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# The main grading screen.
import pygame
import announcer
import colors
import fontfx
import ui
import locale
from interface import *
from constants import *
# Fade in a 246x80 (not a typo!) graphic in the center of the screen.
class BannerFadeIn(pygame.sprite.Sprite):
def __init__(self, image, center):
pygame.sprite.Sprite.__init__(self)
self._center = center
self._end = pygame.time.get_ticks() + 3000
self.image = image.convert()
self.image = pygame.Surface([246, 80])
r = image.get_rect()
r.center = self.image.get_rect().center
self.image.blit(image, r)
self.rect = self.image.get_rect()
self.rect.center = center
self._image = self.image.convert()
self.image.set_alpha(0)
self._idir = 4
self._i = 128
self._last_update = pygame.time.get_ticks() - 200
def update(self, time):
if time > self._end:
if time - self._last_update > 100:
self.image = self._image.convert()
if self._i < 4: self._idir = 4
elif self._i > 250: self._idir = -4
self._i += self._idir
c = [self._i, 192, 192]
txt = fontfx.shadow("Press Escape/Confirm/Start", 24, c)
txt_r = txt.get_rect()
txt_r.center = [123, 70]
self.image.blit(txt, txt_r)
self.rect = self.image.get_rect()
self.rect.center = self._center
self._last_update = time
else:
alp = int(256 * (1 - ((self._end - time) / 3000.0)))
self.image.set_alpha(alp)
# Display a rotating grade graphic.
class GradeSprite(pygame.sprite.Sprite):
def __init__(self, center, rating):
pygame.sprite.Sprite.__init__(self)
rating = rating.lower()
if rating == "!!": rating = "ee"
if rating == "?": rating = "f"
self._end = pygame.time.get_ticks() + 3000
fn = os.path.join(image_path, "rating-%s.png" % rating)
self._image = pygame.image.load(fn).convert()
self._size = self._image.get_size()
self._center = center
self.rect = self._image.get_rect()
self.rect.center = center
def update(self, time):
if time < self._end:
angle = (self._end - time) / 3.0
zoom = (1 - (self._end - time) / 3000.0)
img = pygame.transform.rotozoom(self._image, angle, zoom).convert()
else:
img = self._image
self.image = pygame.Surface(self._size)
r = img.get_rect()
r.center = self.image.get_rect().center
self.image.blit(img, r)
self.image.set_colorkey(self.image.get_at([0, 0]))
self.rect = self.image.get_rect()
self.rect.center = self._center
# And here is where I blatantly steal your idea, Matt. Sorry.
# Display a graph of the player's lifebar over time, scaled to a
# width/height.
class GrooveGaugeSprite(pygame.sprite.Sprite):
def __init__(self, pos, size, records):
pygame.sprite.Sprite.__init__(self)
self._image = pygame.Surface(size)
self._pos = pos
self._end = pygame.time.get_ticks() + 3000
self._size = size
width = size[0]
self._image.set_colorkey(self._image.get_at([0, 0]))
c1 = [0, 190, 0]
c2 = [190, 190, 0]
c3 = [190, 0, 0]
for i in range(width):
p = (float(i) / float(width))
plife = records[int(p * len(records))]
h = size[1] - int(size[1] * plife)
if plife > 0.5: c = colors.average(c1, c2, abs((plife - 0.5) / 0.5))
else: c = colors.average(c2, c3, abs(plife / 0.5))
pygame.draw.line(self._image, c, [i, size[1] - 1], [i, h])
if plife > 0.999999: self._image.set_at([i, 0], [255, 255, 255])
def update(self, time):
if time < self._end:
p = 1 - ((self._end - time) / 3000.0)
self.image = pygame.Surface([int(self._size[0] * p), self._size[1]])
if self.image.get_size()[0] > 0:
self.image.set_colorkey(self.image.get_at([0, 0]))
self.image.blit(self._image, [0, 0])
else: self.image = self._image
self.rect = self.image.get_rect()
self.rect.topleft = self._pos
self.image.set_alpha(192)
