Files
PyTaiko/scenes/practice/game.py
2026-01-12 09:08:01 -05:00

400 lines
19 KiB
Python

import copy
import logging
import math
from collections import deque
from pathlib import Path
from typing import Optional
import pyray as ray
from libs.animation import Animation
from libs.audio import audio
from libs.background import Background
from libs.global_data import Modifiers, PlayerNum, global_data
from libs.texture import tex
from libs.parsers.tja import (
Balloon,
Drumroll,
NoteType,
TimelineObject,
TJAParser,
apply_modifiers,
)
from libs.utils import (
get_current_ms,
is_l_don_pressed,
is_l_kat_pressed,
is_r_don_pressed,
is_r_kat_pressed,
)
from scenes.game import (
DrumHitEffect,
DrumType,
GameScreen,
JudgeCounter,
LaneHitEffect,
Player,
Side,
)
logger = logging.getLogger(__name__)
class PracticeGameScreen(GameScreen):
def on_screen_start(self):
super().on_screen_start()
self.background = Background(PlayerNum.P1, self.bpm, scene_preset='PRACTICE')
def init_tja(self, song: Path):
"""Initialize the TJA file"""
self.tja = TJAParser(song, start_delay=self.start_delay)
self.scrobbling_tja = TJAParser(song, start_delay=self.start_delay)
global_data.session_data[global_data.player_num].song_title = self.tja.metadata.title.get(global_data.config['general']['language'].lower(), self.tja.metadata.title['en'])
if self.tja.metadata.wave.exists() and self.tja.metadata.wave.is_file() and self.song_music is None:
self.song_music = audio.load_music_stream(self.tja.metadata.wave, 'song')
self.player_1 = PracticePlayer(self.tja, global_data.player_num, global_data.session_data[global_data.player_num].selected_difficulty, False, global_data.modifiers[global_data.player_num])
notes, branch_m, branch_e, branch_n = self.tja.notes_to_position(self.player_1.difficulty)
self.scrobble_timeline = notes.timeline
_, self.scrobble_note_list, self.bars = apply_modifiers(notes, self.player_1.modifiers)
self.start_ms = (get_current_ms() - self.tja.metadata.offset*1000)
self.scrobble_index = 0
self.scrobble_time = self.bars[self.scrobble_index].hit_ms
self.scrobble_move = Animation.create_move(200, total_distance=0)
self.markers = self.get_gogotime_markers(self.scrobble_timeline)
def get_gogotime_markers(self, timeline: list[TimelineObject]):
marker_list = []
for obj in timeline:
if hasattr(obj, 'gogo_time'):
if obj.gogo_time:
marker_list.append(obj.hit_ms)
return marker_list
def pause_song(self):
self.paused = not self.paused
self.player_1.paused = self.paused
if self.paused:
if self.song_music is not None:
audio.stop_music_stream(self.song_music)
self.pause_time = get_current_ms() - self.start_ms
first_bar_time = self.bars[0].hit_ms
nearest_bar_index = 0
min_distance = float('inf')
for i, bar in enumerate(self.bars):
bar_relative_time = bar.hit_ms - first_bar_time
distance = abs(bar_relative_time - self.current_ms)
if distance < min_distance:
min_distance = distance
nearest_bar_index = i
self.scrobble_index = nearest_bar_index - 1
self.scrobble_time = self.bars[self.scrobble_index].hit_ms
else:
self.player_1.input_log.clear()
resume_bar_index = max(0, self.scrobble_index)
previous_bar_index = max(0, self.scrobble_index - global_data.config["general"]["practice_mode_bar_delay"])
first_bar_time = self.bars[0].hit_ms
resume_time = self.bars[resume_bar_index].hit_ms - first_bar_time + self.start_delay
start_time = self.bars[previous_bar_index].hit_ms - first_bar_time + self.start_delay
tja_copy = copy.deepcopy(self.scrobbling_tja)
self.player_1.tja = tja_copy
self.player_1.reset_chart()
self.player_1.don_notes = deque([note for note in self.player_1.don_notes if note.hit_ms > resume_time])
self.player_1.kat_notes = deque([note for note in self.player_1.kat_notes if note.hit_ms > resume_time])
self.player_1.other_notes = deque([note for note in self.player_1.other_notes if note.hit_ms > resume_time])
self.player_1.draw_note_list = deque([note for note in self.player_1.draw_note_list if note.hit_ms > resume_time])
self.player_1.draw_bar_list = deque([note for note in self.player_1.draw_bar_list if note.hit_ms > resume_time])
