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player.py
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import fontfx
import colors
import steps
import random
import arrows
import lifebars
import scores
import combos
import grades
import judge
import stats
from constants import *
from pad import pad
from util import toRealTime
from gfxtheme import GFXTheme
from announcer import Announcer
from listener import Listener
from pygame.sprite import RenderUpdates, RenderClear
from fonttheme import FontTheme
# This class keeps an ordered list of sprites in addition to the dict,
# so we can draw in the order the sprites were added.
class OrderedRenderUpdates(RenderClear):
def __init__(self, group = ()):
self.spritelist = []
RenderClear.__init__(self, group)
def sprites(self):
return list(self.spritelist)
# A patch has been sent to Pete in the hopes that we can avoid overriding
# this function, and only override add_internal (pygame 1.5.6)
def add(self, sprite):
has = self.spritedict.has_key
if hasattr(sprite, '_spritegroup'):
for sprite in sprite.sprites():
if not has(sprite):
self.add_internal(sprite)
sprite.add_internal(self)
else:
try: len(sprite)
except (TypeError, AttributeError):
if not has(sprite):
self.add_internal(sprite)
sprite.add_internal(self)
else:
for sprite in sprite:
if not has(sprite):
self.add_internal(sprite)
sprite.add_internal(self)
def add_internal(self, sprite):
RenderClear.add_internal(self, sprite)
self.spritelist.append(sprite)
def remove_internal(self, sprite):
RenderClear.remove_internal(self, sprite)
self.spritelist.remove(sprite)
def draw(self, surface):
spritelist = self.spritelist
spritedict = self.spritedict
surface_blit = surface.blit
dirty = self.lostsprites
self.lostsprites = []
dirty_append = dirty.append
for s in spritelist:
r = spritedict[s]
newrect = surface_blit(s.image, s.rect)
if r is 0:
dirty_append(newrect)
else:
if newrect.colliderect(r):
dirty_append(newrect.union(r))
else:
dirty_append(newrect)
spritedict[s] = newrect
return dirty
class HoldJudgeDisp(Listener, pygame.sprite.Sprite):
def __init__(self, pid, player, game):
pygame.sprite.Sprite.__init__(self)
self.pid = pid
self.game = game
self.space = pygame.surface.Surface([48, 24])
self.space.fill([0, 0, 0])
self.image = pygame.surface.Surface([len(game.dirs) * game.width, 24])
self.image.fill([0, 0, 0])
self.image.set_colorkey([0, 0, 0], RLEACCEL)
self.okimg = fontfx.shadefade(_("OK"), FontTheme.Dance_hold_judgment, 3, [48, 24], [112, 224, 112])
self.ngimg = fontfx.shadefade(_("NG"), FontTheme.Dance_hold_judgment, 3, [48, 24], [224, 112, 112])
self.rect = self.image.get_rect()
if player.scrollstyle == 2: self.rect.top = 228
elif player.scrollstyle == 1: self.rect.top = 400
else: self.rect.top = 56
self.rect.left = game.left_off(pid) + pid * game.player_offset
self.len = len(game.dirs)
def set_song(self, pid, bpm, difficulty, count, holds, feet):
self.slotnow = [self.space] * self.len
self.slotold = list(self.slotnow)
self.slothit = [-1] * self.len
def ok_hold(self, pid, curtime, direction, whichone):
if pid != self.pid: return
self.slothit[self.game.dirs.index(direction)] = curtime
self.slotnow[self.game.dirs.index(direction)] = self.okimg
def broke_hold(self, pid, curtime, direction, whichone):
if pid != self.pid: return