# A number (with a label) that counts upwards.
class StatSprite(pygame.sprite.Sprite):
def __init__(self, pos, title, count, size, delay):
pygame.sprite.Sprite.__init__(self)
self._start = pygame.time.get_ticks() + delay
self._count = count
self._pos = pos
self._curcount = 0
self._size = size
self._title = fontfx.shadow(title, 28, colors.WHITE)
self._render()
def _render(self):
self.image = pygame.Surface(self._size, SRCALPHA, 32)
self.image.fill([0, 0, 0, 0])
rt = self._title.get_rect()
rt.midleft = [0, self._size[1] / 2]
self.image.blit(self._title, rt)
cnt = fontfx.shadow(locale.format("%d", self._curcount, True), 28,
colors.WHITE)
rc = cnt.get_rect()
rc.midright = [self._size[0] - 1, self._size[1] / 2]
self.image.blit(cnt, rc)
self.rect = self.image.get_rect()
self.rect.topleft = self._pos
def update(self, time):
if time < self._start: return
elif time - self._start < 2000:
self._curcount = min(int(self._count * ((time - self._start) / 1000.0)),
self._count)
self._render()
elif self._curcount != self._count:
self._curcount = self._count
self._render()
# Like StatSprite but with two numbers (separated by /).
class HoldStatSprite(pygame.sprite.Sprite):
def __init__(self, pos, title, goodcount, totalcount, size, delay):
pygame.sprite.Sprite.__init__(self)
self._start = pygame.time.get_ticks() + delay
self._goodcount = goodcount
self._totalcount = totalcount
self._pos = pos
self._curgood = 0
self._curtotal = 0
self._size = size
self._title = fontfx.shadow(title, 28, colors.WHITE)
self._render()
def _render(self):
self.image = pygame.Surface(self._size, SRCALPHA, 32)
self.image.fill([0, 0, 0, 0])
rt = self._title.get_rect()
rt.midleft = [0, self._size[1] / 2]
self.image.blit(self._title, rt)
s = "%d / %d" % (self._curgood, self._curtotal)
cnt = fontfx.shadow(s, 28, colors.WHITE)
rc = cnt.get_rect()
rc.midright = [self._size[0] - 1, self._size[1] / 2]
self.image.blit(cnt, rc)
self.rect = self.image.get_rect()
self.rect.topleft = self._pos
def update(self, time):
if time < self._start: return
elif time - self._start < 2000:
p = (time - self._start) / 1000.0
self._curgood = min(int(self._goodcount * p), self._goodcount)
self._curtotal = min(int(self._totalcount * p), self._totalcount)
self._render()
elif self._curgood != self._goodcount:
self._curgood = self._goodcount
self._curtotal = self._totalcount
self._render()
class GradingScreen(InterfaceWindow):
def __init__(self, screen, players, banner_fn):
self.players = players
for p in players:
if p == None: continue
print "Player %d:" % (p.pid + 1)
grade = p.grade.grade(p.failed)
stepcount = p.stats.arrow_count
steps = (grade, p.difficulty, stepcount, p.stats.maxcombo)
ratings = (p.stats["V"], p.stats["P"], p.stats["G"],
p.stats["O"], p.stats["B"], p.stats["M"],
p.stats.good_holds, p.stats.hold_count)
print "GRADE: %s (%s) - total steps: %d; best combo: %d" % steps
print "V: %d P: %d G: %d O: %d B: %d M: %d - %d/%d holds" % ratings
try:
print "Average off: %0.3f, standard deviation %0.2f" % p.stats.times()
except: pass # Python 2.2
print
if self.players[0] == None: return None
elif self.players[0].stats.arrow_count == 0: return None
InterfaceWindow.__init__(self, screen, "grade-bg.png")
pygame.display.update()
if banner_fn is None:
banner_fn = os.path.join(image_path, "no-banner.png")
banner, dummy_rect = load_banner(banner_fn, False)
banner = pygame.transform.rotozoom(banner, 0, (246.0 / banner.get_width()))
self._sprites.add(BannerFadeIn(banner, [320, 241]))
plr = self.players[0]
s = [180, 34]