self.player_1.total_notes = len([note for note in self.player_1.play_notes if 0 < note.type < 5])
self.pause_time = start_time
audio.play_music_stream(self.song_music, 'music')
audio.seek_music_stream(self.song_music, (self.pause_time - self.start_delay)/1000 - self.tja.metadata.offset)
self.song_started = True
self.start_ms = get_current_ms() - self.pause_time
def global_keys(self):
if ray.is_key_pressed(global_data.config["keys"]["restart_key"]):
if self.song_music is not None:
audio.stop_music_stream(self.song_music)
self.init_tja(global_data.session_data[global_data.player_num].selected_song)
audio.play_sound('restart', 'sound')
self.song_started = False
if ray.is_key_pressed(global_data.config["keys"]["back_key"]):
if self.song_music is not None:
audio.stop_music_stream(self.song_music)
return self.on_screen_end('PRACTICE_SELECT')
if ray.is_key_pressed(ray.KeyboardKey.KEY_SPACE):
self.pause_song()
if ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT) or ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
audio.play_sound('kat', 'sound')
if not self.scrobble_move.is_finished:
self.scrobble_time = self.bars[self.scrobble_index].hit_ms
old_index = self.scrobble_index
if ray.is_key_pressed(ray.KeyboardKey.KEY_LEFT):
self.scrobble_index = (self.scrobble_index - 1) if self.scrobble_index > 0 else len(self.bars) - 1
elif ray.is_key_pressed(ray.KeyboardKey.KEY_RIGHT):
self.scrobble_index = (self.scrobble_index + 1) % len(self.bars)
time_difference = self.bars[self.scrobble_index].hit_ms - self.bars[old_index].hit_ms
self.scrobble_move = Animation.create_move(400, total_distance=time_difference, ease_out='quadratic')
self.scrobble_move.start()
def update(self):
super(GameScreen, self).update()
current_time = get_current_ms()
self.transition.update(current_time)
if not self.paused:
self.current_ms = current_time - self.start_ms
if self.transition.is_finished:
self.start_song(self.current_ms)
else:
self.start_ms = current_time - self.tja.metadata.offset*1000
self.update_background(current_time)
if self.song_music is not None:
audio.update_music_stream(self.song_music)
self.scrobble_move.update(current_time)
if self.scrobble_move.is_finished:
self.scrobble_time = self.bars[self.scrobble_index].hit_ms
self.scrobble_move.reset()
self.player_1.update(self.current_ms, current_time, self.background)
self.song_info.update(current_time)
return self.global_keys()
def get_position_x(self, note, current_ms):
speedx = note.bpm / 240000 * note.scroll_x * (tex.screen_width - GameScreen.JUDGE_X)
return (GameScreen.JUDGE_X + (note.hit_ms - current_ms) * speedx) - self.scrobble_move.attribute
def get_position_y(self, note, current_ms):
speedy = note.bpm / 240000 * note.scroll_y * ((tex.screen_width - GameScreen.JUDGE_X)/tex.screen_width) * tex.screen_width
return (note.hit_ms - current_ms) * speedy
def draw_drumroll(self, current_ms: float, head: Drumroll):
"""Draws a drumroll in the player's lane"""
start_position = self.get_position_x(head, current_ms)
tail = next((note for note in self.scrobble_note_list if note.type == NoteType.TAIL and note.index > head.index), self.scrobble_note_list[1])
is_big = int(head.type == NoteType.ROLL_HEAD_L)
end_position = self.get_position_x(tail, current_ms)
length = end_position - start_position
color = ray.Color(255, head.color, head.color, 255)
y = tex.skin_config["notes"].y + self.get_position_y(head, current_ms)
moji_y = tex.skin_config["moji"].y
if head.display:
tex.draw_texture('notes', "8", frame=is_big, x=start_position, y=y, x2=length+tex.skin_config["drumroll_width_offset"].width, color=color)
if is_big:
tex.draw_texture('notes', "drumroll_big_tail", x=end_position, y=y, color=color)
else:
tex.draw_texture('notes', "drumroll_tail", x=end_position, y=y, color=color)
tex.draw_texture('notes', str(head.type), x=start_position - tex.textures["notes"]["1"].width//2, y=y, color=color)
tex.draw_texture('notes', 'moji_drumroll_mid', x=start_position, y=moji_y, x2=length)
tex.draw_texture('notes', 'moji', frame=head.moji, x=start_position - (tex.textures["notes"]["moji"].width//2), y=moji_y)
tex.draw_texture('notes', 'moji', frame=tail.moji, x=end_position - (tex.textures["notes"]["moji"].width//2), y=moji_y)
