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gfxtheme.py
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gfxtheme.py
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# GFXTheme and associated classes.
# These handle loading the various graphics themes for pydance.
import os
import games
import zipfile
import dircache
from cStringIO import StringIO
from listener import Listener
from constants import *
# Wrapper classes for loading files from themes.
# Eventually, we can use ZipFile + StringIO to make it load from zip files.
class ThemeFile(object):
# The amount of rotation needed, from an arrow pointing left, to
# make the direction.
rotate = { "ldur": { "l": 0, "r": 180, "u": -90, "d": 90 },
"kzwg": { "k": 0, "z": -90, "g": 180, "w": 90 },
"c": { "c": 0 } }
# List all themes available for a game type (given as a string)
def list_themes(cls, gametype):
w = games.GAMES[gametype].width
size = "%dx%d" % (w, w)
theme_list = []
for path in search_paths:
check = os.path.join(path, "themes", "gfx", size)
if os.path.isdir(check):
for name in dircache.listdir(check):
if cls.is_theme(os.path.join(check, name), games.GAMES[gametype]):
theme_list.append(name)
return theme_list
list_themes = classmethod(list_themes)
# Test whether a particular theme will work for a particular game type.
# Also, whether it's a theme at all, or just some random file.
def is_theme(cls, filename, game):
if not os.path.isdir(filename):
return cls.is_zip_theme(filename, game)
elif not os.path.exists(os.path.join(filename, "is-theme")):
return False
elif (os.path.split(os.path.split(filename)[0])[1] !=
"%dx%d" % (game.width, game.width)):
return False
else:
for dir in game.dirs:
found = False
for dirset in ThemeFile.rotate:
if dir in dirset:
for d in dirset:
possible = "arr_%s_%s_0.png" % ("%s", d)
if (os.path.exists(os.path.join(filename, possible % "c")) and
os.path.exists(os.path.join(filename, possible % "n"))):
found = True
if not found: return False
return True
is_theme = classmethod(is_theme)
# Check if a zip file is a theme for a mode.
def is_zip_theme(cls, filename, game):
if filename[-3:].lower() != "zip": return False
else:
zip = zipfile.ZipFile(filename, "r")
if zip.testzip():
zip.close()
return False
files = zip.namelist()
zip.close()
if "is-theme" not in files: return False
for dir in game.dirs:
found = False
for dirset in ThemeFile.rotate:
if dir in dirset:
for d in dirset:
possible = "arr_%s_%s_0.png" % ("%s", d)
if (possible % "c" in files and possible % "n" in files):
found = True
if not found: return False
return True
is_zip_theme = classmethod(is_zip_theme)
def __init__(self, filename, size):
self.path = filename
self.size = size
self.zip = None
if not os.path.isdir(filename):
self.zip = zipfile.ZipFile(filename)
# Get an image from the theme.
def get_image(self, image_name):
try:
if self.zip:
return pygame.image.load(StringIO(self.zip.read(image_name))).convert()
else:
return pygame.image.load(os.path.join(self.path, image_name)).convert()
except:
raise RuntimeError("E: %s was missing from your theme." % image_name)
# Check to see if an image is in the theme.
def has_image(self, image_name):
if self.zip: return image_name in self.zip.namelist()
else: return os.path.exists(os.path.join(self.path, image_name))
# Get an arrow based on its type/direction/color.
# If the desired arrow coloring wasn't found, fall back to the default
# coloring (which is_theme makes sure we have).
# If the desired direction wasn't found, try and make it.
def get_arrow(self, type, dir, num):
rotate = 0
fn = "arr_%s_%s_%d.png" % (type, dir, num)
realnum = num
if not self.has_image(fn) and num == 3:
fn = "arr_%s_%s_%d.png" % (type, dir, 1)
realnum = 1
if not self.has_image(fn):
fn = "arr_%s_%s_%d.png" % (type, dir, 0)
realnum = 0
if not self.has_image(fn):
for dirset in ["ldur", "kzwg", "c"]:
if dir in dirset:
for d in dirset:
rotate = (ThemeFile.rotate[dirset][dir] -
ThemeFile.rotate[dirset][d])
fn = "arr_%s_%s_%d.png" % (type, d, num)
if self.has_image(fn):
realnum = num
break
if num == 3:
fn = "arr_%s_%s_%d.png" % (type, d, 1)
if self.has_image(fn):
realnum = 1
break
fn = "arr_%s_%s_%d.png" % (type, d, 0)
if self.has_image(fn):
