Example #1
0
    def renderFrets(self, visibility, song, controls):
        w = self.boardWidth / self.strings
        size = (.22, .22)
        v = 1.0 - visibility

        glEnable(GL_DEPTH_TEST)

        for n in range(self.strings2):
            keyNumb = n
            f = self.fretWeight[keyNumb]
            c = list(self.fretColors[keyNumb])

            y = v / 6
            x = (self.strings / 2 - n) * w

            if self.twoDkeys == True or not self.keyMesh:
                fretColor = (1,1,1,1)
                size = (self.boardWidth / self.strings / 2, self.boardWidth / self.strings / 2.4)
                texSize = (n / self.lanenumber, n / self.lanenumber + 1 / self.lanenumber)

                if self.battleStatus[3] and self.battleFrets != None and self.battleBreakString == n:
                    texSize = (n/5.0+.042,n/5.0+0.158)
                    size = (.30, .40)
                    fretPos = 8 - round((self.battleBreakNow/self.battleBreakLimit) * 8)
                    texY = (fretPos/8.0,(fretPos + 1.0)/8)

                else:
                    texY = (0.0, 1.0 / self.fretImgColNumber)#fret normal guitar/bass/drums

                    if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]):#fret press
                        texY = (1.0 / self.fretImgColNumber, 2.0 / self.fretImgColNumber)

                    elif self.hit[n] or (self.battleStatus[3] and self.battleBreakString == n):#frets on note hit
                        texY = (2.0 / self.fretImgColNumber,1.0)

                draw3Dtex(self.fretButtons, vertex = (size[0],size[1],-size[0],-size[1]), texcoord = (texSize[0], texY[0], texSize[1], texY[1]),
                                        coord = (x,v,0), multiples = True,color = fretColor, depth = True)

            else:
                self.keypos = self.engine.theme.keypos
                self.keyrot = self.engine.theme.keyrot

                if self.keytex:
                    texture = getattr(self,"keytex"+chr(97+n)).texture
                else:
                    texture = None

                c = [.1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f, v]
                self.render3DKey(texture,self.keyMesh, x, y, c, n, f)

        glDisable(GL_DEPTH_TEST)
Example #2
0
    def renderFreestyleFlames(self, visibility, controls):
        if self.flameColors[0][0] == -1:
            return

        w = self.boardWidth / self.strings

        v = 1.0 - visibility


        flameLimit = 10.0
        flameLimitHalf = round(flameLimit/2.0)
        for fretNum in range(self.strings+1):   #need to add 1 to string count to check this correctly (bass drum doesnt count as a string)
            #MFH - must include secondary drum keys here
            if controls.getState(self.keys[fretNum]) or controls.getState(self.keys[fretNum+5]):

                if self.freestyleHitFlameCounts[fretNum] < flameLimit:
                    ms = math.sin(self.time) * .25 + 1

                    if fretNum == 0:
                        x  = (self.strings / 2 - 2) * w
                    else:
                        x  = (self.strings / 2 +.5 - fretNum) * w

                    ff = 1 + 0.25
                    y = v + ff / 6
                    glBlendFunc(GL_ONE, GL_ONE)

                    if self.theme == 2:
                        y -= 0.5

                    flameSize = self.hitFlameSize
                    if self.theme == 0 or self.theme == 1: #THIS SETS UP GH3 COLOR, ELSE ROCKBAND(which is DEFAULT in Theme.py)
                        flameColor = self.gh3flameColor
                    else: #MFH - fixing crash!
                        flameColor = self.fretColors[fretNum]
                    if flameColor[0] == -2:
                        flameColor = self.fretColors[fretNum]

                    ff += 1.5 #ff first time is 2.75 after this

                    if self.freestyleHitFlameCounts[fretNum] < flameLimitHalf:
                        flamecol = (flameColor[0], flameColor[1], flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                flamecol = (.1,.1,.1)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames2Drawing, coord = (x, y + .20, 0), rot = (90, 1, 0, 0),
                                                  scale = (.25 + .6 * ms * ff, self.freestyleHitFlameCounts[fretNum]/6.0 + .6 * ms * ff, self.freestyleHitFlameCounts[fretNum] / 6.0 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                        flamecol = (flameColor[0], flameColor[1], flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                flamecol = (.1,.1,.1)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames2Drawing, coord = (x - .005, y + .25 + .005, 0), rot = (90, 1, 0, 0),
                                                  scale = (.30 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 5.5 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 5.5 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                        flamecol = (flameColor[0], flameColor[1], flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                #flamecol = glColor3f(.2,.2,.2)
                                flamecol = (.2,.2,.2)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames2Drawing, coord = (x+.005, y +.25 +.005, 0), rot = (90, 1, 0, 0),
                                                  scale = (.35 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 5.0 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 5.0 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                        flamecol = (flameColor[0], flameColor[1], flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                flamecol = (.3,.3,.3)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames2Drawing, coord = (x, y +.25 +.005, 0), rot = (90, 1, 0, 0),
                                                  scale = (.40 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1)/ 4.7 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 4.7 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)
                    else:
                        flameColorMod0 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0, flameColor[1] * flameColorMod1, flameColor[2] * flameColorMod2)

