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gdraw.py
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gdraw.py
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import pygame
from pygame.locals import *
import os
import time
import math
title = "Droppy"
ver = "1.2"
caption = f"{title} ver{ver}"
fps_disp = False
scr_size_debug = None #(640, 480)
scr_size_org = (1280, 720)
(scr_w_org, scr_h_org) = scr_size_org
class AlignedRect(pygame.Rect):
def __init__(self, align, xy=(0,0), size=(0,0)):
pygame.Rect.__init__(self, xy, size)
self.org = pygame.Rect(xy, size)
self.align = align
self.scale = 1
self.scr_size = scr_size_org
def setScale(self, scr_size=None, scale=None):
if scr_size is not None:
self.scale = scale
self.scr_size = scr_size
else:
scale = self.scale
scr_size = self.scr_size
(scr_w, scr_h) = scr_size
(scr_org_w, scr_org_h) = scr_size_org
self.width = self.org.width * scale
self.height = self.org.height * scale
if self.align == -1:
self.top = self.org.top * scale
self.left = self.org.left * scale
elif self.align == 1:
self.bottom = scr_h - (scr_org_h - self.org.bottom) * scale
self.right = scr_w - (scr_org_w - self.org.right) * scale
else:
self.centery = scr_h/2 - (scr_org_h/2 - self.org.centery) * scale
self.centerx = scr_w/2 - (scr_org_w/2 - self.org.centerx) * scale
def scale_size(wh, scale):
(w, h) = wh
return (w * scale, h * scale)
tg = (560, 480)
bg_angle = 33.69
mslen = 240 * math.sqrt(13) * 1.1
hrlen = 320
anim_y = 10
anim_t = 4 / 60
slidein_x = 20
slidein_t1 = 8 / 60
slidein_t2 = 30 / 60
large_t = 20 / 60
large_scale = 3
shadow_pos = 2
shadow_col = (100, 100, 100)
note_col_count = 9
note_size = {1:(60, 40), 2:(90, 60)}
title_rect = AlignedRect(1, (200,530), (1040,60))
subtitle_rect = AlignedRect(1, (200,600), (1040,30))
lv_t = "レベル:"
hard_t_rect = AlignedRect(1, (200,660), (1040-70,30))
hard_name_t = ("かんたん", "むずい")
hard_t = [f"{hard_name_t[h]} {lv_t}" for h in range(2)]
hard_rect = AlignedRect(1, (1240-70,630), (70,60))
auto_rect = AlignedRect(1, (200,490), (1040,40))
auto_t = "[オートプレイ]"
logo_s_rect = AlignedRect(1, (1240-750/4,380), (750/4, 350/4))
fps_game_rect = AlignedRect(1, (200, 320), (1040, 40))
fps_menu_rect = AlignedRect(1, (200, 20), (1040, 40))
score_t_rect = AlignedRect(-1, (40,40), (180,60))
score_t = "スコア"
scgauge_rect = AlignedRect(-1, (40,110), (440,15))
hiscore_t_rect = AlignedRect(-1, (40,130), (180,30))
hiscore_t = "ハイスコア"
hnt_t_rect = {i:AlignedRect(-1, (40,150+40*i+5), (100,40)) for i in range(1,6)}
hnt_t = {1:"よい", 2:"ふつう", 3:"だめ", 4:"ミス", 5:"のこり"}
combo_t_rect = AlignedRect(-1, (400-40,310), (80,30))
combo_t = "コンボ"
scoreadd_rect = AlignedRect(-1, (260,15), (220,60))
score_rect = AlignedRect(-1, (260,40), (220,60))
hiscore_rect = AlignedRect(-1, (260,130), (215,30))
hnt_rect = {i:AlignedRect(-1, (100,150+40*i), (110,40)) for i in range(1,6)}
combo_rect = AlignedRect(-1, (400-60,240), (120,75))
combo_large_rect = AlignedRect(-1, (400-60-120,240-75), (120*3,75*3))
# easy, hard, easy_selected, hard_selected
item_wh = [(720, 60), (720, 60), (900, 135), (900, 135)]
item_span_y = 90
item_center_y = -80
item_selected_span_y = 30
item_bkcolor = [(64, 127, 255), (255, 127, 64), (64, 127, 255), (255, 127, 64)]
item_color = [(255, 255, 255), (255, 255, 0), (255, 255, 255), (255, 255, 0)]
item_ofs = [
{'title':(30, 15)},
{'title':(30, 15)},
{'title':(30, 20), 'subtitle':(30, 90), 'level0':(870, 60), 'hard0':(800, 90)},
{'title':(30, 20), 'subtitle':(30, 90), 'level1':(870, 60), 'hard1':(800, 90)}
]
item_align = {'title':-1, 'subtitle':-1, 'level0':1, 'level1':1, 'hard0':1, 'hard1':1}
item_anim_t = 15 / 60
item_ofs_t = 10 / 60
item_start_dis = 15 #start時のitem移動速度、sel_item_posのnに渡すためitem個数単位で指定
hscore_bg_x = 1280 - 450
hscore_bg_y = 720/2 + item_center_y + 80
hscore_bg_w = 400
hscore_bg_h = 190
hscore_bg_wh = (hscore_bg_w, hscore_bg_h)
hscore_bg_rect = AlignedRect(1, (hscore_bg_x, hscore_bg_y), hscore_bg_wh)
hscore_score_t_rect = AlignedRect(1, (hscore_bg_x+20, hscore_bg_y+20),(hscore_bg_w-40,80))
hscore_score_rect = AlignedRect(1, (hscore_bg_x+20, hscore_bg_y+10),(hscore_bg_w-40,40))
hscore_score_t = "ハイスコア"
hscore_star_rect = AlignedRect(1, (hscore_bg_x+20, hscore_bg_y+50),(140,40))