def draw_balloon(self, current_ms: float, head: Balloon):
"""Draws a balloon in the player's lane"""
offset = tex.skin_config["balloon_offset"].x
if hasattr(head, 'sudden_appear_ms') and hasattr(head, 'sudden_moving_ms'):
appear_ms = head.hit_ms - head.sudden_appear_ms
moving_start_ms = head.hit_ms - head.sudden_moving_ms
if current_ms < appear_ms:
return
if current_ms < moving_start_ms:
current_ms = moving_start_ms
start_position = self.get_position_x(head, current_ms)
tail = next((note for note in self.scrobble_note_list if note.type == NoteType.TAIL and note.index > head.index), self.scrobble_note_list[1])
end_position = self.get_position_x(tail, current_ms)
pause_position = GameScreen.JUDGE_X
y = tex.skin_config["notes"].y + self.get_position_y(head, current_ms)
if current_ms >= tail.hit_ms:
position = end_position
elif current_ms >= head.hit_ms:
position = pause_position
else:
position = start_position
if head.display:
tex.draw_texture('notes', str(head.type), x=position-offset - tex.textures["notes"]["1"].width//2, y=y)
tex.draw_texture('notes', '10', x=position-offset+tex.textures["notes"]["10"].width - tex.textures["notes"]["1"].width//2, y=y)
def draw_bars(self, current_ms: float, current_bars):
"""Draw bars in the player's lane"""
if not current_bars:
return
for bar in reversed(current_bars):
if not bar.display:
continue
x_position = self.get_position_x(bar, current_ms)
y_position = self.get_position_y(bar, current_ms)
if y_position != 0:
angle = math.degrees(math.atan2(bar.scroll_y, bar.scroll_x))
else:
angle = 0
tex.draw_texture('notes', str(bar.type), x=x_position+tex.skin_config["moji_drumroll"].x- (tex.textures["notes"]["1"].width//2), y=y_position+tex.skin_config["moji_drumroll"].y, rotation=angle)
def draw_notes(self, current_ms: float, current_notes_draw):
"""Draw notes in the player's lane"""
if not current_notes_draw:
return
for note in reversed(current_notes_draw):
if note.type == NoteType.TAIL:
continue
x_position = self.get_position_x(note, current_ms)
y_position = self.get_position_y(note, current_ms)
if isinstance(note, Drumroll):
self.draw_drumroll(current_ms, note)
elif isinstance(note, Balloon) and not note.is_kusudama:
self.draw_balloon(current_ms, note)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position, y=tex.skin_config["moji"].y + y_position)
else:
if note.display:
tex.draw_texture('notes', str(note.type), x=x_position - (tex.textures["notes"]["1"].width//2), y=y_position+tex.skin_config["notes"].y, center=True)
tex.draw_texture('notes', 'moji', frame=note.moji, x=x_position - (tex.textures["notes"]["moji"].width//2), y=tex.skin_config["moji"].y + y_position)
def draw(self):
tex.clear_screen(ray.BLACK)
self.background.draw()
self.player_1.draw(self.current_ms, self.start_ms, self.mask_shader)
if self.paused:
self.draw_bars(self.scrobble_time, self.bars)
self.draw_notes(self.scrobble_time, self.scrobble_note_list)
tex.draw_texture('practice', 'large_drum', index=0)
tex.draw_texture('practice', 'large_drum', index=1)
self.player_1.draw_overlays(self.mask_shader)
if not self.paused:
tex.draw_texture('practice', 'playing', index=self.player_1.player_num-1, fade=0.5)
tex.draw_texture('practice', 'progress_bar_bg')
if self.paused:
tex.draw_texture('practice', 'paused', fade=0.5)
progress = min((self.scrobble_time + self.scrobble_move.attribute - self.bars[0].hit_ms) / self.player_1.end_time, 1)
else:
progress = min(self.current_ms / self.player_1.end_time, 1)
tex.draw_texture('practice', 'progress_bar', x2=progress * tex.skin_config["practice_progress_bar_width"].width)
for marker in self.markers:
tex.draw_texture('practice', 'gogo_marker', x=((marker - self.bars[0].hit_ms) / self.player_1.end_time) * tex.skin_config["practice_progress_bar_width"].width)
self.draw_overlay()
class PracticePlayer(Player):
def __init__(self, tja: TJAParser, player_num: PlayerNum, difficulty: int, is_2p: bool, modifiers: Modifiers):
super().__init__(tja, player_num, difficulty, is_2p, modifiers)
self.judge_counter = JudgeCounter()
self.gauge = None
self.paused = False