                        #MFH - hit lightning logic is not needed for freestyle flames...
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames1Drawing, coord = (x, y + .35, 0), rot = (90, 1, 0, 0),
                                                  scale = (.25 + .6 * ms * ff, self.freestyleHitFlameCounts[fretNum] / 3.0 + .6 * ms * ff, self.freestyleHitFlameCounts[fretNum] / 3.0 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)


                        flameColorMod0 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0, flameColor[1] * flameColorMod1, flameColor[2] * flameColorMod2)
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                flamecol = (.5,.5,.5)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames1Drawing, coord = (x - .005, y + .40 + .005, 0), rot = (90, 1, 0, 0),
                                                  scale = (.30 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1)/ 2.5 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 2.5 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                        flameColorMod0 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0, flameColor[1] * flameColorMod1, flameColor[2] * flameColorMod2)
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                flamecol = (.6,.6,.6)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames1Drawing, coord = (x + .005, y + .35 + .005, 0), rot = (90, 1, 0, 0),
                                                  scale = (.35 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 2.0 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 2.0 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                        flameColorMod0 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0, flameColor[1] * flameColorMod1, flameColor[2] * flameColorMod2)
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1: #GH3 starcolor
                                flamecol = self.spColor #(.3,.7,.9)
                            else: #Default starcolor (Rockband)
                                flamecol = (.7,.7,.7)
                        if self.disableFlameSFX != True:
                            draw3Dtex(self.hitflames1Drawing, coord = (x + .005, y + .35 + .005, 0), rot = (90, 1, 0, 0),
                                                  scale = (.40 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 1.7 + .6 * ms * ff, (self.freestyleHitFlameCounts[fretNum] + 1) / 1.7 + .6 * ms * ff),
                                                  vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                  texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                    self.freestyleHitFlameCounts[fretNum] += 1

                else:   #MFH - flame count is done - reset it!
                    self.freestyleHitFlameCounts[fretNum] = 0    #MFH
Example #3
0
    def renderFrets(self, visibility, song, controls):
        w = self.boardWidth / self.strings
        size = (.22, .22)
        v = 1.0 - visibility

        glEnable(GL_DEPTH_TEST)

        for n in range(self.strings2):
            if n == 4:
                keyNumb = 0
            else:
                keyNumb = n + 1
            f = self.drumsHeldDown[keyNumb]/200.0
            pressed = self.drumsHeldDown[keyNumb]

            if n == 3: #Set colors of frets
                c = list(self.fretColors[0])
            elif not n == 4:
                c = list(self.fretColors[n + 1])

            if n == 4:
                y = v + f / 6
                x = 0
            else:
                y = v / 6
                x = (self.strings / 2 - .5 - n) * w

            if self.twoDkeys == True or not self.keyMesh:

                if n == 4: #Weirdpeople - so the drum bass fret can be seen with 2d frets
                    glDisable(GL_DEPTH_TEST)
                    size = (self.boardWidth/2, self.boardWidth/self.strings/2.4)
                    texSize = (0.0,1.0)
                else:
                    size = (self.boardWidth / self.strings / 2, self.boardWidth / self.strings / 2.4)
                    texSize = (n / self.lanenumber, n / self.lanenumber + 1 / self.lanenumber)

                fretColor = (1,1,1,1)

                if self.drumFretButtons == None:
                    if n == 4:
                        continue
                    whichFret = n+1
                    if whichFret == 4:
                        whichFret = 0
                        #reversing fret 0 since it's angled in Rock Band
                        texSize = (whichFret/5.0+0.2,whichFret/5.0)
                    else:
                        texSize = (whichFret/5.0,whichFret/5.0+0.2)

                    texY = (0.0,1.0/3.0)
                    if pressed:
                        texY = (1.0/3.0,2.0/3.0)
                    if self.hit[n]: #Currently broken
                        texY = (2.0/3.0,1.0)

                else:
                    if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]) or pressed: #pressed
                        if n == 4: #bass drum
                            texY = (3.0 / self.fretImgColNumber, 4.0 / self.fretImgColNumber)
                        else:
                            texY = (2.0 / self.fretImgColNumber, 3.0 / self.fretImgColNumber)

                    elif self.hit[n]: #being hit - Currently broken
                        if n == 4: #bass drum
                            texY = (5.0 / self.fretImgColNumber, 1.0)
                        else:
                            texY = (4.0 / self.fretImgColNumber, 5.0 / self.fretImgColNumber)