self.slothit[self.game.dirs.index(direction)] = curtime
self.slotnow[self.game.dirs.index(direction)] = self.ngimg
def update(self, curtime):
for i,s in enumerate(self.slotnow):
if (curtime - self.slothit[i] > 0.5):
s = self.slotnow[i] = self.space
if s != self.slotold[i]:
x = (i * self.game.width)
self.image.blit(s, [x, 0])
self.slotold[i] = s
class JudgingDisp(Listener, pygame.sprite.Sprite):
def __init__(self, playernum, game):
pygame.sprite.Sprite.__init__(self)
self._sticky = mainconfig['stickyjudge']
self._needsupdate = True
self._laststep = 0
self._oldzoom = -1
self._bottom = 320
self._centerx = game.sprite_center + (playernum * game.player_offset)
tx = FontTheme.Dance_step_judgment.size(_("MARVELOUS"))[0] + 4
marvelous = fontfx.shadefade(_("MARVELOUS"), FontTheme.Dance_step_judgment, 4, [tx, 40], [224, 224, 224])
tx = FontTheme.Dance_step_judgment.size(_("PERFECT"))[0] + 4
perfect = fontfx.shadefade(_("PERFECT"), FontTheme.Dance_step_judgment, 4, [tx, 40], [224, 224, 32])
tx = FontTheme.Dance_step_judgment.size(_("GREAT"))[0] + 4
great = fontfx.shadefade(_("GREAT"), FontTheme.Dance_step_judgment, 4, [tx, 40], [32, 224, 32])
tx = FontTheme.Dance_step_judgment.size(_("OKAY"))[0] + 4
okay = fontfx.shadefade(_("OKAY"), FontTheme.Dance_step_judgment, 4, [tx, 40], [32, 32, 224])
tx = FontTheme.Dance_step_judgment.size(_("BOO"))[0] + 4
boo = fontfx.shadefade(_("BOO"), FontTheme.Dance_step_judgment, 4, [tx, 40], [96, 64, 32])
tx = FontTheme.Dance_step_judgment.size(_("MISS"))[0]+4
miss = fontfx.shadefade(_("MISS"), FontTheme.Dance_step_judgment, 4, [tx, 40], [224, 32, 32])
self._space = FontTheme.Dance_step_judgment.render(" ", True, [0, 0, 0])
marvelous.set_colorkey(marvelous.get_at([0, 0]), RLEACCEL)
perfect.set_colorkey(perfect.get_at([0, 0]), RLEACCEL)
great.set_colorkey(great.get_at([0, 0]), RLEACCEL)
okay.set_colorkey(okay.get_at([0, 0]), RLEACCEL)
boo.set_colorkey(boo.get_at([0, 0]), RLEACCEL)
miss.set_colorkey(miss.get_at([0, 0]), RLEACCEL)
self._images = { "V": marvelous, "P": perfect, "G": great,
"O": okay, "B": boo, "M": miss }
self.image = self._space
self._baseimage = self._space
def stepped(self, pid, dir, curtime, etime, rating, combo):
if rating is None: return
self._laststep = curtime
self._rating = rating
self._baseimage = self._images.get(rating, self._space)
def update(self, curtime):
self._laststep = min(curtime, self._laststep)
steptimediff = curtime - self._laststep
zoomzoom = 1 - min(steptimediff, 0.2) * 2
if zoomzoom != self._oldzoom:
self._oldzoom = zoomzoom
self._needsupdate = True
if (steptimediff > 0.36) and not self._sticky:
self.image = self._space
if self._needsupdate:
self.image = pygame.transform.rotozoom(self._baseimage, 0, zoomzoom)
self.rect = self.image.get_rect()
self.rect.centerx = self._centerx
self.rect.bottom = self._bottom
self.image.set_colorkey(self.image.get_at([0, 0]), RLEACCEL)
self._needsupdate = False
class Player(object):
def __init__(self, pid, config, songconf, game):
self.theme = GFXTheme(mainconfig.get("%s-theme" % game.theme, "default"),
pid, game)
self.pid = pid
self.failed = False
self.escaped = False
self.__dict__.update(config)
if self.speed < 0:
self.target_bpm = -self.speed
else:
self.target_bpm = None
self.game = game
if self.scrollstyle == 2: self.top = 240 - game.width / 2
