def __init__(self, guitarScene, configFileName, coOp=False): self.scene = guitarScene self.engine = guitarScene.engine self.layers = {} #collection of all the layers in the rockmeter self.layersForRender = { } #collection of layers that are rendered separate from any group self.layerGroups = {} #collection of layer groups self.sharedLayerGroups = {} self.sharedLayers = {} #these layers are for coOp use only self.sharedLayersForRender = {} self.sharedGroups = {} self.coOp = coOp self.config = LinedConfigParser() self.config.read(configFileName) self.themename = self.engine.data.themeLabel try: themepath = os.path.join(Version.dataPath(), "themes", self.themename) fp, pathname, description = imp.find_module( "CustomRMLayers", [themepath]) self.customRMLayers = imp.load_module("CustomRMLayers", fp, pathname, description) except ImportError: self.customRMLayers = None log.notice("Custom Rockmeter layers are not available") # Build the layers for i in range(Rockmeter._layerLimit): types = ["Image", "Text", "Circle", "Custom"] for t in types: self.section = "layer%d:%s" % (i, t) if not self.config.has_section(self.section): continue else: if t == types[1]: self.createFont(self.section, i) elif t == types[2]: self.createCircle(self.section, i) elif t == types[3]: self.createCustom(self.section, i) else: self.createImage(self.section, i) break for i in range(Rockmeter._groupLimit): self.section = "Group%d" % i if not self.config.has_section(self.section): continue else: self.createGroup(self.section, i) self.reset()
def __init__(self, guitarScene, configFileName): self.scene = guitarScene self.engine = guitarScene.engine self.config = LinedConfigParser() self.backgroundLayers = [] self.foregroundLayers = [] self.textures = {} self.reset() self.wFull = None #MFH - needed for new stage background handling self.hFull = None # evilynux - imported myfingershurt stuff from GuitarScene self.mode = self.engine.config.get("game", "stage_mode") self.songStage = self.engine.config.get("game", "song_stage") self.animatedFolder = self.engine.config.get("game", "animated_stage_folder") # evilynux - imported myfingershurt stuff from GuitarScene w/ minor modifs #MFH TODO - alter logic to accommodate separated animation and slideshow # settings based on selected animated stage folder animationMode = self.engine.config.get("game", "stage_animate") slideShowMode = self.engine.config.get("game", "rotate_stages") if self.animatedFolder == _("None"): self.rotationMode = 0 #MFH: if no animated stage folders are available, disable rotation. elif self.animatedFolder == "Normal": self.rotationMode = slideShowMode else: self.rotationMode = animationMode self.imgArr = [] #QQstarS:random self.imgArrScaleFactors = [] #MFH - for precalculated scale factors self.rotateDelay = self.engine.config.get( "game", "stage_rotate_delay" ) #myfingershurt - user defined stage rotate delay self.animateDelay = self.engine.config.get( "game", "stage_animate_delay" ) #myfingershurt - user defined stage rotate delay self.animation = False self.indexCount = 0 #QQstarS:random time counter self.arrNum = 0 #QQstarS:random the array num self.arrDir = 1 #forwards self.config.read(configFileName) # evilynux - Improved stage error handling self.themename = self.engine.data.themeLabel self.path = os.path.join("themes", self.themename, "backgrounds") self.pathfull = self.engine.getPath(self.path) if not os.path.exists(self.pathfull): # evilynux log.warning("Stage folder does not exist: %s" % self.pathfull) self.mode = 1 # Fallback to song-specific stage self.loadLayers(configFileName)
def __init__(self, guitarScene, configFileName, coOp = False): self.scene = guitarScene self.engine = guitarScene.engine self.layers = {} #collection of all the layers in the rockmeter self.layersForRender = {} #collection of layers that are rendered separate from any group self.layerGroups = {} #collection of layer groups self.sharedLayerGroups = {} self.sharedLayers = {} #these layers are for coOp use only self.sharedLayersForRender = {} self.sharedGroups = {} self.coOp = coOp self.config = LinedConfigParser() self.config.read(configFileName) self.themename = self.engine.data.themeLabel try: themepath = os.path.join(Version.dataPath(), "themes", self.themename) fp, pathname, description = imp.find_module("CustomRMLayers",[themepath]) self.customRMLayers = imp.load_module("CustomRMLayers", fp, pathname, description) except ImportError: self.customRMLayers = None log.notice("Custom Rockmeter layers are not available") # Build the layers for i in range(Rockmeter._layerLimit): types = [ "Image", "Text", "Circle", "Custom" ] for t in types: self.section = "layer%d:%s" % (i, t) if not self.config.has_section(self.section): continue else: if t == types[1]: self.createFont(self.section, i) elif t == types[2]: self.createCircle(self.section, i) elif t == types[3]: self.createCustom(self.section, i) else: self.createImage(self.section, i) break for i in range(Rockmeter._groupLimit): self.section = "Group%d" % i if not self.config.has_section(self.section): continue else: self.createGroup(self.section, i) self.reset()