hscore_star_t = "ランク"
hscore_hnt_t_rect = {
i:AlignedRect(1, (hscore_bg_x+20+90*(i-1),hscore_bg_y+100), (90, 40))
for i in range(1,5)
}
hscore_hnt_rect = {
i:AlignedRect(1, (hscore_bg_x+20+15+90*(i-1),hscore_bg_y+140), (60, 40))
for i in range(1,5)
}
starall_bg_x = 50
starall_bg_y = hscore_bg_y + 40
starall_bg_w = 250
starall_bg_h = 150
starall_bg_rect = AlignedRect(-1, (starall_bg_x, starall_bg_y), (starall_bg_w, starall_bg_h))
starall_t1 = "きろく ごうけい"
starall_t1_rect = AlignedRect(-1, (starall_bg_x+20, starall_bg_y+20),(starall_bg_w-40,40))
starall_t2 = ""
starall_t2_rect = AlignedRect(-1, (starall_bg_x+20+70, starall_bg_y+20),(starall_bg_w-40,40))
starall_t3 = "★"
starall_t3_rect = AlignedRect(-1, (starall_bg_x+20, starall_bg_y+60+5),(300,40))
starall_t4 = "x"
starall_t4_rect = AlignedRect(-1, (starall_bg_x+20+70, starall_bg_y+60+5),(300,40))
starall_star_rect = AlignedRect(-1, (starall_bg_x+20, starall_bg_y+60), (starall_bg_w-40-5,80))
ss_help_t = [
(" [W]/[S]", " [A]/[D]", "", "[Space]"),
(" きょく"," なんいど","[P] オート: {}"," スタート"),
("[↑]/[↓]", "[←]/[→]", "", "[Enter]")
]
ss_help_auto_t = ("オフ","オン")
ss_help_rect = [
[
AlignedRect(0, ((100,380,690,950)[x], 630 + 20 * y), (200,30))
for x in range(4)
]
for y in range(3)
]
rslt_rank_t = "ランク"
rslt_rank_t_rect = AlignedRect(-1, (400-60, 240), (120, 30))
rslt_star_rect = [
AlignedRect(-1, (400 - 150 + 100*i, 270), (100, 100))
for i in range(3)
]
rslt_text = ["しっぱい", "クリア", "フルコンボ!", "パーフェクト!"]
rslt_text_color = [(255, 255, 255), (255, 255, 255), (255, 255, 0), (255, 255, 0)]
rslt_text_rect = AlignedRect(-1, (400-120, 380), (240, 60))
rslt_hiscore_t = "ハイスコアこうしん!"
rslt_hiscore_t_rect = AlignedRect(-1, (400 - 120, 160), (240, 60))
rslt_hiscore_t_color = (255, 255, 0)
tit_title = f"リズムゲーム {title} ver{ver}"
tit_title_rect = AlignedRect(0, (0, 630), (1280, 20))
tit_press = "どれかのキーを押してスタート!"
tit_press_rect = AlignedRect(0, (0, 450), (1280, 60))
tit_copyright = "(c)2020-2022 na trium"
tit_copyright_rect = AlignedRect(0, (0, 670), (1280, 20))
#音符スプライト
#表示前にも音符情報の保持に使用
class DNoteSprite(pygame.sprite.Sprite):
def __init__(self, ninfo, zero_time):
pygame.sprite.Sprite.__init__(self)
self.t1 = ninfo.t1
self.t2 = ninfo.t2
self.zero_time = zero_time
self.t1_by_sec = ninfo.t1_by_sec #+ zero_time
self.t2_by_sec = ninfo.t2_by_sec #+ zero_time
self.xp = ninfo.xp
self.col = ninfo.col
self.wav = ninfo.wav
self.wav_key = ninfo.wav_key
self.rect = AlignedRect(1)
self.home_xy = {s:(note_size[s][0] / 2, note_size[s][1]) for s in range(1,3)}
#self.image = note_img
self.stat = ninfo.stat
self.scr_scale = 1
self.scadd = 0
#画像の初期化 1度しか呼ばれない
#setscaleも兼ねる
def setImage(self, note_img, scr_size, scale):
self.image_def_org = note_img[self.col]
self.image_scale = 1
self.image_rot = 0
self.setScale(scr_size, scale)
def setScale(self, scr_size, scale):
self.scr_size = scr_size
self.scr_scale = scale
self.rect.setScale(scr_size, scale)
self.updateImgDef()
#元画像image_def_orgを画面スケールに合わせて拡大縮小
def updateImgDef(self):
self.image_def = {
s:pygame.transform.smoothscale(self.image_def_org[s], scale_size(self.image_def_org[s].get_size(), self.scr_scale))
for s in (1, 2)
}
self.updateImg()
#元画像image_defから音符サイズ(x1,x2)を選択、回転
def updateImg(self):
self.image = self.image_def[self.image_scale]
if (self.image_rot != 0):
self.image = pygame.transform.rotate(self.image, self.image_rot)
def update(self):
xp = self.xp / 100
xd = mslen * xp
t1_start = None
t1_end = None
t_now = time.time() - self.zero_time
for i in range(1, len(self.t1_by_sec)): # 時刻が後のものから比較
if self.t1_by_sec[i]['t'] == self.t1_by_sec[i - 1]['t']:
continue
t1_start = self.t1_by_sec[i]
t1_end = self.t1_by_sec[i - 1]
if t_now > self.t1_by_sec[i]['t']: # t1[i-1] > t_now > t1[i]
break
p = (t1_end['p'] + (t1_start['p'] - t1_end['p']) * (t1_end['t'] - t_now) / (t1_end['t'] - t1_start['t'])) * 1.1
d = mslen * p
rot = 0
scale = 1
if (d > xd): #mv0
self.rect.org.x = tg[0] + xd * 3 / math.sqrt(13)
self.rect.org.y = tg[1] - xd * 2 / math.sqrt(13) - (d - xd)
rot = 0
if p - xp < 0.05:
rot = (0.5 - 0.5 * (p - xp) / 0.05) * bg_angle
elif (d > 0): #mv1
self.rect.org.x = tg[0] + d * 3 / math.sqrt(13)
self.rect.org.y = tg[1] - d * 2 / math.sqrt(13)
rot = bg_angle
