed():
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audio.play_sound(self.sound_kat)
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self.box_manager.move_left()
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if is_r_kat_pressed():
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audio.play_sound(self.sound_kat)
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self.box_manager.move_right()
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def update(self):
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self.on_screen_start()
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current_time = get_current_ms()
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self.side_select_fade.update(current_time)
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self.bg_flicker.update(current_time)
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self.drum_move_1.update(current_time)
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self.drum_move_2.update(current_time)
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self.drum_move_3.update(current_time)
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self.cloud_resize.update(current_time)
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self.cloud_texture_change.update(current_time)
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self.cloud_fade.update(current_time)
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self.cloud_resize_loop.update(current_time)
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self.box_manager.update(current_time)
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self.nameplate_fadein.update(current_time)
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self.nameplate.update(current_time)
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self.indicator.update(current_time)
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self.chara.update(current_time, 100, False, False)
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if self.box_manager.is_finished():
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return self.on_screen_end(self.box_manager.selected_box())
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return self.handle_input()
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def draw_background(self):
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tex.draw_texture('background', 'bg')
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tex.draw_texture('background', 'tower')
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tex.draw_texture('background', 'shops_center')
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tex.draw_texture('background', 'people')
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tex.draw_texture('background', 'shops_left')
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tex.draw_texture('background', 'shops_right')
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tex.draw_texture('background', 'lights', scale=2.0, fade=self.bg_flicker.attribute)
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def draw_footer(self):
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tex.draw_texture('side_select', 'footer')
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if self.state == State.SELECT_SIDE or self.side != 0:
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tex.draw_texture('side_select', 'footer_left')
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if self.state == State.SELECT_SIDE or self.side != 2:
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tex.draw_texture('side_select', 'footer_right')
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def draw_side_select(self, fade):
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tex.draw_texture('side_select', 'box_top_left', fade=fade)
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tex.draw_texture('side_select', 'box_top_right', fade=fade)
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tex.draw_texture('side_select', 'box_bottom_left', fade=fade)
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tex.draw_texture('side_select', 'box_bottom_right', fade=fade)
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tex.draw_texture('side_select', 'box_top', fade=fade)
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tex.draw_texture('side_select', 'box_bottom', fade=fade)
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tex.draw_texture('side_select', 'box_left', fade=fade)
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tex.draw_texture('side_select', 'box_right', fade=fade)
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tex.draw_texture('side_select', 'box_center', fade=fade)
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tex.draw_texture('side_select', 'question', fade=fade)
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self.chara.draw(480, 240)
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tex.draw_texture('side_select', '1P', fade=fade)
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tex.draw_texture('side_select', 'cancel', fade=fade)
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tex.draw_texture('side_select', '2P', fade=fade)
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if self.side == 0:
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tex.draw_texture('side_select', '1P_highlight', fade=fade)
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tex.draw_texture('side_select', '1P2P_outline', index=0, fade=fade, mirror='horizontal')
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elif self.side == 1:
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tex.draw_texture('side_select', 'cancel_highlight', fade=fade)
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tex.draw_texture('side_select', 'cancel_outline', fade=fade)
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else:
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tex.draw_texture('side_select', '2P_highlight', fade=fade)
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tex.draw_texture('side_select', '1P2P_outline', index=1, fade=fade)
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tex.draw_texture('side_select', 'cancel_text', fade=fade)
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self.nameplate.draw(500, 185)
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def draw_player_drum(self):
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move_x = self.drum_move_3.attribute
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move_y = self.drum_move_1.attribute + self.drum_move_2.attribute
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if self.side == 0:
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offset = 0
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tex.draw_texture('side_select', 'red_drum', x=move_x, y=move_y)
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else:
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move_x *= -1
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offset = 620
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tex.draw_texture('side_select', 'blue_drum', x=move_x, y=move_y)
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scale = self.cloud_resize.attribute
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if self.cloud_resize.is_finished:
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scale = max(1, self.cloud_resize_loop.attribute)
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if self.side == 2:
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self.chara.draw(move_x + offset + 130, 570 + move_y, mirror=True)
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else:
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self.chara.draw(move_x + offset + 170, 570 + move_y)
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tex.draw_texture('side_select', 'cloud', x=move_x + offset, y=move_y, frame=self.cloud_texture_change.attribute, fade=self.cloud_fade.attribute, scale=scale, center=True)
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def draw_mode_select(self):
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self.draw_player_drum()
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if not self.cloud_texture_change.is_finished:
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return
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self.box_manager.draw()
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def draw(self):
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self.draw_background()
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if self.state == State.SELECT_SIDE:
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self.draw_side_select(self.side_select_fade.attribute)
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elif self.state == State.SELECT_MODE:
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self.draw_mode_select()
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self.draw_footer()
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if self.state == State.SELECT_MODE:
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if self.side == 0:
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self.nameplate.draw(30, 640, fade=self.nameplate_fadein.attribute)
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self.indicator.draw(50, 575, fade=self.nameplate_fadein.attribute)
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else:
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self.nameplate.draw(950, 640, fade=self.nameplate_fadein.attribute)
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self.indicator.draw(770, 575, fade=self.nameplate_fadein.attribute)
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tex.draw_texture('global', 'player_entry')
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if self.box_manager.is_finished():
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ray.draw_rectangle(0, 0, 1280, 720, ray.BLACK)
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def draw_3d(self):
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pass
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class Box:
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def __init__(self, text: tuple[OutlinedText, OutlinedText], location: str):
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self.text, self.text_highlight = text
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self.location = location
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self.box_tex_obj = tex.textures['mode_select']['box']
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if isinstance(self.box_tex_obj.texture, list):
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raise Exception("Box texture cannot be iterable")
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self.texture = self.box_tex_obj.texture
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self.x = self.box_tex_obj.x[0]
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self.y = self.box_tex_obj.y[0]