def __init__(self, guitarScene, configFileName): self.scene = guitarScene self.engine = guitarScene.engine self.config = LinedConfigParser() self.backgroundLayers = [] self.foregroundLayers = [] self.textures = {} self.reset() self.wFull = None #MFH - needed for new stage background handling self.hFull = None # evilynux - imported myfingershurt stuff from GuitarScene self.mode = self.engine.config.get("game", "stage_mode") self.songStage = self.engine.config.get("game", "song_stage") self.animatedFolder = self.engine.config.get("game", "animated_stage_folder") # evilynux - imported myfingershurt stuff from GuitarScene w/ minor modifs #MFH TODO - alter logic to accommodate separated animation and slideshow # settings based on selected animated stage folder animationMode = self.engine.config.get("game", "stage_animate") slideShowMode = self.engine.config.get("game", "rotate_stages") if self.animatedFolder == _("None"): self.rotationMode = 0 #MFH: if no animated stage folders are available, disable rotation. elif self.animatedFolder == "Normal": self.rotationMode = slideShowMode else: self.rotationMode = animationMode self.imgArr = [] #QQstarS:random self.imgArrScaleFactors = [] #MFH - for precalculated scale factors self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay self.animation = False self.indexCount = 0 #QQstarS:random time counter self.arrNum = 0 #QQstarS:random the array num self.arrDir = 1 #forwards self.config.read(configFileName) # evilynux - Improved stage error handling self.themename = self.engine.data.themeLabel self.path = os.path.join("themes",self.themename,"backgrounds") self.pathfull = self.engine.getPath(self.path) if not os.path.exists(self.pathfull): # evilynux log.warn("Stage folder does not exist: %s" % self.pathfull) self.mode = 1 # Fallback to song-specific stage self.loadLayers(configFileName)
class Stage(object): def __init__(self, guitarScene, configFileName): self.scene = guitarScene self.engine = guitarScene.engine self.config = LinedConfigParser() self.backgroundLayers = [] self.foregroundLayers = [] self.textures = {} self.reset() self.wFull = None #MFH - needed for new stage background handling self.hFull = None # evilynux - imported myfingershurt stuff from GuitarScene self.mode = self.engine.config.get("game", "stage_mode") self.songStage = self.engine.config.get("game", "song_stage") self.animatedFolder = self.engine.config.get("game", "animated_stage_folder") # evilynux - imported myfingershurt stuff from GuitarScene w/ minor modifs #MFH TODO - alter logic to accommodate separated animation and slideshow # settings based on selected animated stage folder animationMode = self.engine.config.get("game", "stage_animate") slideShowMode = self.engine.config.get("game", "rotate_stages") if self.animatedFolder == _("None"): self.rotationMode = 0 #MFH: if no animated stage folders are available, disable rotation. elif self.animatedFolder == "Normal": self.rotationMode = slideShowMode else: self.rotationMode = animationMode self.imgArr = [] #QQstarS:random self.imgArrScaleFactors = [] #MFH - for precalculated scale factors self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay self.animation = False self.indexCount = 0 #QQstarS:random time counter self.arrNum = 0 #QQstarS:random the array num self.arrDir = 1 #forwards self.config.read(configFileName) # evilynux - Improved stage error handling self.themename = self.engine.data.themeLabel self.path = os.path.join("themes",self.themename,"backgrounds") self.pathfull = self.engine.getPath(self.path) if not os.path.exists(self.pathfull): # evilynux log.warn("Stage folder does not exist: %s" % self.pathfull) self.mode = 1 # Fallback to song-specific stage self.loadLayers(configFileName) def loadLayers(self, configFileName): self.config.read(configFileName) path = os.path.join("themes", self.themename, "stage") # Build