if xp - p < 0.05:
rot = (0.5 + 0.5 * (xp - p) / 0.05) * bg_angle
if p < 0.05:
rot = (0.5 + 0.5 * p / 0.05) * bg_angle
elif (d > -hrlen): #mv2
self.rect.org.x = tg[0] + d
self.rect.org.y = tg[1]
rot = 0
if -p < 0.05:
rot = (0.5 - 0.5 * -p / 0.05) * bg_angle
else: #mv3
self.rect.org.x = tg[0] - hrlen + (d + hrlen) / 2
self.rect.org.y = tg[1] + (d + hrlen) ** 2 / 100
if (self.rect.org.y > scr_size_org[1]):
self.stat = -100
if (self.stat < 0):
self.kill()
if (self.stat == 2):
scale = 2
elif (self.stat == 1):
scale = 1
else:
scale = self.image_scale
if (self.image_rot != rot or self.image_scale != scale):
self.image_scale = scale
self.image_rot = rot
self.updateImg()
self.image_scale = scale
self.image_rot = rot
(hx,hy) = self.home_xy[scale]
if (rot != 0):
cx1 = note_size[scale][0] / 2
cy1 = note_size[scale][0] / 2
cx = self.image.get_rect().width / 2
cy = self.image.get_rect().height / 2
(hx,hy) = (cx + (hx - cx1) * math.cos(math.radians(-rot)) - (hy - cy1) * math.sin(math.radians(-rot)), \
cy + (hx - cx1) * math.sin(math.radians(-rot)) + (hy - cy1) * math.cos(math.radians(-rot)))
self.rect.org.x -= hx
self.rect.org.y -= hy
self.rect.org.size = self.image.get_size()
self.rect.setScale()
def fontsRender(fonts, text, color):
text_1 = ""
text_3 = ""
if text.startswith("<"):
text_1 = text[1:text.find(">")]
text = text[text.find(">")+1:]
if text.endswith(">"):
text_3 = text[text.rfind("<")+1:-1]
text = text[:text.rfind("<")]
if type(fonts) == tuple:
(font_l, font_s) = fonts
else:
return fonts.render(text, True, color)
img_text_1 = font_s.render(text_1, True, color)
img_text_2 = font_l.render(text, True, color)
img_text_3 = font_s.render(text_3, True, color)
img = pygame.Surface((img_text_1.get_width() + img_text_2.get_width() + img_text_3.get_width(), img_text_2.get_height()), pygame.SRCALPHA)
img.blit(img_text_1, (0, img_text_2.get_height()*0.9 - img_text_2.get_height()))
img.blit(img_text_2, (img_text_1.get_width(), 0))
img.blit(img_text_3, (img_text_1.get_width() + img_text_2.get_width(), img_text_2.get_height()*0.9 - img_text_3.get_height()))
return img
#テキストのスプライト
#初期化で描画、setTextで再描画
#setText時にanim=Trueでスコアなどのアニメーション
#setText時にslidein=Trueで横からスライドイン
#setText時にlarge=Trueで拡大フェードアウトアニメーション
class DTextSprite(pygame.sprite.Sprite):
def __init__(self, spgroup, font, text, rect, align=-1, color=(255,255,255), shadow=False):
pygame.sprite.Sprite.__init__(self)
spgroup.add(self)
self.set_font = font
self.set_rect = rect #右寄せなどすると指定したrectと実際のrectは一致しない
self.set_align = align
# self.set_align_v = align_v
self.set_text = None
self.set_color = (255,255,255)
self.anim_start = None
self.slidein_start = None
self.large_start = None
self.shadow = shadow
self.rect = AlignedRect(rect.align) #slideinの移動先etcに使う
self.image_org = None
self.image_shadow_org = None
self.image_static_org = None #animで動かない側
self.image_anim_org = None #animで動く側
self.image_notlarge_org = None #拡大前画像
self.scr_scale = 1
self.scr_size = scr_size_org
self.setText(text, color) #描画
def setScale(self, scr_size, scale):
self.scr_size = scr_size
self.scr_scale = scale
self.rect.setScale(scr_size, scale)
self.updateImg()
#image_*_orgを拡大縮小
def updateImg(self):
if self.image_org is not None:
self.image = pygame.transform.smoothscale(self.image_org, [self.scr_scale * self.image_org.get_size()[i] for i in range(2)])
if self.image_shadow_org is not None:
self.image_shadow = pygame.transform.smoothscale(self.image_shadow_org, [self.scr_scale * self.image_shadow_org.get_size()[i] for i in range(2)])
if self.image_notlarge_org is not None:
self.image_notlarge = pygame.transform.smoothscale(self.image_notlarge_org, [self.scr_scale * self.image_notlarge_org.get_size()[i] for i in range(2)])
if self.image_static_org is not None:
self.image_static = pygame.transform.smoothscale(self.image_static_org, [self.scr_scale * self.image_static_org.get_size()[i] for i in range(2)])
if self.image_anim_org is not None:
self.image_anim = pygame.transform.smoothscale(self.image_anim_org, [self.scr_scale * self.image_anim_org.get_size()[i] for i in range(2)])
def setXY(self, xy):
self.set_rect.org.topleft = xy
self.updateRectDef(self.rect_default.size)
def updateRectDef(self, image_size):
(image_w, image_h) = image_size