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self.move = tex.get_animation(10)
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self.open = tex.get_animation(11)
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self.is_selected = False
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self.moving_left = False
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self.moving_right = False
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def set_positions(self, x: int):
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self.x = x
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self.static_x = self.x
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self.left_x = self.x
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self.static_left = self.left_x
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self.right_x = self.left_x + tex.textures['mode_select']['box'].width - tex.textures['mode_select']['box_highlight_right'].width
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self.static_right = self.right_x
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def update(self, current_time_ms: float, is_selected: bool):
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self.move.update(current_time_ms)
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if self.moving_left:
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self.x = self.static_x - int(self.move.attribute)
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elif self.moving_right:
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self.x = self.static_x + int(self.move.attribute)
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if self.move.is_finished:
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self.moving_left = False
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self.moving_right = False
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self.static_x = self.x
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if is_selected and not self.is_selected:
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self.open.start()
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self.is_selected = is_selected
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if self.is_selected:
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self.left_x = self.static_left - int(self.open.attribute)
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self.right_x = self.static_right + int(self.open.attribute)
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self.open.update(current_time_ms)
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def move_left(self):
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if not self.move.is_started:
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self.move.start()
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self.moving_left = True
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def move_right(self):
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if not self.move.is_started:
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self.move.start()
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self.moving_right = True
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def _draw_highlighted(self, color):
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texture_left = tex.textures['mode_select']['box_highlight_left'].texture
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if isinstance(texture_left, list):
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raise Exception("highlight textures cannot be iterable")
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tex.draw_texture('mode_select', 'box_highlight_center', x=self.left_x + texture_left.width, y=self.y, x2=self.right_x - self.left_x -15, color=color)
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tex.draw_texture('mode_select', 'box_highlight_left', x=self.left_x, y=self.y, color=color)
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tex.draw_texture('mode_select', 'box_highlight_right', x=self.right_x, y=self.y, color=color)
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def _draw_text(self, color):
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text_x = self.x + (self.texture.width//2) - (self.text.texture.width//2)
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if self.is_selected:
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text_x += self.open.attribute
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text_y = self.y + 20
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text_dest = ray.Rectangle(text_x, text_y, self.text.texture.width, self.text.texture.height)
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if self.is_selected:
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self.text_highlight.draw(self.text.default_src, text_dest, ray.Vector2(0, 0), 0, color)
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else:
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self.text.draw(self.text.default_src, text_dest, ray.Vector2(0, 0), 0, color)
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def draw(self, fade: float):
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color = ray.fade(ray.WHITE, fade)
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ray.draw_texture(self.texture, self.x, self.y, color)
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if self.is_selected and self.move.is_finished:
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self._draw_highlighted(color)
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self._draw_text(color)
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class BoxManager:
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def __init__(self):
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self.box_titles: list[tuple[OutlinedText, OutlinedText]] = [
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(OutlinedText('演奏ゲーム', 50, ray.WHITE, ray.Color(109, 68, 24, 255), outline_thickness=5, vertical=True),
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OutlinedText('演奏ゲーム', 50, ray.WHITE, ray.BLACK, outline_thickness=5, vertical=True)),
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(OutlinedText('ゲーム設定', 50, ray.WHITE, ray.Color(109, 68, 24, 255), outline_thickness=5, vertical=True),
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OutlinedText('ゲーム設定', 50, ray.WHITE, ray.BLACK, outline_thickness=5, vertical=True))]
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self.box_locations = ["SONG_SELECT", "SETTINGS"]
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self.num_boxes = len(self.box_titles)
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self.boxes = [Box(self.box_titles[i], self.box_locations[i]) for i in range(len(self.box_titles))]
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self.selected_box_index = 0
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self.fade_out = tex.get_animation(9)
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spacing = 80
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box_width = self.boxes[0].texture.width
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total_width = self.num_boxes * box_width + (self.num_boxes - 1) * spacing
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start_x = 640 - total_width//2
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for i, box in enumerate(self.boxes):
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box.set_positions(start_x + i * (box_width + spacing))
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if i > 0:
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box.move_right()
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def select_box(self):
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self.fade_out.start()
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def is_box_selected(self):
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return self.fade_out.is_started
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def is_finished(self):
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return self.fade_out.is_finished
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def selected_box(self):
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return self.boxes[self.selected_box_index].location
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def move_left(self):
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prev_selection = self.selected_box_index
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if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished:
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return
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self.selected_box_index = max(0, self.selected_box_index - 1)
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if prev_selection == self.selected_box_index:
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return
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if self.selected_box_index != self.selected_box_index - 1:
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self.boxes[self.selected_box_index+1].move_right()
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self.boxes[self.selected_box_index].move_right()
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def move_right(self):
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prev_selection = self.selected_box_index
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if self.boxes[prev_selection].move.is_started and not self.boxes[prev_selection].move.is_finished:
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return
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self.selected_box_index = min(self.num_boxes - 1, self.selected_box_index + 1)
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if prev_selection == self.selected_box_index:
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return
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if self.selected_box_index != 0:
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self.boxes[self.selected_box_index-1].move_left()
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self.boxes[self.selected_box_index].move_left()
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def update(self, current_time_ms: float):
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self.fade_out.update(current_time_ms)
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for i, box in enumerate(self.boxes):
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is_selected = i == self.selected_box_index
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box.update(current_time_ms, is_selected)
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def draw(self):
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for box in self.boxes:
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box.draw(self.fade_out.attribute)
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