                    else: #nothing being pressed or hit
                        if n == 4: #bass drum
                            texY = (1.0 / self.fretImgColNumber, 2.0 / self.fretImgColNumber)
                        else:
                            texY = (0.0, 1.0 / self.fretImgColNumber)

                draw3Dtex(self.fretButtons, vertex = (size[0],size[1],-size[0],-size[1]), texcoord = (texSize[0], texY[0], texSize[1], texY[1]),
                                        coord = (x,v,0), multiples = True,color = fretColor, depth = True)

            else:
                self.keypos = self.engine.theme.drumkeypos
                self.keyrot = self.engine.theme.drumkeyrot

                texture = None
                model = self.keyMesh
                if self.keytex:
                    if n == 0:
                        texture = self.keytexb.texture
                    elif n == 1:
                        texture = self.keytexc.texture
                    elif n == 2:
                        texture = self.keytexd.texture
                    elif n == 3:
                        texture = self.keytexa.texture
                    elif n == 4 and self.keytexopen:
                        texture = self.keytexopen.texture

                if n == 4:
                    model = self.keyMeshOpen

                c = [.1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f, v]
                self.render3DKey(texture, model, x, y, c, n, f)

        glDisable(GL_DEPTH_TEST)
Example #4
0
    def renderNote(self, length, sustain, color, tailOnly = False, isTappable = False, fret = 0, spNote = False, isOpen = False, spAct = False):

        if tailOnly:
            return

        if self.twoDnote == True:
            tailOnly = True

            y = 0
            if spNote:
                y += 1
            elif self.starPowerActive:
                y += 2

            if isOpen:
                vtx = self.openVtx
                if self.noteSpin:
                    texCoord = self.animatedOpenTexCoord[self.noteSpinFrameIndex]
                    if spNote == True:
                        noteImage = self.noteOpenAnimatedPower
                    elif self.starPowerActive == True: #death_au: drum sp active notes.
                        noteImage = self.noteOpenAnimatedPowerActive
                    else:
                        noteImage = self.noteOpenAnimated
                    if not noteImage:
                        noteImage = self.noteButtons
                        texCoord = self.openTexCoord[y]
                else:
                    if not noteImage:
                        noteImage = self.noteButtons
                        texCoord = self.noteTexCoord[y]
            else:
                fret -= 1
                vtx = self.noteVtx
                if self.noteSpin:
                    texCoord = self.animatedNoteTexCoord[self.noteSpinFrameIndex][fret]
                    if spNote:
                        noteImage = self.noteAnimatedPower
                    elif self.starPowerActive:
                        noteImage = self.noteAnimatedPowerActive
                    else:
                        noteImage = self.noteAnimatedNormal
                    if not noteImage:
                        noteImage = self.noteButtons
                        texCoord = self.noteTexCoord[y][fret]
                else:
                    noteImage = self.noteButtons
                    texCoord = self.noteTexCoord[y][fret]

            draw3Dtex(noteImage, vertex = vtx, texcoord = texCoord,
                                  scale = (1,1,1), rot = (self.camAngle,1,0,0), multiples = False, color = color)

        else: #3d Notes
            shaders.setVar("Material",color,"notes")

            self.notepos = self.engine.theme.drumnotepos
            self.noterot = self.engine.theme.drumnoterot

            if fret == 0:
                fret = 4     #fret 4 is angled, get fret 2 :)
                #fret = 2    #compensating for this in drum.
            elif fret == 4:
                fret = 0

            if isOpen and self.openMesh is not None:
                meshObj = self.openMesh
            elif spNote and self.starMesh is not None:
                meshObj = self.starMesh
            else:
                meshObj = self.noteMesh

            glPushMatrix()
            glEnable(GL_DEPTH_TEST)
            glDepthMask(1)
            glShadeModel(GL_SMOOTH)

            if not isOpen:
                if spNote and self.threeDspin:
                    glRotate(90 + self.time/3, 0, 1, 0)
                elif not spNote and self.noterotate:
                    glRotatef(90, 0, 1, 0)
                    glRotatef(-90, 1, 0, 0)

            if fret >= 0 and fret <= 4:
                glRotate(self.noterot[fret], 0, 0, 1)
                glTranslatef(0, self.notepos[fret], 0)

            texture = None
            if self.notetex:

                if isOpen:
                    if self.opentexture_star:
                        texture = self.opentexture_star
                    elif self.opentexture_stara and self.starPowerActive:
                        texture = self.opentexture_stara
                    elif self.opentexture:
                        texture = self.opentexture

                elif self.startex and spNote:
                    texture = getattr(self,"startex"+chr(97+fret))

                elif self.spActTex and spAct:
                    texture = self.spActTex

                elif self.staratex and self.starPowerActive:
                    texture = getattr(self,"staratex"+chr(97+fret))

                else:
                    texture = getattr(self,"notetex"+chr(97+fret))

            self.render3DNote(texture, meshObj, color, isTappable)

            glDepthMask(0)
            glPopMatrix()
            glDisable(GL_DEPTH_TEST)
Example #5
0
    def renderNote(self,
                   length,
                   sustain,
                   color,
                   tailOnly=False,
                   isTappable=False,
                   string=0,
                   fret=0,
                   spNote=False,
                   spAct=False):

        if tailOnly:
            return

        #myfingershurt: this should be retrieved once at init, not repeatedly in-game whenever tails are rendered.