image_w += shadow_pos
image_h += shadow_pos
(x, y) = self.set_rect.org.topleft
if (self.set_align == -1):
pass
if (self.set_align == 0):
x += self.set_rect.org.width / 2 - image_w / 2
if (self.set_align == 1):
x += self.set_rect.org.width - image_w
# if (self.set_align_v == -1):
# pass
# if (self.set_align_v == 0):
# y += self.set_rect.height / 2 - image_h / 2
# if (self.set_align_v == 1):
# y += self.set_rect.height - image_h
self.rect.org = Rect((x, y), (image_w, image_h))
def setText(self, text, color=None, anim=False, slidein=False, large=False):
if color is None:
color = self.set_color
if self.set_text == text and self.set_color == color and not slidein and not large:
return
if self.shadow:
self.image_shadow_org = fontsRender(self.set_font, text, shadow_col)
if anim:
text_static = ""
text_anim = ""
if (len(text) != len(self.set_text)):
text_anim = text
else:
char_changed = False
for (new_c, old_c) in zip(text, self.set_text):
if (new_c == old_c and not char_changed):
text_static += new_c
else:
text_anim += new_c
char_changed = True
self.image_static_org = fontsRender(self.set_font, text_static, color)
self.image_anim_org = fontsRender(self.set_font, text_anim, color)
self.rect_static = Rect((0, anim_y), self.image_static_org.get_size())
#動く側文字の座標(image_static_org左上からの相対座標)
self.rect_anim = Rect((self.rect_static.width, 0), (self.image_anim_org.get_rect().width, self.image_anim_org.get_rect().height + anim_y))
image_size = (self.rect_anim.width + self.rect_static.width, self.rect_static.height + anim_y)
elif large:
self.image_notlarge_org = fontsRender(self.set_font, text, color)
image_size = (self.image_notlarge_org.get_width() * large_scale, self.image_notlarge_org.get_height() * large_scale)
else:
self.image_org = fontsRender(self.set_font, text, color)
image_size = (self.image_org.get_size())
if self.shadow:
img = pygame.Surface((self.image_org.get_width() + shadow_pos, self.image_org.get_height() + shadow_pos), pygame.SRCALPHA)
img.blit(self.image_shadow_org, (shadow_pos, shadow_pos))
img.blit(self.image_org, (0, 0))
self.image_org = img
self.image_shadow_org = None
self.updateRectDef(image_size)
if anim:
self.anim_start = time.time()
self.rect.org.move_ip(0, -anim_y)
else:
self.anim_start = None
if slidein:
self.slidein_start = time.time()
else:
self.slidein_start = None
if large:
self.large_start = time.time()
else:
self.large_start = None
self.set_text = text
self.set_color = color
self.updateImg()
def update(self):
if self.anim_start is not None:
anim_ofs = (time.time() - self.anim_start) / anim_t
if (anim_ofs > 1):
anim_ofs = 1
self.anim_start = None
self.image = pygame.Surface(self.rect.size, SRCALPHA)
if self.shadow:
self.image.blit(self.image_shadow, (shadow_pos * self.scr_scale, (anim_y + shadow_pos) * self.scr_scale))
self.image.blit(self.image_static, [self.scr_scale * self.rect_static.topleft[i] for i in range(2)])
self.image.blit(self.image_anim, [self.scr_scale * self.rect_anim.move(0, anim_y * anim_ofs).topleft[i] for i in range(2)])
if self.large_start is not None:
large_ofs = (time.time() - self.large_start) / large_t
if large_ofs > 1:
large_ofs = 1
self.large_start = None
now_scale = 1 + large_ofs * (large_scale - 1)
scaled_size = (now_scale * self.image_notlarge.get_width(), now_scale * self.image_notlarge.get_height())
max_size = (large_scale * self.image_notlarge.get_width(), large_scale * self.image_notlarge.get_height())
self.image = pygame.Surface(max_size, pygame.SRCALPHA)
scaled_image = pygame.transform.smoothscale(self.image_notlarge, scaled_size)
mask_image = pygame.Surface(max_size, pygame.SRCALPHA)
mask_image.fill((0, 0, 0, large_ofs * 255))
self.image.blit(scaled_image, (self.image.get_width() / 2 - scaled_image.get_width() / 2, self.image.get_height() / 2 - scaled_image.get_height() / 2))
self.image.blit(mask_image, (0, 0), special_flags=pygame.BLEND_RGBA_SUB)
self.rect.setScale()
if self.slidein_start is not None:
slidein_time = time.time() - self.slidein_start
if (slidein_time > slidein_t2):
self.image = pygame.Surface((0,0))
else:
slidein_ofs = slidein_time / slidein_t1
if (slidein_ofs > 1):
slidein_ofs = 1
self.rect.move_ip(slidein_x * (1 - slidein_ofs), 0)
else:
