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game.py
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game.py
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from utils import *
import pygame
from world import World
import random
from camera import Camera
from keystrokes import Keystrokes
from particle import Particle
from zipfile import ZipFile
class Game:
def __init__(self):
self.active = False
self.notes = []
self.camera = Camera()
self.world = World()
self.safe_areas: list[pygame.Rect] = []
self.camera_ctrl_text = get_font(24).render("Manual Camera Control Activated", True, (0, 255, 0))
self.music_has_played = False
self.offset_happened = False
self.loading_text = get_font(24).render("Loading...", True, (255, 255, 255))
self.keystrokes = Keystrokes()
self.misses = 0
self.mouse_down = False
self.hitted_rectangles = []
def start_song(self, screen: pygame.Surface):
random.seed(Config.seed)
# load song and notes
with ZipFile(Config.current_song.fp) as zf:
if Config.current_song.fp.lower().endswith(".osz"):
# Config.music_offset = 0
notes = read_osu_file(filedata=zf.read(Config.current_song.song_file_name))
else:
with zf.open(Config.current_song.song_file_name) as f:
notes = read_midi_file(file=f)
notes = [note for note in notes]
self.notes = notes
# other settings
self.world = World()
self.music_has_played = False
self.offset_happened = False
self.camera.lock_type = CameraFollow(Config.camera_mode)
screen.fill(get_colors()["background"])
information_texts = [
"Map loading stuck at some percentage? Try changing the \"Square speed\" in the config",
"Also try changing the \"Change dir chance\" and the \"Bounce min spacing\"",
"",
"Too large maps will crash the program, so try with some smaller ones first",
"",
"Don't want to play the game? Turn on \"Theatre mode\" in the config",
"",
"Music off-sync? Change the \"Music offset\" in the settings"
]
for index, info_text in enumerate(information_texts):
rendered_text = get_font(24).render(info_text, True, get_colors()["hallway"])
screen.blit(rendered_text, (50, 200 + 30 * index))
pygame.display.flip()
def update_loading_screen(message: str):
screen.fill(get_colors()["background"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, 100))
screen.blit(get_font(60).render(message, True, get_colors()["hallway"]), (10, 10))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
return 1
update_screen(Config.screen, Config.glsl_program, Config.render_object)
try:
self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)
self.safe_areas = fix_overlap(self.safe_areas, update_loading_screen)
except UserCancelsLoadingError:
return True
except MapLoadingFailureError as e:
return e.args[0] if len(e.args) else "Big error... can't load map :("
self.world.start_time = get_current_time()
self.world.square.dir = [0, 0]
self.world.square.pos = self.world.future_bounces[0].square_pos
def draw(self, screen: pygame.Surface, n_frames: int):
if not self.active:
return
if not self.music_has_played:
if not self.offset_happened:
for bnc_change in self.world.future_bounces:
bnc_change.time += Config.start_playing_delay / 1000
self.offset_happened = True
if self.world.time-Config.current_song.music_offset/1000 > Config.start_playing_delay/1000:
self.music_has_played = True
song_load_before = get_current_time()
pygame.mixer.music.play()
for bnc_change in self.world.future_bounces:
bnc_change.time += (get_current_time()-song_load_before)/1000
screen_rect = screen.get_rect()
# set world time
self.world.update_time()
# move camera (only works if not locked on square)
self.camera.attempt_movement()
# handle square bounces
self.world.handle_bouncing(self.world.square)
# move square
self.world.square.reg_move()
# square in center of camera if locked
if self.camera.locked_on_square:
self.camera.follow(self.world.square)
# bounce anim
sqrect = self.camera.offset(self.world.square.rect)
if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:
lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5
lerp = lerp ** 2 # square it for better-looking interpolation
if self.world.square.latest_bounce_direction:
sqrect.inflate_ip((lerp * 5, -10 * lerp))
else:
sqrect.inflate_ip((-10 * lerp, lerp * 5))
# safe areas
total_rects = 0
for safe_area in self.safe_areas:
offsetted = self.camera.offset(safe_area)
if screen_rect.colliderect(offsetted):
total_rects += 1
pygame.draw.rect(screen, get_colors()["hallway"], offsetted)
# draw pegs
for i, bounce_rect in enumerate(self.world.rectangles):
offsetted = self.camera.offset(bounce_rect)
if offsetted.colliderect(screen_rect):
total_rects += 1
if Config.do_color_bounce_pegs and self.world.collision_times[i] < (self.world.time * 1000 + Config.music_offset - Config.start_playing_delay)/1000:
pygame.draw.rect(screen, self.world.colors[i], offsetted)
else:
pygame.draw.rect(screen, get_colors()["background"], offsetted)
# particles
for particle in self.world.particles:
pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))