        if self.twoDnote == True:

            noteImage = self.noteButtons

            tailOnly = True

            size = (self.boardWidth / self.strings / 2,
                    self.boardWidth / self.strings / 2)
            texSize = (string / float(self.strings),
                       (string + 1) / float(self.strings))
            if spNote == True:
                if isTappable:
                    if self.noteAnimatedPowerHOPO:
                        noteImage = self.noteAnimatedPowerHOPO
                        texY = (self.noteSpinFrameIndex * .066667,
                                (self.noteSpinFrameIndex - 1) * .066667)
                    else:
                        texY = (.5, 2.0 / 3.0)
                else:
                    if self.noteAnimatedPower:
                        noteImage = self.noteAnimatedPower
                        texY = (self.noteSpinFrameIndex * .066667,
                                (self.noteSpinFrameIndex - 1) * .066667)
                    else:
                        texY = (1.0 / 3.0, .5)
            elif self.starPowerActive:
                if isTappable:
                    if self.noteAnimatedPowerActiveHOPO:
                        noteImage = self.noteAnimatedPowerActiveHOPO
                        texY = (self.noteSpinFrameIndex * .066667,
                                (self.noteSpinFrameIndex - 1) * .066667)
                    else:
                        texY = (5.0 / 6.0, 1)
                else:
                    if self.noteAnimatedPowerActive:
                        noteImage = self.noteAnimatedPowerActive
                        texY = (self.noteSpinFrameIndex * .066667,
                                (self.noteSpinFrameIndex - 1) * .066667)
                    else:
                        texY = (2.0 / 3.0, 5.0 / 6.0)

            else:
                if isTappable:
                    if self.noteAnimatedHOPO:
                        noteImage = self.noteAnimatedHOPO
                        texY = (self.noteSpinFrameIndex * .066667,
                                (self.noteSpinFrameIndex - 1) * .066667)
                    else:
                        texY = (1.0 / 6.0, 1.0 / 3.0)
                else:
                    if self.noteAnimatedNormal:
                        noteImage = self.noteAnimatedNormal
                        texY = (self.noteSpinFrameIndex * .066667,
                                (self.noteSpinFrameIndex - 1) * .066667)
                    else:
                        texY = (0, 1.0 / 6.0)

            draw3Dtex(noteImage,
                      vertex=(-size[0], size[1], size[0], -size[1]),
                      texcoord=(texSize[0], texY[0], texSize[1], texY[1]),
                      scale=(1, 1, 0),
                      rot=(30, 1, 0, 0),
                      multiples=False,
                      color=color,
                      vertscale=.27)

            #draws the fret number over the note
            texSize = (string / self.lanenumber,
                       string / self.lanenumber + 1 / self.lanenumber)
            texY = (fret / 13.0, (fret + 1) / 13.0)
            draw3Dtex(self.fretNumbers,
                      vertex=(-size[0], size[1], size[0], -size[1]),
                      texcoord=(texSize[0], texY[0], texSize[1], texY[1]),
                      scale=(1, 1, 0),
                      rot=(30, 1, 0, 0),
                      multiples=False,
                      color=color,
                      vertscale=.27)
Example #6
0
    def renderNote(
        self, length, sustain, color, tailOnly=False, isTappable=False, string=0, fret=0, spNote=False, spAct=False
    ):

        if tailOnly:
            return

        # myfingershurt: this should be retrieved once at init, not repeatedly in-game whenever tails are rendered.

        if self.twoDnote == True:

            noteImage = self.noteButtons

            tailOnly = True

            size = (self.boardWidth / self.strings / 2, self.boardWidth / self.strings / 2)
            texSize = (string / float(self.strings), (string + 1) / float(self.strings))
            if spNote == True:
                if isTappable:
                    if self.noteAnimatedPowerHOPO:
                        noteImage = self.noteAnimatedPowerHOPO
                        texY = (self.noteSpinFrameIndex * 0.066667, (self.noteSpinFrameIndex - 1) * 0.066667)
                    else:
                        texY = (0.5, 2.0 / 3.0)
                else:
                    if self.noteAnimatedPower:
                        noteImage = self.noteAnimatedPower
                        texY = (self.noteSpinFrameIndex * 0.066667, (self.noteSpinFrameIndex - 1) * 0.066667)
                    else:
                        texY = (1.0 / 3.0, 0.5)
            elif self.starPowerActive:
                if isTappable:
                    if self.noteAnimatedPowerActiveHOPO:
                        noteImage = self.noteAnimatedPowerActiveHOPO
                        texY = (self.noteSpinFrameIndex * 0.066667, (self.noteSpinFrameIndex - 1) * 0.066667)
                    else:
                        texY = (5.0 / 6.0, 1)
                else:
                    if self.noteAnimatedPowerActive:
                        noteImage = self.noteAnimatedPowerActive
                        texY = (self.noteSpinFrameIndex * 0.066667, (self.noteSpinFrameIndex - 1) * 0.066667)
                    else:
                        texY = (2.0 / 3.0, 5.0 / 6.0)

            else:
                if isTappable:
                    if self.noteAnimatedHOPO:
                        noteImage = self.noteAnimatedHOPO
                        texY = (self.noteSpinFrameIndex * 0.066667, (self.noteSpinFrameIndex - 1) * 0.066667)
                    else:
                        texY = (1.0 / 6.0, 1.0 / 3.0)
                else:
                    if self.noteAnimatedNormal:
                        noteImage = self.noteAnimatedNormal
                        texY = (self.noteSpinFrameIndex * 0.066667, (self.noteSpinFrameIndex - 1) * 0.066667)
                    else:
                        texY = (0, 1.0 / 6.0)

            draw3Dtex(
                noteImage,
                vertex=(-size[0], size[1], size[0], -size[1]),
                texcoord=(texSize[0], texY[0], texSize[1], texY[1]),
                scale=(1, 1, 0),
                rot=(30, 1, 0, 0),
                multiples=False,
                color=color,
                vertscale=0.27,
            )

            # draws the fret number over the note
            texSize = (string / self.lanenumber, string / self.lanenumber + 1 / self.lanenumber)
            texY = (fret / 13.0, (fret + 1) / 13.0)
            draw3Dtex(
                self.fretNumbers,
                vertex=(-size[0], size[1], size[0], -size[1]),
                texcoord=(texSize[0], texY[0], texSize[1], texY[1]),
                scale=(1, 1, 0),
                rot=(30, 1, 0, 0),
                multiples=False,
                color=color,
                vertscale=0.27,
            )
Example #7
0
    def renderFreestyleFlames(self, visibility, controls):
        if self.flameColors[0][0] == -1:
            return

        w = self.boardWidth / self.strings

        v = 1.0 - visibility

        flameLimit = 10.0
        flameLimitHalf = round(flameLimit / 2.0)
        for fretNum in range(
                self.strings + 1
        ):  #need to add 1 to string count to check this correctly (bass drum doesnt count as a string)
            #MFH - must include secondary drum keys here
            if controls.getState(self.keys[fretNum]) or controls.getState(
                    self.keys[fretNum + 5]):

                if self.freestyleHitFlameCounts[fretNum] < flameLimit:
                    ms = math.sin(self.time) * .25 + 1

                    if fretNum == 0:
                        x = (self.strings / 2 - 2) * w
                    else:
                        x = (self.strings / 2 + .5 - fretNum) * w

                    ff = 1 + 0.25
                    y = v + ff / 6
                    glBlendFunc(GL_ONE, GL_ONE)

                    if self.theme == 2:
                        y -= 0.5

                    flameSize = self.hitFlameSize
                    if self.theme == 0 or self.theme == 1:  #THIS SETS UP GH3 COLOR, ELSE ROCKBAND(which is DEFAULT in Theme.py)
                        flameColor = self.gh3flameColor
                    else:  #MFH - fixing crash!
                        flameColor = self.fretColors[fretNum]
                    if flameColor[0] == -2:
                        flameColor = self.fretColors[fretNum]

                    ff += 1.5  #ff first time is 2.75 after this

                    if self.freestyleHitFlameCounts[fretNum] < flameLimitHalf:
                        flamecol = (flameColor[0], flameColor[1],
                                    flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                flamecol = (.1, .1, .1)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames2Drawing,
                                coord=(x, y + .20, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.25 + .6 * ms * ff,
                                       self.freestyleHitFlameCounts[fretNum] /
                                       6.0 + .6 * ms * ff,
                                       self.freestyleHitFlameCounts[fretNum] /
                                       6.0 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                        flamecol = (flameColor[0], flameColor[1],
                                    flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                flamecol = (.1, .1, .1)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames2Drawing,
                                coord=(x - .005, y + .25 + .005, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.30 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 5.5 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 5.5 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                        flamecol = (flameColor[0], flameColor[1],
                                    flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                #flamecol = glColor3f(.2,.2,.2)
                                flamecol = (.2, .2, .2)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames2Drawing,
                                coord=(x + .005, y + .25 + .005, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.35 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 5.0 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 5.0 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                        flamecol = (flameColor[0], flameColor[1],
                                    flameColor[2])
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                flamecol = (.3, .3, .3)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames2Drawing,
                                coord=(x, y + .25 + .005, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.40 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 4.7 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 4.7 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)
                    else:
                        flameColorMod0 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0,
                                    flameColor[1] * flameColorMod1,
                                    flameColor[2] * flameColorMod2)