pass
# self.rect = self.rect_default.
class DScGaugeSprite(pygame.sprite.Sprite):
def __init__(self, spgroup):
pygame.sprite.Sprite.__init__(self)
spgroup.add(self)
self.rect_org = scgauge_rect
self.set_score = None
self.rect = self.rect_org
self.scr_scale = 1
def setScale(self, scr_size, scale):
self.scr_size = scr_size
self.scr_scale = scale
self.rect.setScale(self.scr_size, self.scr_scale)
self.updateImg()
def setV(self, score, clrs, maxs):
if (maxs <= score):
score = maxs
# if (self.set_score == score):
# return
self.set_score = score
self.clrs = clrs
self.maxs = maxs
self.updateImg()
def updateImg(self):
if self.set_score is None:
return
(w,h) = self.rect.size
w -= 2
h -= 2
ch = round(h * 2 / 3)
clrw = round(w * self.clrs / self.maxs)
scw = round(w * self.set_score / self.maxs)
self.image = pygame.Surface(self.rect.size, SRCALPHA)
if(scw < clrw):
scw1 = scw
scw2 = clrw
else:
scw1 = clrw
scw2 = scw
self.image.fill((0,255,24), Rect(1, 1, scw1, ch))
self.image.fill((32,128,48), Rect(1, 1+ch, scw1, h-ch))
self.image.fill((56,56,56), Rect(1+scw1, 1, clrw-scw1, ch))
self.image.fill((40,40,40), Rect(1+scw1, 1+ch, clrw-scw1, h-ch))
self.image.fill((255,160,0), Rect(1+clrw, 1, scw2-clrw, ch))
self.image.fill((140,90,60), Rect(1+clrw, 1+ch, scw2-clrw, h-ch))
self.image.fill((80,64,80), Rect(1+scw2, 1, w-scw2, ch))
self.image.fill((64,64,64), Rect(1+scw2, 1+ch, w-scw2, h-ch))
pygame.draw.line(self.image, (255,255,255), (1,0), (w,0))
pygame.draw.line(self.image, (255,255,255), (1,1+h), (w,1+h))
pygame.draw.line(self.image, (255,255,255), (0,1), (0,h))
pygame.draw.line(self.image, (255,255,255), (1+w,1), (1+w,h))
class DSelItemSprite(pygame.sprite.Sprite):
def __init__(self, spgroup, iteminfo, item_img, fonts):
pygame.sprite.Sprite.__init__(self)
spgroup.add(self)
iteminfo.meta['hard0'] = hard_t[0]
iteminfo.meta['hard1'] = hard_t[1]
self.set_image = []
for i in range(4):
self.set_image.append(pygame.Surface(item_wh[i], SRCALPHA))
# self.set_image[i].fill(item_bkcolor[i])
self.set_image[i].blit(item_img[i], (0, 0))
for k in item_ofs[i]:
(ofs_x, ofs_y) = item_ofs[i][k]
# txt_img = fonts[i][k].render(iteminfo.meta[k], True, item_color[i])
txt_img = fontsRender(fonts[i][k], iteminfo.meta[k], item_color[i])
if item_align[k] == 1:
ofs_x -= txt_img.get_width()
self.set_image[i].blit(txt_img, (ofs_x, ofs_y))
self.set_xy = (0, 0)
self.old_xy = (0, 0)
self.scr_size = scr_size_org
self.scr_scale = 1
self.img_state = 0
self.state = 0
self.anim_start = None
self.ofs_start = None
self.setState(False, False)
def setScale(self, scr_size, scale):
self.scr_size = scr_size
self.scr_scale = scale
self.updateRect()
self.updateImg()
def updateImg(self):
scalex = 1
if self.anim_start is not None:
t = time.time() - self.anim_start
if self.state & 2:
scalex = abs(math.cos(t / item_anim_t * math.pi / 2))
self.image = pygame.Surface(self.rect.size, pygame.SRCALPHA)
image_s = pygame.transform.smoothscale(self.set_image[self.img_state], (self.scr_scale * self.set_image[self.img_state].get_width() * scalex, self.scr_scale * self.set_image[self.img_state].get_height()))
self.image.blit(image_s, (self.rect.width / 2 * (1 - scalex), 0))
def updateRect(self):
xy = self.set_xy
if self.ofs_start is not None:
xy = (self.set_xy[0], self.old_xy[1] + (self.set_xy[1] - self.old_xy[1]) * (time.time() - self.ofs_start) / item_ofs_t)
self.rect = AlignedRect(0, xy, self.size_org)
self.rect.setScale(self.scr_size, self.scr_scale)
# 中央揃え
def setState(self, ex, selected):
if bool(self.state & 1) != ex:
self.anim_start = time.time()
self.state = (1 if ex else 0) + (2 if selected else 0)
self.img_state = (self.img_state & 1) | (2 if selected else 0)
self.size_org = item_wh[self.state]
self.updateRect()
self.updateImg()
def setXY(self, xy, anim=False):
# (x,y) = xy
# self.set_xy = s_topleft(x,y)
if anim:
self.ofs_start = time.time()
else:
self.old_xy = xy
self.set_xy = xy
self.updateRect()
def update(self):
if self.anim_start is not None:
t = time.time() - self.anim_start
if t >= item_anim_t and self.img_state != self.state:
self.img_state = self.state
if t > 2*item_anim_t:
self.anim_start = None
self.updateImg()
if self.ofs_start is not None:
if time.time() - self.ofs_start > item_ofs_t:
self.ofs_start = None
self.old_xy = self.set_xy