the layers for i in range(32): section = "layer%d" % i if self.config.has_section(section): def get(value, type = str, default = None): if self.config.has_option(section, value): return type(self.config.get(section, value)) return default xres = get("xres", int, 256) yres = get("yres", int, 256) texture = get("texture") try: drawing = self.textures[texture] except KeyError: drawing = self.engine.loadImgDrawing(self, None, os.path.join(path, texture), textureSize = (xres, yres)) self.textures[texture] = drawing layer = Layer(self, drawing) layer.position = (get("xpos", float, 0.0), get("ypos", float, 0.0)) layer.scale = (get("xscale", float, 1.0), get("yscale", float, 1.0)) layer.angle = math.pi * get("angle", float, 0.0) / 180.0 layer.srcBlending = getattr(gl, "GL_%s" % get("src_blending", str, "src_alpha").upper()) layer.dstBlending = getattr(gl, "GL_%s" % get("dst_blending", str, "one_minus_src_alpha").upper()) layer.color = (get("color_r", float, 1.0), get("color_g", float, 1.0), get("color_b", float, 1.0), get("color_a", float, 1.0)) # Load any effects fxClasses = { "light": LightEffect, "rotate": RotateEffect, "wiggle": WiggleEffect, "scale": ScaleEffect, } for j in range(32): fxSection = "layer%d:fx%d" % (i, j) if self.config.has_section(fxSection): type = self.config.get(fxSection, "type") if not type in fxClasses: continue options = self.config.options(fxSection) options = dict([(opt, self.config.get(fxSection, opt)) for opt in options]) fx = fxClasses[type](layer, options) layer.effects.append(fx) if get("foreground", int): self.foregroundLayers.append(layer) else: self.backgroundLayers.append(layer) def loadVideo(self, libraryName, songName): vidSource = None if self.songStage == 1: songBackgroundVideoPath = os.path.join(libraryName, songName, "background.ogv") if os.path.isfile(songBackgroundVideoPath): vidSource = songBackgroundVideoPath loop = False else: log.warn("Video not found: %s" % songBackgroundVideoPath) if vidSource is None: vidSource = os.path.join(self.pathfull, "default.ogv") loop = True if not os.path.isfile(vidSource): log.warn("Video not found: %s" % vidSource) log.warn("Falling back to default stage mode.") self.mode = 1 # Fallback return try: # Catches invalid video files or unsupported formats log.debug("Attempting to load video: %s" % vidSource) self.vidPlayer = VideoLayer(self.engine, vidSource, mute = True, loop = loop) self.engine.view.pushLayer(self.vidPlayer) except (IOError, VideoPlayerError): self.mode = 1 log.error("Failed to load song video (falling back to default stage mode):") def restartVideo(self): if not self.mode == 3: return self.vidPlayer.restart() def load(self, libraryName, songName, practiceMode = False): if self.scene.coOpType: rm = os.path.join("themes", self.themename, "rockmeter_coop.ini") elif self.scene.battle: rm = os.path.join("themes", self.themename, "rockmeter_profaceoff.ini") elif self.scene.gamePlayers > 1: rm = os.path.join("themes", self.themename, "rockmeter_faceoff.ini") else: rm = os.path.join("themes", self.themename, "rockmeter.ini") if os.path.exists(os.path.join("..", "data", rm)): rockmeter = self.engine.resource.fileName(rm) else: rockmeter = self.engine.resource.fileName(os.path.join("themes", self.themename, "rockmeter.ini")) self.rockmeter = Rockmeter.Rockmeter(self.scene, rockmeter, self.scene.coOpType) # evilynux - Fixes a self.background not defined crash self.background = None #MFH - new background stage logic: if self.mode == 2: #blank / no stage self.songStage = 0 self.rotationMode = 0 elif practiceMode: #check for existing practice stage; always disable stage rotation here self.songStage = 0 self.rotationMode = 0 self.mode = 1 #separated practice stages for the instruments by k.i.d if self.scene.instruments[0].isDrum: background = "practicedrum" elif self.scene.instruments[0].isBassGuitar: background = "practicebass" else: background = "practice" if not self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"backgrounds",background)): #MFH - must first fall back on the old practice.png before forcing blank stage mode! if not self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"backgrounds","practice")): log.warn("No practice stage, falling back on a forced Blank stage mode") # evilynux self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode elif self.songStage == 1: #check for song-specific background test = True if not self.engine.loadImgDrawing(self, "background", os.path.join(libraryName, songName, "background")): log.notice("No