                        #MFH - hit lightning logic is not needed for freestyle flames...
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames1Drawing,
                                coord=(x, y + .35, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.25 + .6 * ms * ff,
                                       self.freestyleHitFlameCounts[fretNum] /
                                       3.0 + .6 * ms * ff,
                                       self.freestyleHitFlameCounts[fretNum] /
                                       3.0 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                        flameColorMod0 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0,
                                    flameColor[1] * flameColorMod1,
                                    flameColor[2] * flameColorMod2)
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                flamecol = (.5, .5, .5)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames1Drawing,
                                coord=(x - .005, y + .40 + .005, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.30 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 2.5 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 2.5 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                        flameColorMod0 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0,
                                    flameColor[1] * flameColorMod1,
                                    flameColor[2] * flameColorMod2)
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                flamecol = (.6, .6, .6)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames1Drawing,
                                coord=(x + .005, y + .35 + .005, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.35 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 2.0 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 2.0 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                        flameColorMod0 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod1 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flameColorMod2 = 0.1 * (
                            flameLimit - self.freestyleHitFlameCounts[fretNum])

                        flamecol = (flameColor[0] * flameColorMod0,
                                    flameColor[1] * flameColorMod1,
                                    flameColor[2] * flameColorMod2)
                        if self.starPowerActive:
                            if self.theme == 0 or self.theme == 1:  #GH3 starcolor
                                flamecol = self.spColor  #(.3,.7,.9)
                            else:  #Default starcolor (Rockband)
                                flamecol = (.7, .7, .7)
                        if self.disableFlameSFX != True:
                            draw3Dtex(
                                self.hitflames1Drawing,
                                coord=(x + .005, y + .35 + .005, 0),
                                rot=(90, 1, 0, 0),
                                scale=(.40 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 1.7 + .6 * ms * ff,
                                       (self.freestyleHitFlameCounts[fretNum] +
                                        1) / 1.7 + .6 * ms * ff),
                                vertex=(-flameSize * ff, -flameSize * ff,
                                        flameSize * ff, flameSize * ff),
                                texcoord=(0.0, 0.0, 1.0, 1.0),
                                multiples=True,
                                alpha=True,
                                color=flamecol)

                    self.freestyleHitFlameCounts[fretNum] += 1

                else:  #MFH - flame count is done - reset it!
                    self.freestyleHitFlameCounts[fretNum] = 0  #MFH
Example #8
0
    def renderFrets(self, visibility, song, controls):
        w = self.boardWidth / self.strings
        size = (.22, .22)
        v = 1.0 - visibility

        glEnable(GL_DEPTH_TEST)

        for n in range(self.strings2):
            if n == 4:
                keyNumb = 0
            else:
                keyNumb = n + 1
            f = self.drumsHeldDown[keyNumb] / 200.0
            pressed = self.drumsHeldDown[keyNumb]

            if n == 3:  #Set colors of frets
                c = list(self.fretColors[0])
            elif not n == 4:
                c = list(self.fretColors[n + 1])

            if n == 4:
                y = v + f / 6
                x = 0
            else:
                y = v / 6
                x = (self.strings / 2 - .5 - n) * w

            if self.twoDkeys == True or not self.keyMesh:

                if n == 4:  #Weirdpeople - so the drum bass fret can be seen with 2d frets
                    glDisable(GL_DEPTH_TEST)
                    size = (self.boardWidth / 2,
                            self.boardWidth / self.strings / 2.4)
                    texSize = (0.0, 1.0)
                else:
                    size = (self.boardWidth / self.strings / 2,
                            self.boardWidth / self.strings / 2.4)
                    texSize = (n / self.lanenumber,
                               n / self.lanenumber + 1 / self.lanenumber)

                fretColor = (1, 1, 1, 1)

                if self.drumFretButtons == None:
                    if n == 4:
                        continue
                    whichFret = n + 1
                    if whichFret == 4:
                        whichFret = 0
                        #reversing fret 0 since it's angled in Rock Band
                        texSize = (whichFret / 5.0 + 0.2, whichFret / 5.0)
                    else:
                        texSize = (whichFret / 5.0, whichFret / 5.0 + 0.2)

                    texY = (0.0, 1.0 / 3.0)
                    if pressed:
                        texY = (1.0 / 3.0, 2.0 / 3.0)
                    if self.hit[n]:  #Currently broken
                        texY = (2.0 / 3.0, 1.0)