# FIXME: There is probably a shorter way to do this.
self._sprites.add([
StatSprite([200, 10], "MARVEL.:", plr.stats["V"], s, 0),
StatSprite([200, 39], "PERFECT:", plr.stats["P"], s, 333),
StatSprite([200, 68], "GREAT:", plr.stats["G"], s, 666),
StatSprite([200, 97], "OKAY:", plr.stats["O"], s, 1000),
StatSprite([200, 126], "BOO:", plr.stats["B"], s, 1333),
StatSprite([200, 155], "MISS:", plr.stats["M"], s, 1333),
StatSprite([400, 10], "Score:", int(plr.score.score), s, 666),
HoldStatSprite([400, 39], "Holds:", plr.stats.good_holds,
plr.stats.hold_count, s, 1000),
StatSprite([400, 68], "Max Combo:", plr.stats.maxcombo, s, 1333),
StatSprite([400, 97], "Early:", plr.stats.early, s, 1666),
StatSprite([400, 126], "Late:", plr.stats.late, s, 2000),
StatSprite([400, 155], "TOTAL:", plr.stats.arrow_count, s, 2333)
])
plr.announcer.say("rating-" + p.grade.grade(p.failed).lower())
self._sprites.add(GradeSprite([98, 183], plr.grade.grade(plr.failed)))
self._sprites.add(GrooveGaugeSprite([10, 22], [176, 100],
plr.lifebar.record))
if len(self.players) == 2:
plr = self.players[1]
self._sprites.add([
StatSprite([15, 290], "MARVEL.:", plr.stats["V"], s, 0),
StatSprite([15, 319], "PERFECT:", plr.stats["P"], s, 333),
StatSprite([15, 348], "GREAT:", plr.stats["G"], s, 666),
StatSprite([15, 377], "OKAY:", plr.stats["O"], s, 1000),
StatSprite([15, 406], "BOO:", plr.stats["B"], s, 1333),
StatSprite([15, 435], "MISS:", plr.stats["M"], s, 1666),
StatSprite([215, 290], "Score:", int(plr.score.score), s, 666),
HoldStatSprite([215, 319], "Holds:", plr.stats.good_holds,
plr.stats.hold_count, s, 1000),
StatSprite([215, 348], "Max Combo:", plr.stats.maxcombo, s, 1333),
StatSprite([215, 377], "Early:", plr.stats.early, s, 1666),
StatSprite([215, 406], "Late:", plr.stats.late, s, 2000),
StatSprite([215, 435], "TOTAL:", plr.stats.arrow_count, s, 2333),
])
self._sprites.add(GradeSprite([541, 294], plr.grade.grade(plr.failed)))
self._sprites.add(GrooveGaugeSprite([453, 370], [176, 100],
plr.lifebar.record))
ui.ui.clear()
screenshot = False
pid, ev = ui.ui.poll()
clock = pygame.time.Clock()
exits = [ui.QUIT]
start = pygame.time.get_ticks()
while ev not in exits:
if ev == ui.FULLSCREEN:
pygame.display.toggle_fullscreen()
mainconfig["fullscreen"] ^= 1
elif ev == ui.SCREENSHOT:
screenshot = True
# The first time we hit start, advance the time counter to stop
# all the animations.
elif (ev == ui.CONFIRM or ev == ui.START or
(pygame.time.get_ticks() - start > 3333 and not self._time_bonus)):
exits.extend([ui.CONFIRM, ui.START])
ev = ui.PASS
self._time_bonus = 3333
screenshot = self.update(screenshot)
if self._time_bonus:
pid, ev = ui.ui.poll()
pygame.time.delay(100)
else: pid, ev = ui.ui.poll()
self.update()
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