self.updateRect()
class DImageSprite(pygame.sprite.Sprite):
def __init__(self, spgroup, image, rect, large=False):
pygame.sprite.Sprite.__init__(self)
spgroup.add(self)
self.scr_scale = 1
self.scr_size = scr_size_org
self.large_start = None
self.image_org = None
self.image_notlarge_org = None
self.setRect(rect, large)
self.setImage(image, large)
def setScale(self, scr_size, scale):
self.scr_size = scr_size
self.scr_scale = scale
self.updateImg()
self.rect.setScale(self.scr_size, self.scr_scale)
def setImage(self, image, large=False):
self.image_org = image
if large:
self.large_start = time.time()
self.image_notlarge_org = image
image_size = (self.image_notlarge_org.get_width() * large_scale, self.image_notlarge_org.get_height() * large_scale)
self.updateImg()
def setRect(self, rect, large=False):
self.rect = AlignedRect(rect.align, rect.org.topleft, rect.org.size)
if large:
self.rect.org = Rect((rect.org.x - rect.org.width / 2 * (large_scale - 1), rect.org.y - rect.org.height / 2 * (large_scale - 1)), (rect.org.width * large_scale, rect.org.height * large_scale))
self.rect.setScale(self.scr_size, self.scr_scale)
def updateImg(self):
if self.image_org is not None:
self.image = pygame.transform.smoothscale(self.image_org, [self.scr_scale * self.image_org.get_size()[i] for i in range(2)])
if self.image_notlarge_org is not None:
self.image_notlarge = pygame.transform.smoothscale(self.image_notlarge_org, [self.scr_scale * self.image_notlarge_org.get_size()[i] for i in range(2)])
def update(self):
if self.large_start is not None:
large_ofs = (time.time() - self.large_start) / large_t
if large_ofs > 1:
self.kill()
return
# large_ofs = 1
# self.large_start = None
now_scale = 1 + large_ofs * (large_scale - 1)
scaled_size = (now_scale * self.image_notlarge.get_width(), now_scale * self.image_notlarge.get_height())
max_size = (large_scale * self.image_notlarge.get_width(), large_scale * self.image_notlarge.get_height())
self.image = pygame.Surface(max_size, pygame.SRCALPHA)
scaled_image = pygame.transform.smoothscale(self.image_notlarge, scaled_size)
mask_image = pygame.Surface(max_size, pygame.SRCALPHA)
mask_image.fill((0, 0, 0, large_ofs * 255))
self.image.blit(scaled_image, (self.image.get_width() / 2 - scaled_image.get_width() / 2, self.image.get_height() / 2 - scaled_image.get_height() / 2))
self.image.blit(mask_image, (0, 0), special_flags=pygame.BLEND_RGBA_SUB)
class DSquareSprite(pygame.sprite.Sprite):
def __init__(self, spgroup, color, rect):
pygame.sprite.Sprite.__init__(self)
spgroup.add(self)
self.color = color
self.scr_scale = 1
self.scr_size = scr_size_org
self.setRect(rect)
self.updateImg()
def setScale(self, scr_size, scale):
self.scr_size = scr_size
self.scr_scale = scale
self.rect.setScale(self.scr_size, self.scr_scale)
self.updateImg()
def setRect(self, rect):
self.rect = rect
self.rect.setScale(self.scr_size, self.scr_scale)
def updateImg(self):
self.image = pygame.Surface(self.rect.size, pygame.SRCALPHA)
self.image.fill(self.color)
class DDraw():
def __init__(self, res_dir):
if scr_size_debug is not None:
self.screen = pygame.display.set_mode(scr_size_debug)
else:
self.screen = pygame.display.set_mode(scr_size_org, RESIZABLE)
pygame.display.set_caption(caption)
pygame.display.set_icon(pygame.image.load(os.path.join(res_dir,"icon.png")).convert_alpha())
self.force_update = True
self.spgroup = pygame.sprite.RenderUpdates()
pygame.font.init()
self.font_l = pygame.font.Font(os.path.join(res_dir,"azukiLP.ttf"), 60)
self.font_s = pygame.font.Font(os.path.join(res_dir,"azukiLP.ttf"), 30)
self.font_tl = pygame.font.Font(os.path.join(res_dir,"migmix-2p-regular.ttf"), 50)
self.font_ts = pygame.font.Font(os.path.join(res_dir,"migmix-2p-regular.ttf"), 25)
self.font_n = pygame.font.Font(os.path.join(res_dir,"Qarmic_sans_Abridged.ttf"), 50)
self.font_ns = pygame.font.Font(os.path.join(res_dir,"Qarmic_sans_Abridged.ttf"), 30)
self.bg0_img_org = pygame.image.load(os.path.join(res_dir, "bg0.png")).convert_alpha()
self.bg1_img_org = pygame.image.load(os.path.join(res_dir, "bg1.png")).convert_alpha()
self.bg1_s_img_org = pygame.image.load(os.path.join(res_dir, "bg1_s.png")).convert_alpha()
self.logo_big_img_org = pygame.image.load(os.path.join(res_dir, "logo.png")).convert_alpha()