for remove_particle in [particle for particle in self.world.particles if particle.age()]:
self.world.particles.remove(remove_particle)
# particle trail in game
if Config.particle_trail:
# every 2 frames add a particle
if not self.world.square.died:
if n_frames % 2 == 0:
new = Particle(self.world.square.pos, [0, 0], True)
new.delta = [random.randint(-10, 10)/20, random.randint(-10, 10)/20]
self.world.particles.append(new)
# scorekeeper drawing
time_from_start = self.world.time-Config.start_playing_delay/1000+Config.music_offset/1000
if not Config.theatre_mode:
self.misses = self.world.scorekeeper.draw(screen, time_from_start if len(self.world.future_bounces) else -1, self.misses)
# hit icons
to_remove = []
for hiticon in self.world.scorekeeper.hit_icons:
if hiticon.draw(screen, self.camera):
to_remove.append(hiticon)
for remove in to_remove:
self.world.scorekeeper.hit_icons.remove(remove)
if self.world.scorekeeper.hp <= 0 and not self.world.square.died:
self.world.square.died = True
self.world.square.dir = [0, 0]
pygame.mixer.music.stop()
play_sound("death.mp3", 0.5)
self.world.future_bounces = []
for _ in range(100):
self.world.particles.append(Particle(self.world.square.pos, [random.randint(-3, 3), random.randint(-3, 3)]))
if self.world.square.died:
self.world.scorekeeper.hp = 0
# draw square
self.world.square.draw(screen, sqrect)
if not Config.theatre_mode:
# keystrokes
self.keystrokes.draw(screen)
# countdown to start
if time_from_start < 0:
repr_time = f"{abs(int((time_from_start+0.065)*10)/10)}s"
countdown_surface = get_font(36).render(repr_time, True, (255, 255, 255))
screen.blit(countdown_surface, countdown_surface.get_rect(center=(Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 4)))
elif time_from_start < 0.5:
repr_zero = f"0.0s"
countdown_surface = get_font(36).render(repr_zero, True, (255, 255, 255))
countdown_surface.set_alpha((0.5-time_from_start)*2*255)
screen.blit(countdown_surface, countdown_surface.get_rect(center=(Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 4)))
# handle mouse clicks because self.handle_event doesn't get called for mouse clicks
if pygame.mouse.get_pressed()[0] and not self.mouse_down:
self.misses = self.world.handle_keypress(time_from_start, self.misses)
self.mouse_down = True
elif not pygame.mouse.get_pressed()[0]:
self.mouse_down = False
# draw accuracy
# noinspection PyBroadException
try:
n_bounces = len(self.world.past_bounces)
n_total_bounces = len(self.world.past_bounces)+len(self.world.future_bounces)
if n_bounces > 0:
n_misses = self.misses
acc = round((n_bounces-n_misses)/n_bounces*100, 2)
acct = round((n_total_bounces-n_misses)/n_total_bounces*100, 2)
# clamp to 0-100
acc = max(0, min(100, acc))
acct = max(0, min(100, acct))
acc_text = get_font(24).render(f"Accuracy: {acc}%", True, (255, 255, 255))
acct_text = get_font(24).render(f"Total Accuracy: {acct}%", True, (255, 255, 255))
topleft1 = self.world.scorekeeper.life_bar_rect.move(0, 10).bottomleft
screen.blit(acc_text, acc_text.get_rect(topleft=topleft1))
screen.blit(acct_text, acct_text.get_rect(topleft=acc_text.get_rect(topleft=topleft1).move(0, 10).bottomleft))
except ZeroDivisionError:
pass
except Exception:
pass
# failure message
if self.world.square.died:
# calculate accuracy
n_bounces = len(self.world.past_bounces)
n_total_bounces = len(self.world.past_bounces)+len(self.world.future_bounces)
# clamp bounces to 1-infinity
n_bounces = max(1, n_bounces)
n_total_bounces = max(1, n_total_bounces)
n_misses = self.misses
acc = round((n_bounces-n_misses)/n_bounces*100, 2)
acct = round((n_total_bounces-n_misses)/n_total_bounces*100, 2)
# clamp to 0-100
acc = max(0, min(100, acc))
acct = max(0, min(100, acct))
try_again_text = get_font(36).render("Press escape to go back.", True, (255, 255, 255))
acc_text = get_font(36).render(f"Accuracy: {acc}%", True, (255, 255, 255))
acct_text = get_font(36).render(f"Total Accuracy: {acct}%", True, (255, 255, 255))
screen.blit(try_again_text, try_again_text.get_rect(center=(Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 4)))
screen.blit(acc_text, acc_text.get_rect(center=(Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 4 + 50)))
screen.blit(acct_text, acct_text.get_rect(center=(Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 4 + 100)))
if not self.camera.locked_on_square:
screen.blit(self.camera_ctrl_text, (10, 10))
def handle_event(self, event: pygame.event.Event):
if not self.active:
return False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
return True
if event.key == pygame.K_TAB:
self.camera.locked_on_square = not self.camera.locked_on_square
if not Config.theatre_mode:
if self.camera.locked_on_square:
time_from_start = self.world.time-Config.start_playing_delay/1000+Config.music_offset/1000
if time_from_start < -0.2:
return
arrows_n_space = (pygame.K_SPACE, pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN)
if 97+26 > event.key >= 97 or event.key in arrows_n_space: # press a to z key or space or arrows
self.misses = self.world.handle_keypress(time_from_start, self.misses)