elif self.scrollstyle == 1: self.top = 352
else: self.top = 64
self.secret_kind = songconf["secret"]
self.score = scores.scores[songconf["scoring"]](pid, "NONE", game)
self.combos = combos.combos[songconf["combo"]](pid, game)
self.grade = grades.grades[songconf["grade"]]()
Lifebar = lifebars.bars[songconf["lifebar"]]
self.lifebar = Lifebar(pid, self.theme, songconf, game)
self.judging_disp = JudgingDisp(self.pid, game)
self.stats = stats.Stats()
self.announcer = Announcer(mainconfig["djtheme"])
self.listeners = [self.combos, self.score, self.grade, self.lifebar,
self.judging_disp, self.stats, self.announcer]
if not game.double:
self.judge = judge.judges[songconf["judge"]](self.pid, songconf)
self.listeners.append(self.judge)
arr, arrfx = self.theme.toparrows(self.top, self.pid)
self.toparr = arr
self.toparrfx = arrfx
self.listeners.extend(arr.values() + arrfx.values())
self.holdtext = HoldJudgeDisp(self.pid, self, self.game)
self.listeners.append(self.holdtext)
else:
Judge = judge.judges[songconf["judge"]]
self.judge = [Judge(self.pid * 2, songconf),
Judge(self.pid * 2 + 1, songconf)]
self.listeners.extend(self.judge)
arr1, arrfx1 = self.theme.toparrows(self.top, self.pid * 2)
arr2, arrfx2 = self.theme.toparrows(self.top, self.pid * 2 + 1)
self.arrows = [self.theme.arrows(self.pid * 2),
self.theme.arrows(self.pid * 2 + 1)]
self.toparr = [arr1, arr2]
self.toparrfx = [arrfx1, arrfx2]
self.listeners.extend(arr1.values() + arr2.values() +
arrfx1.values() + arrfx2.values())
self.holdtext = [HoldJudgeDisp(self.pid * 2, self, self.game),
HoldJudgeDisp(self.pid * 2 + 1, self, self.game)]
self.listeners.extend(self.holdtext)
def set_song(self, song, diff, lyrics):
self.difficulty = diff
if self.game.double:
self.holding = [[-1] * len(self.game.dirs), [-1] * len(self.game.dirs)]
if self.transform == 1:
# In double mirror mode, we have to swap the step sets for this
# player's pids. This ensures, e.g., 1R becomes 2L, rather than 1L.
self.steps = [steps.Steps(song, diff, self, self.pid * 2 + 1,
lyrics, self.game.name),
steps.Steps(song, diff, self, self.pid * 2,
lyrics, self.game.name)]
else:
self.steps = [steps.Steps(song, diff, self, self.pid * 2,
lyrics, self.game.name),
steps.Steps(song, diff, self, self.pid * 2 + 1,
lyrics, self.game.name)]
self.length = max(self.steps[0].length, self.steps[1].length)
self.ready = min(self.steps[0].ready, self.steps[1].ready)
self.bpm = self.steps[0].bpm
count = self.steps[0].totalarrows + self.steps[1].totalarrows
total_holds = 0
for i in range(2): total_holds += len(self.steps[i].holdref)
args = (self.pid, self.bpm, diff, count, total_holds,
self.steps[0].feet)
for l in self.listeners: l.set_song(*args)
else:
self.holding = [-1] * len(self.game.dirs)
self.steps = steps.Steps(song, diff, self, self.pid, lyrics,
self.game.name)
self.length = self.steps.length
self.ready = self.steps.ready
self.bpm = self.steps.bpm
self.arrows = self.theme.arrows(self.pid)
holds = len(self.steps.holdref)
args = (self.pid, self.bpm, diff, self.steps.totalarrows,
holds, self.steps.feet)
for l in self.listeners: l.set_song(*args)
def start_song(self):
self.toparr_group = RenderUpdates()
self.fx_group = RenderUpdates()
self.text_group = RenderUpdates()
self.text_group.add([self.score, self.lifebar, self.judging_disp])