self.star0_img_org = pygame.image.load(os.path.join(res_dir, "star0.png")).convert_alpha()
self.star1_img_org = pygame.image.load(os.path.join(res_dir, "star1.png")).convert_alpha()
self.note_img_org = [
pygame.image.load(os.path.join(res_dir, "note{}.png".format(c))).convert_alpha()
for c in range(note_col_count)
]
self.note_img = {
c:{s:
pygame.transform.smoothscale(self.note_img_org[c], note_size[s])
for s in range(1,3)
}
for c in range(1,note_col_count)
}
#note_img[col][scale]
self.effect_c_img_org = {
c:pygame.image.load(os.path.join(res_dir, "notec{}.png".format(c))).convert_alpha()
for c in range(1,note_col_count)
}
self.effect_e_img_org = \
pygame.image.load(os.path.join(res_dir, "notee{}.png".format(1))).convert_alpha()
# for c in [1]
# ]
self.effect_c_img = {
c:{s:
pygame.transform.smoothscale(self.effect_c_img_org[c], note_size[s])
for s in range(1,3)
}
for c in range(1, note_col_count)
}
self.effect_e_img = \
{s:
pygame.transform.smoothscale(self.effect_e_img_org, note_size[s])
for s in range(1,3)
}
# for c in range(2)
# ]
self.item_img = [
pygame.transform.smoothscale(
pygame.image.load(os.path.join(res_dir, f"sel{i}.png")).convert_alpha(),
item_wh[i]
)
for i in range(4)
]
self.frame_time = []
self.frame_last = 0
if scr_size_debug is not None:
self.resize(scr_size_debug)
else:
self.resize(scr_size_org)
def fps_update(self):
self.frame_time.append(time.time()- self.frame_last)
self.frame_last = time.time()
while len(self.frame_time) > 30:
del self.frame_time[0]
self.actual_fps = len(self.frame_time) / sum(self.frame_time)
self.fps_sp.setText(f"{self.actual_fps:.1f} fps")
def resize(self, scr_size_new):
self.scr_size = scr_size_new
self.scr_scale = scr_size_new[1] / scr_size_org[1]
self.bg0_img = pygame.transform.scale(self.bg0_img_org, self.scr_size)
self.bg1_img = pygame.transform.scale(self.bg1_img_org, scale_size(scr_size_org, self.scr_scale))
self.bg1_s_img = pygame.transform.scale(self.bg1_s_img_org, self.scr_size)
for sp in self.spgroup:
sp.setScale(self.scr_size, self.scr_scale)
self.force_update = True
def disp_update(self):
dirty_rects = self.spgroup.draw(self.screen)
if self.force_update:
pygame.display.update()
else:
pygame.display.update(dirty_rects)
self.force_update = False
def tit_init(self):
pygame.display.set_caption(caption)
self.spgroup.empty()
self.tit_cnt = 0
self.bg1_sp = DImageSprite(self.spgroup, self.bg1_s_img_org, AlignedRect(0, (0, 0), self.scr_size))
self.fps_sp = DTextSprite(self.spgroup, self.font_s, "", fps_menu_rect, 1)
if not fps_disp:
self.spgroup.remove(self.fps_sp)
DTextSprite(self.spgroup, self.font_s, tit_title, tit_title_rect, 0)
DTextSprite(self.spgroup, self.font_l, tit_press, tit_press_rect, 0, shadow=True)
DTextSprite(self.spgroup, self.font_s, tit_copyright, tit_copyright_rect, 0)
self.logo_big_sp = DImageSprite(self.spgroup, self.logo_big_img_org, AlignedRect(0, (0, 0), self.scr_size))
for sp in self.spgroup:
sp.setScale(self.scr_size, self.scr_scale)
def tit_update(self):
self.screen.blit(self.bg0_img, (0, 0))
# self.screen.blit(self.bg1_s_img, (0, 0))
self.fps_update()
bx = 240 + 25 * math.sin(0.017 * self.tit_cnt)
by = 60 + 25 * math.cos(0.026 * self.tit_cnt)
self.logo_big_sp.setRect(AlignedRect(0, (bx, by), self.scr_size))
self.tit_cnt += 1
self.spgroup.update()
self.disp_update()
def sel_init(self, sel_items, sel_num, ex, auto):
pygame.display.set_caption(caption)
self.spgroup.empty()
itemfonts = [
{'title':self.font_ts},
{'title':self.font_ts},
{'title':(self.font_tl, self.font_ts), 'subtitle':self.font_ts, 'level0':self.font_n, 'hard0':self.font_s},
{'title':(self.font_tl, self.font_ts), 'subtitle':self.font_ts, 'level1':self.font_n, 'hard1':self.font_s}
]
for item in sel_items:
item.item_sp = DSelItemSprite(self.spgroup, item, self.item_img, itemfonts)
# item.sp['title'] = DTextSprite(self.font_s, iteminfo.value['title'], Rect(0,0,0,0), -1)
item.item_sp.setScale(self.scr_size, self.scr_scale)
# self.spgroup.add(item.tit1_sp)
self.bg1_sp = DImageSprite(self.spgroup, self.bg1_s_img_org, AlignedRect(0, (0, 0), self.scr_size))
self.fps_sp = DTextSprite(self.spgroup, self.font_s, "", fps_menu_rect, 1)
if not fps_disp:
self.spgroup.remove(self.fps_sp)
self.help_sp = [[None for _ in range(4)] for _2 in range(3)]
for (y, (help_y_t, help_y_rect)) in enumerate(zip(ss_help_t, ss_help_rect)):