realnum = 0
break
return self.get_image(fn), rotate, realnum
# An even higher-level interface than ThemeFile, that sets up the sprites
# for many of the images.
class GFXTheme(object):
def __init__(self, name, pid, game):
self.name = name
self.game = game
self.path = None
self.pid = pid
self.size = game.width
size = "%dx%d" % (game.width, game.width)
for path in search_paths:
if os.path.exists(os.path.join(path, "themes", "gfx", size, name)):
self.path = os.path.join(path, "themes", "gfx", size, name)
if self.path == None:
raise RuntimeError("E: Cannot load theme '%s/%s'." % (size, name))
self.theme_data = ThemeFile(self.path, self.size)
# FIXME: Can probably be moved to __init__ and stored as members.
def arrows(self, pid):
return ArrowSet(self.theme_data, self.game, pid)
# FIXME: Can probably be moved to __init__ and stored as members.
def toparrows(self, ypos, pid):
arrs = {}
arrfx = {}
for d in self.game.dirs:
arrs[d] = TopArrow(d, ypos, pid, self.theme_data, self.game)
arrfx[d] = ArrowFX(d, ypos, pid, self.theme_data, self.game)
return arrs, arrfx
def get_lifebar(self):
# Lifebars are 204x28 images.
try:
full = self.theme_data.get_image("lifebar-full.png").convert()
empty = self.theme_data.get_image("lifebar-empty.png").convert()
except RuntimeError:
img = self.theme_data.get_image("lifebar.png").convert()
full = pygame.Surface([204, img.get_height()])
empty = pygame.Surface([204, img.get_height()])
full.blit(img, [0, 0])
empty.blit(img, [-204, 0])
f = []
e = []
for y in range(0, full.get_height(), 28):
new_f = pygame.Surface([204, 28])
new_e = pygame.Surface([204, 28])
new_f.blit(full, [0, -y])
new_e.blit(empty, [0, -y])
f.append(new_f)
e.append(new_e)
return f, e
# The scrolling arrows for this game mode.
class ArrowSet(object):
def __init__ (self, theme, game, pid):
arrows = {}
base_left = game.left_off(pid) + pid * game.player_offset
for dir in game.dirs:
left = base_left + game.width * game.dirs.index(dir)
for cnum in range(4):
arrows[dir+repr(cnum)] = Arrow(theme, "c", dir, cnum, left)
for n in arrows: self.__dict__[n] = arrows[n]
self.arrows = arrows
# allow access by instance['l']
def __getitem__ (self, item):
return getattr(self, item)
# The basic arrow that animates itself with the beat of the music. It's
# used for displaying the scrolling arrows and the top arrows.
class Arrow(object):
def __init__(self, theme, type, dir, color, left):
self.left = left
self.dir = dir
self._image, rotate, realnum = theme.get_arrow(type, dir, color)
# This arrow is animated
if (self._image.get_width() != theme.size or
self._image.get_height() != theme.size):
w = self._image.get_width()
h = self._image.get_height()
frames = (h * w) / theme.size
if w / theme.size * theme.size != w or h / theme.size * theme.size != h:
raise RuntimeError("Theme image is not evenly divisible: %dx%d."%(w,h))
# Chop up the image.
self._images = []
for i in range(w / theme.size):
for j in range(h / theme.size):
s = pygame.Surface([theme.size, theme.size])
s.blit(self._image, [-i * theme.size, -j * theme.size])
s = pygame.transform.rotate(s, rotate)
s.set_colorkey(s.get_at([0, 0]), RLEACCEL)
self._images.append(s)
self._beatcount = w / theme.size
self._fpb = h / theme.size # frames per beat
self._image = None
else:
self._image = pygame.transform.rotate(self._image, rotate)
self._image.set_colorkey(self._image.get_at([0, 0]), RLEACCEL)
if not mainconfig["animation"] and not self._image and type == "c":
self._image = self._images[0]
def get_images(self):
if self._image: return [self._image]
else: return self._images
def get_image(self, beat):
if self._image: return self._image
else:
beat /= self._beatcount
pct = beat - int(beat)
i = int(float(len(self._images)) * pct)
return self._images[i]