self.text_group.add(self.holdtext)
if mainconfig["showcombo"]: self.text_group.add(self.combos)
if self.game.double:
self.arrow_group = [OrderedRenderUpdates(),
OrderedRenderUpdates()]
for i in range(2):
self.steps[i].play()
for d in self.game.dirs:
if mainconfig["explodestyle"] > -1:
self.toparrfx[i][d].add(self.fx_group)
if not self.dark: self.toparr[i][d].add(self.toparr_group)
self.sprite_groups = [self.toparr_group, self.arrow_group[0],
self.arrow_group[1], self.fx_group,
self.text_group]
else:
self.steps.play()
self.arrow_group = OrderedRenderUpdates()
for d in self.game.dirs:
if mainconfig["explodestyle"] > -1: self.toparrfx[d].add(self.fx_group)
if not self.dark: self.toparr[d].add(self.toparr_group)
self.sprite_groups = [self.toparr_group, self.arrow_group,
self.fx_group, self.text_group]
def get_next_events(self, song):
if self.game.double:
self.fx_data = [[], []]
for i in range(2):
self._get_next_events(song, self.arrow_group[i], self.arrows[i],
self.steps[i], self.judge[i])
else:
self.fx_data = []
self._get_next_events(song, self.arrow_group, self.arrows, self.steps,
self.judge)
def _get_next_events(self, song, arrow_grp, arrow_gfx, steps, judge):
evt = steps.get_events()
if evt is not None:
events, nevents, time, bpm = evt
for ev in events:
if ev.feet:
for (dir, num) in zip(self.game.dirs, ev.feet):
if num & 1: judge.handle_arrow(dir, ev.when, num & 4)
if self.fade == 5: return # Stealth mode
newsprites = []
for ev in nevents:
if ev.feet:
for (dir, num) in zip(self.game.dirs, ev.feet):
# Don't make hidden arrow sprites if we have hidden arrows
# off entirely, or have them set not to display.
if not num & 4 or self.secret_kind == 2:
dirstr = dir + repr(int(ev.color) % self.colortype)
if num & 1 and not num & 2:
ns = arrows.ArrowSprite(arrow_gfx[dirstr], ev.beat, num & 4,
ev.when, self, song)
newsprites.append(ns)
elif num & 2:
holdindex = steps.holdref.index((self.game.dirs.index(dir),
ev.when))
ns = arrows.HoldArrowSprite(arrow_gfx[dirstr],
steps.holdbeats[holdindex],
num & 4,
steps.holdinfo[holdindex],
self, song)
newsprites.append(ns)
arrow_grp.add(newsprites)
def check_sprites(self, curtime, curbeat, arrows, steps, fx_data, judge):
misses = judge.expire_arrows(curtime)
for d in misses:
for l in self.listeners:
l.stepped(self.pid, d, curtime, -1, "M", self.combos.combo)
for rating, dir, time in fx_data:
if (rating == "V" or rating == "P" or rating == "G"):
for spr in arrows.sprites():
if spr.endtime == time and spr.dir == dir:
if not spr.hold: spr.kill()
arrows.update(curtime, self.bpm, curbeat, judge)
self.toparr_group.update(curtime, curbeat)
def should_hold(self, steps, direction, curtime):
for i,l in enumerate(steps.holdinfo):
if l[0] == self.game.dirs.index(direction):
if ((curtime - 15.0/steps.playingbpm > l[1])
and (curtime < l[2])):
return i
def check_holds(self, pid, curtime, arrows, steps, judge, toparrfx, holding):
# FIXME THis needs to go away
keymap_kludge = { "u": pad.UP, "k": pad.UPLEFT, "z": pad.UPRIGHT,
"d": pad.DOWN, "l": pad.LEFT, "r": pad.RIGHT,
"g": pad.DOWNRIGHT, "w": pad.DOWNLEFT, "c": pad.CENTER }
for dir in self.game.dirs:
toparrfx[dir].holding(0)
current_hold = self.should_hold(steps, dir, curtime)
dir_idx = self.game.dirs.index(dir)
if current_hold is not None:
if pad.states[(pid, keymap_kludge[dir])]:
if judge.holdsub.get(holding[dir_idx]) != -1:
toparrfx[dir].holding(1)
holding[dir_idx] = current_hold
botchdir, timef1, timef2 = steps.holdinfo[current_hold]
for spr in arrows.sprites():
if (spr.endtime == timef1 and spr.dir == dir):
spr.held()
break
else:
if judge.holdsub.get(current_hold) != -1:
botchdir, timef1, timef2 = steps.holdinfo[current_hold]
for spr in arrows.sprites():
if (spr.endtime == timef1 and spr.dir == dir):
if spr.broken_at(curtime, judge):
args = (pid, curtime, dir, current_hold)
for l in self.listeners: l.broke_hold(*args)
break
else:
if holding[dir_idx] > -1:
if judge.holdsub.get(holding[dir_idx]) != -1:
args = (pid, curtime, dir, holding[dir_idx])
for l in self.listeners: l.ok_hold(*args)
holding[dir_idx] = -1
def handle_key(self, ev, time):
ev = ev[0], self.game.dirmap.get(ev[1], ev[1])
if ev[1] not in self.game.dirs: return
if self.game.double:
pid = ev[0] & 1
rating, dir, etime = self.judge[pid].handle_key(ev[1], time)
for l in self.listeners:
l.stepped(ev[0], dir, time, etime, rating, self.combos.combo)
self.fx_data[pid].append((rating, dir, etime))
else:
rating, dir, etime = self.judge.handle_key(ev[1], time)
for l in self.listeners:
l.stepped(ev[0], dir, time, etime, rating, self.combos.combo)
self.fx_data.append((rating, dir, etime))
def check_bpm_change(self, pid, time, steps, judge):
newbpm = self.bpm
for bpm in steps.lastbpmchangetime:
if time >= bpm[0]: newbpm = bpm[1]
if newbpm != self.bpm:
self.bpm = newbpm
for l in self.listeners: l.change_bpm(pid, time, newbpm)
def clear_sprites(self, screen, bg):
for g in self.sprite_groups: g.clear(screen, bg)
def game_loop(self, time, screen):
if self.game.double:
for i in range(2):
if len(self.steps[i].lastbpmchangetime) == 0:
cur_beat = (time - self.steps[i].offset) / (60.0 / self.bpm)
else:
cur_beat = 0
oldbpmsub = [self.steps[i].offset, self.steps[i].bpm]
for bpmsub in self.steps[i].lastbpmchangetime:
if bpmsub[0] <= time:
cur_beat += (bpmsub[0] - oldbpmsub[0]) / (60.0 / oldbpmsub[1])
oldbpmsub = bpmsub
else: break
cur_beat += (time - oldbpmsub[0]) / (60.0 / oldbpmsub[1])
self.check_holds(self.pid * 2 + i, time, self.arrow_group[i],
self.steps[i], self.judge[i], self.toparrfx[i],
self.holding[i])
self.check_bpm_change(self.pid * 2 + i, time, self.steps[i],
self.judge[i])
self.check_sprites(time, cur_beat, self.arrow_group[i],
self.steps[i], self.fx_data[i], self.judge[i])
else:
if len(self.steps.lastbpmchangetime) == 0:
cur_beat = (time - self.steps.offset) / (60.0 / self.bpm)
else:
cur_beat = 0
oldbpmsub = [self.steps.offset, self.steps.bpm]
for bpmsub in self.steps.lastbpmchangetime:
if bpmsub[0] <= time:
cur_beat += (bpmsub[0] - oldbpmsub[0]) / (60.0 / oldbpmsub[1])
oldbpmsub = bpmsub
else: break
cur_beat += (time - oldbpmsub[0]) / (60.0 / oldbpmsub[1])
self.check_holds(self.pid, time, self.arrow_group, self.steps,
self.judge, self.toparrfx, self.holding)
self.check_bpm_change(self.pid, time, self.steps, self.judge)
self.check_sprites(time, cur_beat, self.arrow_group, self.steps,
self.fx_data, self.judge)
self.fx_group.update(time)
self.text_group.update(time)
if self.lifebar.gameover == lifebars.FAILED and not self.failed:
self.failed = True
rects = []
for g in self.sprite_groups: rects.extend(g.draw(screen))
return rects