                else:
                    if controls.getState(self.keys[n]) or controls.getState(
                            self.keys[n + 5]) or pressed:  #pressed
                        if n == 4:  #bass drum
                            texY = (3.0 / self.fretImgColNumber,
                                    4.0 / self.fretImgColNumber)
                        else:
                            texY = (2.0 / self.fretImgColNumber,
                                    3.0 / self.fretImgColNumber)

                    elif self.hit[n]:  #being hit - Currently broken
                        if n == 4:  #bass drum
                            texY = (5.0 / self.fretImgColNumber, 1.0)
                        else:
                            texY = (4.0 / self.fretImgColNumber,
                                    5.0 / self.fretImgColNumber)

                    else:  #nothing being pressed or hit
                        if n == 4:  #bass drum
                            texY = (1.0 / self.fretImgColNumber,
                                    2.0 / self.fretImgColNumber)
                        else:
                            texY = (0.0, 1.0 / self.fretImgColNumber)

                draw3Dtex(self.fretButtons,
                          vertex=(size[0], size[1], -size[0], -size[1]),
                          texcoord=(texSize[0], texY[0], texSize[1], texY[1]),
                          coord=(x, v, 0),
                          multiples=True,
                          color=fretColor,
                          depth=True)

            else:
                self.keypos = self.engine.theme.drumkeypos
                self.keyrot = self.engine.theme.drumkeyrot

                texture = None
                model = self.keyMesh
                if self.keytex:
                    if n == 0:
                        texture = self.keytexb.texture
                    elif n == 1:
                        texture = self.keytexc.texture
                    elif n == 2:
                        texture = self.keytexd.texture
                    elif n == 3:
                        texture = self.keytexa.texture
                    elif n == 4 and self.keytexopen:
                        texture = self.keytexopen.texture

                if n == 4:
                    model = self.keyMeshOpen

                c = [
                    .1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f,
                    v
                ]
                self.render3DKey(texture, model, x, y, c, n, f)

        glDisable(GL_DEPTH_TEST)
Example #9
0
    def renderNote(self,
                   length,
                   sustain,
                   color,
                   tailOnly=False,
                   isTappable=False,
                   fret=0,
                   spNote=False,
                   isOpen=False,
                   spAct=False):

        if tailOnly:
            return

        if self.twoDnote == True:
            tailOnly = True

            y = 0
            if spNote:
                y += 1
            elif self.starPowerActive:
                y += 2

            if isOpen:
                vtx = self.openVtx
                if self.noteSpin:
                    texCoord = self.animatedOpenTexCoord[
                        self.noteSpinFrameIndex]
                    if spNote == True:
                        noteImage = self.noteOpenAnimatedPower
                    elif self.starPowerActive == True:  #death_au: drum sp active notes.
                        noteImage = self.noteOpenAnimatedPowerActive
                    else:
                        noteImage = self.noteOpenAnimated
                    if not noteImage:
                        noteImage = self.noteButtons
                        texCoord = self.openTexCoord[y]
                else:
                    if not noteImage:
                        noteImage = self.noteButtons
                        texCoord = self.noteTexCoord[y]
            else:
                fret -= 1
                vtx = self.noteVtx
                if self.noteSpin:
                    texCoord = self.animatedNoteTexCoord[
                        self.noteSpinFrameIndex][fret]
                    if spNote:
                        noteImage = self.noteAnimatedPower
                    elif self.starPowerActive:
                        noteImage = self.noteAnimatedPowerActive
                    else:
                        noteImage = self.noteAnimatedNormal
                    if not noteImage:
                        noteImage = self.noteButtons
                        texCoord = self.noteTexCoord[y][fret]
                else:
                    noteImage = self.noteButtons
                    texCoord = self.noteTexCoord[y][fret]

            draw3Dtex(noteImage,
                      vertex=vtx,
                      texcoord=texCoord,
                      scale=(1, 1, 1),
                      rot=(self.camAngle, 1, 0, 0),
                      multiples=False,
                      color=color)

        else:  #3d Notes
            shaders.setVar("Material", color, "notes")

            self.notepos = self.engine.theme.drumnotepos
            self.noterot = self.engine.theme.drumnoterot

            if fret == 0:
                fret = 4  #fret 4 is angled, get fret 2 :)
                #fret = 2    #compensating for this in drum.
            elif fret == 4:
                fret = 0

            if isOpen and self.openMesh is not None:
                meshObj = self.openMesh
            elif spNote and self.starMesh is not None:
                meshObj = self.starMesh
            else:
                meshObj = self.noteMesh

            glPushMatrix()
            glEnable(GL_DEPTH_TEST)
            glDepthMask(1)
            glShadeModel(GL_SMOOTH)

