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PyTaiko/libs/chara_2d.py
2025-12-27 13:26:24 -05:00

126 lines
5.5 KiB
Python

import logging
from libs.animation import Animation
from libs.utils import global_tex
logger = logging.getLogger(__name__)
class Chara2D:
def __init__(self, index: int, bpm: float = 100, path: str = 'chara'):
"""
Initialize a Chara2D object.
Args:
index (int): The index of the character.
bpm (float): The beats per minute.
path (str, optional): The path to the character's textures. Defaults to 'chara'.
"""
self.name = "chara_" + str(index)
self.tex = global_tex
self.anims = dict()
self.bpm = bpm
self.current_anim = 'normal'
self.past_anim = 'normal'
self.is_rainbow = False
self.is_clear = False
self.is_gogo = False
self.temp_anims = {'10_combo','10_combo_max', 'soul_in', 'clear_in', 'balloon_pop', 'balloon_miss', 'gogo_start'}
for name in self.tex.textures[self.name]:
tex_list = self.tex.textures[self.name][name].texture
keyframe_len = len(tex_list) if isinstance(tex_list, list) else 1
if index == 0:
duration = 2250*2 / self.bpm
else:
duration = 2250 / self.bpm
total_duration = duration * keyframe_len
keyframes = [i for i in range(keyframe_len)]
textures = [[duration*i, duration*(i+1), index] for i, index in enumerate(keyframes)]
self.anims[name] = Animation.create_texture_change(total_duration, textures=textures)
self.anims[name].start()
logger.info(f"Chara2D initialized: index={index}, bpm={bpm}, path={path}")
def set_animation(self, name: str):
"""
Set the current animation for the character.
Args:
name (str): The name of the animation to set.
"""
if name == self.current_anim:
return
if self.current_anim in self.temp_anims:
return
if self.is_gogo and name == '10_combo':
return
self.past_anim = self.current_anim
if name == 'balloon_pop' or name == 'balloon_miss' or name == 'gogo_stop':
self.past_anim = 'normal'
if self.is_clear:
self.past_anim = 'clear'
if self.is_gogo:
self.past_anim = 'gogo'
if name == 'gogo_stop':
name = self.past_anim
self.is_gogo = False
elif name == 'gogo_start':
self.is_gogo = True
self.past_anim = 'gogo'
self.current_anim = name
self.anims[name].start()
logger.debug(f"Animation set: {name}")
def update(self, current_time_ms: float, bpm: float = 100, is_clear: bool = False, is_rainbow: bool = False):
"""
Update the character's animation state and appearance.
Args:
current_time_ms (float): The current time in milliseconds.
bpm (float): The beats per minute.
is_clear (bool): Whether the gauge is in clear mode.
is_rainbow (bool): Whether the gauge is in rainbow mode.
"""
if is_rainbow and not self.is_rainbow:
self.is_rainbow = True
self.set_animation('soul_in')
logger.info("Rainbow state entered, soul_in animation triggered")
if is_clear and not self.is_clear:
self.is_clear = True
self.set_animation('clear_in')
self.past_anim = 'clear'
logger.info("Clear state entered, clear_in animation triggered")
if bpm != self.bpm:
self.bpm = bpm
for name in self.tex.textures[self.name]:
tex_list = self.tex.textures[self.name][name].texture
keyframe_len = len(tex_list) if isinstance(tex_list, list) else 1
duration = 2250 / self.bpm
total_duration = duration * keyframe_len
keyframes = [i for i in range(keyframe_len)]
textures = [[duration*i, duration*(i+1), index] for i, index in enumerate(keyframes)]
self.anims[name] = Animation.create_texture_change(total_duration, textures=textures)
self.anims[name].start()
logger.info(f"BPM changed, animations updated: bpm={bpm}")
self.anims[self.current_anim] = self.anims[self.current_anim]
self.anims[self.current_anim].update(current_time_ms)
if self.anims[self.current_anim].is_finished:
if self.current_anim in self.temp_anims:
self.anims[self.current_anim].reset()
self.current_anim = self.past_anim
self.anims[self.current_anim].restart()
def draw(self, x: float = 0, y: float = 0, mirror=False):
"""
Draw the character on the screen.
Args:
x (float): The x-coordinate of the character's position.
y (float): The y-coordinate of the character's position.
mirror (bool): Whether to mirror the character horizontally.
"""
if self.is_rainbow and self.current_anim not in {'soul_in', 'balloon_pop', 'balloon_popping'}:
self.tex.draw_texture(self.name, self.current_anim + '_max', frame=self.anims[self.current_anim].attribute, x=x, y=y)
else:
if mirror:
self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y, mirror='horizontal')
else:
self.tex.draw_texture(self.name, self.current_anim, frame=self.anims[self.current_anim].attribute, x=x, y=y)