# FIXME: What follows probably doesn't belong here, but elsewhere. There's
# too much logic for it to be just theming data.
# Sprites for the top flashing arrows.
class TopArrow(Listener, pygame.sprite.Sprite):
def __init__ (self, direction, ypos, pid, theme, game):
pygame.sprite.Sprite.__init__(self)
self.pid = pid
self.endpresstime = -1
self._pressed = False
self.dir = direction
left = (game.left_off(pid) + game.player_offset * pid +
game.dirs.index(direction) * game.width)
# The 'n' state is the normal state for the top arrows. After being
# pressed, they change to the 's' state images for a short time.
self.narrow = Arrow(theme, "n", direction, 0, left)
self.sarrow = Arrow(theme, "s", direction, 4, left)
self.image = self.narrow.get_image(0)
self.rect = self.image.get_rect()
self.rect.top = ypos
self.rect.left = left
# The arrow was pressed, so we have to change it for some time (s state).
def stepped(self, pid, dir, time, etime, rating, combo):
if self.pid != pid or self.dir != dir or rating == "M": return
self._pressed = True
self.endpresstime = time + 0.25 # Number of seconds to change it for.
def update(self, time, beat):
if time > self.endpresstime: self._pressed = False
if self._pressed: self.image = self.sarrow.get_image(beat)
else: self.image = self.narrow.get_image(beat)
class ArrowFX(Listener, pygame.sprite.Sprite):
def __init__ (self, direction, ypos, pid, theme, game):
pygame.sprite.Sprite.__init__(self)
self.presstime = -1000000
self.centery = ypos + game.width / 2
self.centerx = (game.left_off(pid) +
game.dirs.index(direction) * game.width + game.width / 2)
self.pid = pid
self.dir = direction
self.baseimg = Arrow(theme, "n", direction, 0, 0).get_images()[-1]
self.baseimg = self.baseimg.convert()
self.tintimg = pygame.Surface(self.baseimg.get_size())
self.tintimg.blit(self.baseimg, [0, 0])
self.blackbox = pygame.surface.Surface([game.width] * 2)
self.blackbox.set_colorkey(self.blackbox.get_at([0, 0]))
self.image = self.blackbox
self.rect = self.image.get_rect()
self.displaying = 1
self.direction = 1
self.holdtype = 0
self.colors = { "V": [255, 255, 255],
"P": [255, 255, 0],
"G": [0, 255, 0] }
style = mainconfig['explodestyle']
self.rotating, self.scaling = style & 1, style & 2
self.stepped(self.pid, self.dir, -1, -1, "V", 0)
def holding(self, yesorno):
self.holdtype = yesorno
def stepped(self, pid, dir, time, etime, tinttype, combo):
if pid != self.pid or dir != self.dir: return
elif tinttype not in self.colors: return
self.combo = combo
self.presstime = time
self.tintimg = pygame.Surface(self.baseimg.get_size(), 0, 16)
self.tintimg.blit(self.baseimg, [0, 0])
tinter = pygame.surface.Surface(self.baseimg.get_size())
tinter.fill(self.colors.get(tinttype, [0, 0, 255]))
tinter.set_alpha(127)
self.tintimg.blit(tinter, [0, 0])
self.tintimg.set_colorkey(self.tintimg.get_at([0, 0]))
self.tintimg = self.tintimg.convert()
if self.direction == 1: self.direction = -1
else: self.direction = 1
def update(self, time):
steptimediff = time - self.presstime
if (steptimediff < 0.2) or self.holdtype:
self.displaying = 1
self.image = self.tintimg
if self.scaling:
if self.holdtype:
scale = 1.54
else:
scale = 1.0 + (steptimediff * 4.0) * (1.0+(self.combo/256.0))
newsize = [max(0, int(x*scale)) for x in self.image.get_size()]
self.image = pygame.transform.scale(self.image, newsize)
if self.rotating:
angle = steptimediff * 230.0 * self.direction
self.image = pygame.transform.rotate(self.image, angle)
if self.holdtype == 0:
tr = 224-int(1024.0*steptimediff)
else:
tr = 112
self.image.set_alpha(tr)
if self.displaying:
if steptimediff > 0.2 and (self.holdtype == 0):
self.image = self.blackbox
self.displaying = 0
self.rect = self.image.get_rect()
self.rect.center = self.centerx, self.centery
self.rect.left += (320 * self.pid)