            if not isOpen:
                if spNote and self.threeDspin:
                    glRotate(90 + self.time / 3, 0, 1, 0)
                elif not spNote and self.noterotate:
                    glRotatef(90, 0, 1, 0)
                    glRotatef(-90, 1, 0, 0)

            if fret >= 0 and fret <= 4:
                glRotate(self.noterot[fret], 0, 0, 1)
                glTranslatef(0, self.notepos[fret], 0)

            texture = None
            if self.notetex:

                if isOpen:
                    if self.opentexture_star:
                        texture = self.opentexture_star
                    elif self.opentexture_stara and self.starPowerActive:
                        texture = self.opentexture_stara
                    elif self.opentexture:
                        texture = self.opentexture

                elif self.startex and spNote:
                    texture = getattr(self, "startex" + chr(97 + fret))

                elif self.spActTex and spAct:
                    texture = self.spActTex

                elif self.staratex and self.starPowerActive:
                    texture = getattr(self, "staratex" + chr(97 + fret))

                else:
                    texture = getattr(self, "notetex" + chr(97 + fret))

            self.render3DNote(texture, meshObj, color, isTappable)

            glDepthMask(0)
            glPopMatrix()
            glDisable(GL_DEPTH_TEST)
Example #10
0
    def renderFreestyleFlames(self, visibility, controls):
        if self.flameColors[0][0] == -1:
            return

        w = self.boardWidth / self.strings

        v = 1.0 - visibility


        flameLimit = 10.0
        flameLimitHalf = round(flameLimit/2.0)
        for fretNum in range(self.strings):
            if controls.getState(self.keys[fretNum]) or controls.getState(self.keys[fretNum+5]):

                if self.freestyleHitFlameCounts[fretNum] < flameLimit:
                    ms = math.sin(self.time) * .25 + 1

                    x  = (self.strings / 2 - fretNum) * w

                    ff = 1 + 0.25
                    y = v + ff / 6

                    if self.theme == 2:
                        y -= 0.5

                    flameSize = self.hitFlameSize
                    if self.theme == 0 or self.theme == 1: #THIS SETS UP GH3 COLOR, ELSE ROCKBAND(which is DEFAULT in Theme.py)
                        flameColor = self.gh3flameColor
                    else: #MFH - fixing crash!
                        flameColor = self.fretColors[fretNum]
                    if flameColor[0] == -2:
                        flameColor = self.fretColors[fretNum]

                    ff += 1.5 #ff first time is 2.75 after this

                    if self.freestyleHitFlameCounts[fretNum] < flameLimitHalf:
                        flamecol = tuple([flameColor[ifc] for ifc in range(3)])
                        rbStarColor = (.1, .1, .2, .3)
                        xOffset = (.0, - .005, .005, .0)
                        yOffset = (.20, .255, .255, .255)
                        scaleMod = .6 * ms * ff
                        scaleFix = (6.0, 5.5, 5.0, 4.7)
                        for step in range(4):
                            if self.starPowerActive and self.theme < 2:
                                flamecol = self.spColor
                            else: #Default starcolor (Rockband)
                                flamecol = (rbStarColor[step],)*3
                            hfCount = self.freestyleHitFlameCounts[fretNum]
                            if step == 0:
                                hfCount += 1
                            if self.disableFlameSFX != True:
                                draw3Dtex(self.hitflames2Drawing, coord = (x+xOffset[step], y+yOffset[step], 0), rot = (90, 1, 0, 0),
                                                    scale = (.25 + .05 * step + scaleMod, hfCount/scaleFix[step] + scaleMod, hfCount/scaleFix[step] + scaleMod),
                                                    vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                    texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                    else:
                        flameColorMod = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
                        flamecol = tuple([flameColor[ifc]*flameColorMod for ifc in range(3)])
                        xOffset = (.0, - .005, .005, .005)
                        yOffset = (.35, .405, .355, .355)
                        scaleMod = .6 * ms * ff
                        scaleFix = (3.0, 2.5, 2.0, 1.7)
                        for step in range(4):
                            hfCount = self.freestyleHitFlameCounts[fretNum]
                            if step == 0:
                                hfCount += 1
                            else:
                                if self.starPowerActive and self.theme < 2:
                                    flamecol = self.spColor
                                else: #Default starcolor (Rockband)
                                    flamecol = (.4+.1*step,)*3
                            if self.disableFlameSFX != True:
                                draw3Dtex(self.hitflames1Drawing, coord = (x+xOffset[step], y+yOffset[step], 0), rot = (90, 1, 0, 0),
                                                    scale = (.25 + .05 * step + scaleMod, hfCount/scaleFix[step] + scaleMod, hfCount/scaleFix[step] + scaleMod),
                                                    vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
                                                    texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)

                    self.freestyleHitFlameCounts[fretNum] += 1

                else:   #MFH - flame count is done - reset it!
                    self.freestyleHitFlameCounts[fretNum] = 0    #MFH