for (x, (help_t, help_rect)) in enumerate(zip(help_y_t, help_y_rect)):
self.help_sp[y][x] = DTextSprite(self.spgroup, self.font_s, help_t, help_rect)
self.help_sp[y][x].setScale(self.scr_size, self.scr_scale)
self.hscore_bg_sp = DSquareSprite(self.spgroup, (0, 0, 0, 128), hscore_bg_rect)
self.hscore_score_t_sp = DTextSprite(self.spgroup, self.font_s, hscore_score_t, hscore_score_t_rect)
self.hscore_score_sp = DTextSprite(self.spgroup, self.font_n, "", hscore_score_rect, align=1)
#self.hscore_star_t_sp = DTextSprite(self.spgroup, self.font_s, hscore_star_t, hscore_star_rect)
self.hscore_star_sp = DTextSprite(self.spgroup, self.font_s, "", hscore_star_rect, align=0, color=(255,255,0))
self.hscore_hnt_t_sp = {
i:DTextSprite(self.spgroup, self.font_s, hnt_t[i], hscore_hnt_t_rect[i], align=0)
for i in range(1,5)
}
self.hscore_hnt_sp = {
i:DTextSprite(self.spgroup, self.font_s, "", hscore_hnt_rect[i], align=1)
for i in range(1,5)
}
self.starall_bg_sp = DSquareSprite(self.spgroup, (0, 0, 0, 128), starall_bg_rect)
self.starall_t1_sp = DTextSprite(self.spgroup, self.font_s, starall_t1, starall_t1_rect, align=0)
# self.starall_t2_sp = DTextSprite(self.spgroup, self.font_s, starall_t2, starall_t2_rect, align=-1, color=(255,255,0))
self.starall_t3_sp = DTextSprite(self.spgroup, self.font_l, starall_t3, starall_t3_rect, color=(255,255,0))
self.starall_t4_sp = DTextSprite(self.spgroup, self.font_l, starall_t4, starall_t4_rect)
self.starall_star_sp = DTextSprite(self.spgroup, self.font_n, "", starall_star_rect, align=1)
self.starall_num = 0
self.starall_disp = 0
self.sel_info_sp = [
self.hscore_bg_sp, self.hscore_score_t_sp, self.hscore_score_sp, self.hscore_star_sp,
self.hscore_hnt_t_sp[1], self.hscore_hnt_t_sp[2], self.hscore_hnt_t_sp[3], self.hscore_hnt_t_sp[4],
self.hscore_hnt_sp[1], self.hscore_hnt_sp[2], self.hscore_hnt_sp[3], self.hscore_hnt_sp[4],
self.starall_bg_sp, self.starall_t1_sp, self.starall_t3_sp, self.starall_t4_sp,
self.starall_star_sp,
]
self.sel_info_visible = True
self.sel_set_info_visible(False)
self.sel_items = sel_items
for si in self.sel_items:
self.starall_num += si.dsavedat.star[0]
self.starall_num += si.dsavedat.star[1]
for sp in self.spgroup:
sp.setScale(self.scr_size, self.scr_scale)
self.sel_num = sel_num
self.set_ex(ex)
self.set_auto(auto)
# self.select_anim = False
self.sel_redraw_unselect()
self.sel_update()
pygame.display.update()
def sel_set_info_visible(self, vis):
old_vis = self.sel_info_visible
if old_vis and not vis:
for sp in self.sel_info_sp:
self.spgroup.remove(sp)
if not old_vis and vis:
for sp in self.sel_info_sp:
self.spgroup.add(sp)
sp.setScale(self.scr_size, self.scr_scale)
self.sel_info_visible = vis
def set_sel_num(self, num):
self.sel_redraw_unselect()
if num < 0:
num = 0
if num >= len(self.sel_items):
num = len(self.sel_items) - 1
self.sel_num = num
self.sel_update_hscore()
self.sel_redraw_move()
# self.select_anim = False
def set_ex(self, ex):
self.ex = ex
for (n,iteminfo) in enumerate(self.sel_items):
iteminfo.item_sp.setState(self.ex, n == self.sel_num)
self.sel_update_hscore()
def set_auto(self, auto):
self.help_sp[1][2].setText(ss_help_t[1][2].format(ss_help_auto_t[1 if auto else 0]))
self.auto = auto
def sel_update(self):
self.screen.blit(self.bg0_img, (0, 0))
# self.screen.blit(self.bg1_s_img, (0, 0))
self.fps_update()
# if not self.select_anim and self.sel_items[0].item_sp.ofs_start is None:
# self.sel_redraw_select()
if self.sel_info_visible:
self.starall_disp += 0.07 * (self.starall_num - self.starall_disp)
if self.starall_disp > self.starall_num:
self.starall_disp = self.starall_num
self.starall_star_sp.setText(str(round(self.starall_disp)))
self.spgroup.update()
self.disp_update()
def sel_itempos(self, n, item, span=False):
(i_w, i_h) = item.item_sp.size_org
i_x = scr_size_org[0] / 2 - i_w / 2
i_y = scr_size_org[1] / 2 + item_center_y - i_h / 2 + item_span_y * (n - self.sel_num)
if span:
if n < self.sel_num:
i_y -= item_selected_span_y
if n > self.sel_num:
i_y += item_selected_span_y
return (i_x, i_y)
def sel_redraw_unselect(self):
for (n,item) in enumerate(self.sel_items):
item.item_sp.setState(self.ex, False)
item.item_sp.setXY(self.sel_itempos(n, item, False), False)
self.sel_set_info_visible(False)