def handle_input(self, ms_from_start: float, current_time: float, background: Optional[Background]):
if self.paused:
return
input_checks = [
(is_l_don_pressed, DrumType.DON, Side.LEFT, f'hitsound_don_{self.player_num}p'),
(is_r_don_pressed, DrumType.DON, Side.RIGHT, f'hitsound_don_{self.player_num}p'),
(is_l_kat_pressed, DrumType.KAT, Side.LEFT, f'hitsound_kat_{self.player_num}p'),
(is_r_kat_pressed, DrumType.KAT, Side.RIGHT, f'hitsound_kat_{self.player_num}p')
]
for check_func, drum_type, side, sound in input_checks:
if check_func(self.player_num):
self.spawn_hit_effects(drum_type, side)
audio.play_sound(sound, 'hitsound')
self.check_note(ms_from_start, drum_type, current_time, background)
def spawn_hit_effects(self, drum_type: DrumType, side: Side):
self.lane_hit_effect = LaneHitEffect(drum_type, self.is_2p)
self.draw_drum_hit_list.append(PracticeDrumHitEffect(drum_type, side, self.is_2p, player_num=self.player_num))
def draw_overlays(self, mask_shader: ray.Shader):
# Group 4: Lane covers and UI elements (batch similar textures)
tex.draw_texture('lane', f'{self.player_num}p_lane_cover', index=self.is_2p)
tex.draw_texture('lane', 'drum', index=self.is_2p)
if self.ending_anim is not None:
self.ending_anim.draw()
# Group 5: Hit effects and animations
for anim in self.draw_drum_hit_list:
anim.draw()
for anim in self.draw_arc_list:
anim.draw(mask_shader)
for anim in self.gauge_hit_effect:
anim.draw()
# Group 6: UI overlays
self.combo_display.draw()
self.combo_announce.draw()
tex.draw_texture('lane', f'{self.player_num}p_icon', index=self.is_2p)
tex.draw_texture('lane', 'lane_difficulty', frame=self.difficulty, index=self.is_2p)
if self.judge_counter is not None:
self.judge_counter.draw()
# Group 7: Player-specific elements
if not self.modifiers.auto:
if self.is_2p:
self.nameplate.draw(tex.skin_config["game_nameplate_1p"].x, tex.skin_config["game_nameplate_1p"].y)
else:
self.nameplate.draw(tex.skin_config["game_nameplate_2p"].x, tex.skin_config["game_nameplate_2p"].y)
else:
tex.draw_texture('lane', 'auto_icon', index=self.is_2p)
self.draw_modifiers()
self.chara.draw(y=(self.is_2p*tex.skin_config["game_2p_offset"].y))
# Group 8: Special animations and counters
if self.drumroll_counter is not None:
self.drumroll_counter.draw()
if self.balloon_anim is not None:
self.balloon_anim.draw()
if self.kusudama_anim is not None:
self.kusudama_anim.draw()
def draw(self, ms_from_start: float, start_ms: float, mask_shader: ray.Shader, dan_transition = None):
# Group 1: Background and lane elements
tex.draw_texture('lane', 'lane_background', index=self.is_2p)
if self.branch_indicator is not None:
self.branch_indicator.draw()
if self.gauge is not None:
self.gauge.draw()
if self.lane_hit_effect is not None:
self.lane_hit_effect.draw()
tex.draw_texture('lane', 'lane_hit_circle', index=self.is_2p)
# Group 2: Judgement and hit effects
if self.gogo_time is not None:
self.gogo_time.draw(self.judge_x, self.judge_y)
for anim in self.draw_judge_list:
anim.draw(self.judge_x, self.judge_y)
# Group 3: Notes and bars (game content)
if not self.paused:
self.draw_bars(ms_from_start)
self.draw_notes(ms_from_start)
class PracticeDrumHitEffect(DrumHitEffect):
def __init__(self, type, side, is_2p, player_num: PlayerNum = PlayerNum.P1):
super().__init__(type, side, is_2p)
self.player_num = player_num - 1
def draw(self):
if self.type == 'DON':
if self.side == 'L':
tex.draw_texture('lane', 'drum_don_l', index=self.is_2p, fade=self.fade.attribute)
elif self.side == 'R':
tex.draw_texture('lane', 'drum_don_r', index=self.is_2p, fade=self.fade.attribute)
tex.draw_texture('practice', 'large_drum_don', index=self.player_num, fade=self.fade.attribute)
elif self.type == 'KAT':
if self.side == 'L':
tex.draw_texture('lane', 'drum_kat_l', index=self.is_2p, fade=self.fade.attribute)
tex.draw_texture('practice', 'large_drum_kat_l', index=self.player_num, fade=self.fade.attribute)
elif self.side == 'R':
tex.draw_texture('lane', 'drum_kat_r', index=self.is_2p, fade=self.fade.attribute)
tex.draw_texture('practice', 'large_drum_kat_r', index=self.player_num, fade=self.fade.attribute)