song-specific stage found") # evilynux test = False if test: #does a song-specific background exist? self.rotationMode = 0 self.mode = 1 else: self.songStage = 0 #MFH - now, after the above logic, we can run the normal stage mode logic # only worrying about checking for Blank, song-specific and # practice stage modes if self.mode != 2 and self.mode != 3 and self.songStage == 0 and not practiceMode: #still need to load stage(s) #myfingershurt: assign this first if self.mode == 1: #just use Default.png if not self.engine.loadImgDrawing(self, "background", os.path.join(self.path, "default")): log.warn("No default stage; falling back on a forced Blank stage mode") # evilynux self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode ##This checks how many Stage-background we have to select from if self.mode == 0 and self.rotationMode == 0: #MFH: just display a random stage files = [] fileIndex = 0 allfiles = os.listdir(self.pathfull) for name in allfiles: if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass" and name != ".git": log.debug("Valid background found, index (" + str(fileIndex) + "): " + name) files.append(name) fileIndex += 1 else: log.debug("Practice background filtered: " + name) # evilynux - improved error handling, fallback to blank background if no background are found if fileIndex == 0: log.warn("No valid stage found!") self.mode = 2; else: i = random.randint(0,len(files)-1) filename = files[i] ##End check number of Stage-backgrounds if not self.engine.loadImgDrawing(self, "background", os.path.join(self.path, filename)): self.mode = 2; elif self.rotationMode > 0 and self.mode != 2: files = [] fileIndex = 0 if self.animatedFolder == "Random": #Select one of the subfolders under stages\ to animate randomly numAniStageFolders = len(self.engine.stageFolders) if numAniStageFolders > 0: self.animatedFolder = random.choice(self.engine.stageFolders) else: self.animatedFolder = "Normal" elif self.animatedFolder == "None": self.mode = 2 if self.animatedFolder != "Normal" and self.mode != 2: #just use the base Stages folder for rotation self.path = os.path.join("themes",self.themename,"backgrounds",self.animatedFolder) self.pathfull = self.engine.getPath(self.path) self.animation = True allfiles = os.listdir(self.pathfull) for name in allfiles: if os.path.splitext(name)[1].lower() == ".png" or os.path.splitext(name)[1].lower() == ".jpg" or os.path.splitext(name)[1].lower() == ".jpeg": if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass": log.debug("Valid background found, index (" + str(fileIndex) + "): " + name) files.append(name) fileIndex += 1 else: log.debug("Practice background filtered: " + name) files.sort() if self.rotationMode > 0 and self.mode != 2: #alarian: blank stage option is not selected #myfingershurt: just populate the image array in order, they are pulled in whatever order requested: for j in range(len(files)): self.engine.loadImgDrawing(self, "backgroundA", os.path.join(self.path, files[j])) self.imgArr.append(getattr(self, "backgroundA", os.path.join(self.path, files[j]))) if self.rotationMode > 0 and len(self.imgArr) == 0: self.rotationMode = 0 #stage rotation def rotate(self): if self.animation: whichDelay = self.animateDelay else: whichDelay = self.rotateDelay self.indexCount = self.indexCount + 1 if self.indexCount > whichDelay: #myfingershurt - adding user setting for stage rotate delay self.indexCount = 0 if self.rotationMode == 1: #QQstarS:random self.arrNum = random.randint(0,len(self.imgArr)-1) elif self.rotationMode == 2: #myfingershurt: in order display mode self.arrNum += 1 if self.arrNum > (len(self.imgArr)-1): self.arrNum = 0 elif self.rotationMode == 3: #myfingershurt: in order, back and forth display mode if self.arrDir == 1: #forwards self.arrNum += 1 if self.arrNum > (len(self.imgArr)-1): self.arrNum -= 2 self.arrDir = 0 else: self.arrNum -= 1 if self.arrNum < 0: self.arrNum += 2 self.arrDir = 1 def renderBackground(self): #myfingershurt: multiple rotation modes if self.mode != 2: if self.rotationMode == 0: drawImage(self.background, scale = (1.0,-1.0), coord = (self.wFull/2,self.hFull/2), stretched = FULL_SCREEN) #myfingershurt: else: #MFH - use precalculated scale factors instead drawImage(self.imgArr[self.arrNum], scale = (1.0,-1.0), coord = (self.wFull/2,self.hFull/2), stretched = FULL_SCREEN) def updateDelays(self): self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay def reset(self): self.lastBeatPos = None self.lastQuarterBeatPos = None self.lastMissPos = None self.lastPickPos = None self.beat = 0 self.quarterBeat = 0 self.pos = 0.0 self.playedNotes = [] self.averageNotes = [0.0] self.beatPeriod = 0.0 def triggerPick(self, pos, notes): if notes: self.lastPickPos = pos self.playedNotes = self.playedNotes[-3:] + [sum(notes) / float(len(notes))] self.averageNotes[-1] = sum(self.playedNotes) / float(len(self.playedNotes)) self.rockmeter.triggerPick(pos, notes) def triggerMiss(self, pos): self.lastMissPos = pos self.rockmeter.triggerMiss(pos) def triggerQuarterBeat(self, pos, quarterBeat): self.lastQuarterBeatPos = pos self.quarterBeat = quarterBeat def triggerBeat(self, pos, beat): self.lastBeatPos = pos self.beat = beat self.averageNotes = self.averageNotes[-4:] + self.averageNotes[-1:] def run(self, pos, period): self.pos = pos self.beatPeriod = period quarterBeat = int(4 * pos / period) if quarterBeat > self.quarterBeat: self.triggerQuarterBeat(pos, quarterBeat) beat = quarterBeat / 4 if beat > self.beat: self.triggerBeat(pos, beat) def renderLayers(self, layers, visibility): if self.mode != 3: with self.engine.view.orthogonalProjection(normalize = True): for layer in layers: layer.render(visibility) def render(self, visibility): if self.mode != 3: self.renderBackground() self.renderLayers(self.backgroundLayers, visibility) if shaders.enable("stage"): height = 0.0 for i in shaders.var["color"].keys(): shaders.modVar("color",shaders.var["color"][i],0.05,10.0) height += shaders.var["color"][i][3]/3.0 height=height**2 shaders.setVar("height",2*height) shaders.setVar("ambientGlow",height/1.5) shaders.setVar("glowStrength",60+height*80.0) gl.glBegin(gl.GL_TRIANGLE_STRIP) gl.glVertex3f(-8.0, 1.0,7.0) gl.glVertex3f(8.0, 1.0,7.0) gl.glVertex3f(-8.0, 4.0,7.0) gl.glVertex3f(8.0, 4.0,7.0) gl.glEnd() shaders.disable() self.scene.renderGuitar() self.renderLayers(self.foregroundLayers, visibility) self.rockmeter.render(visibility)
class Rockmeter(ConfigGetMixin): _layerLimit = 99 #limit to how many layers can be loaded _groupLimit = 50 #limit to how many groups can be loaded def __init__(self, guitarScene, configFileName, coOp = False): self.scene = guitarScene self.engine = guitarScene.engine self.layers = {} #collection of all the layers in the rockmeter self.layersForRender = {} #collection of layers that are rendered separate from any group self.layerGroups = {} #collection of layer groups self.sharedLayerGroups = {} self.sharedLayers = {} #these layers are for coOp use only self.sharedLayersForRender = {} self.sharedGroups = {} self.coOp = coOp self.config = LinedConfigParser() self.config.read(configFileName) self.themename = self.engine.data.themeLabel try: themepath = os.path.join(Version.dataPath(), "themes", self.themename) fp, pathname, description = imp.find_module("CustomRMLayers",[themepath]) self.customRMLayers = imp.load_module("CustomRMLayers", fp, pathname, description) except ImportError: self.customRMLayers = None Log.notice("Custom Rockmeter layers are not available") # Build the layers for i in range(Rockmeter._layerLimit): types = [ "Image", "Text", "Circle", "Custom" ] for t in types: self.section = "layer%d:%s" % (i, t) if not self.config.has_section(self.section): continue else: if t == types[1]: self.createFont(self.section, i) elif t == types[2]: self.createCircle(self.section, i) elif t == types[3]: self.createCustom(self.section, i) else: self.createImage(self.section, i) break for i in range(Rockmeter._groupLimit): self.section = "Group%d" % i if not self.config.has_section(self.section): continue else: self.createGroup(self.section, i) print self.layerGroups print self.sharedLayerGroups print self.layersForRender self.reset() def reset(self): self.lastMissPos = None self.lastPickPos = None self.playedNotes = [] self.averageNotes = [0.0] #adds a layer to the rockmeter's list def addLayer(self, layer, number, shared = False): if shared: self.sharedLayers[number] = layer self.sharedLayersForRender[number] = layer else: if layer: self.layers[number] = layer self.layersForRender[number] = layer def loadLayerFX(self, layer, section): section = section.split(":")[0] types = {"Slide": "Slide(layer, fxsection)", "Rotate": "Rotate(layer, fxsection)", "Replace": "Replace(layer, fxsection)", "Fade": "Fade(layer, fxsection)", "Animate": "Animate(layer, fxsection)", "Scale": "Scale(layer, fxsection)"} #makes sure groups don't load effects they can use if isinstance(layer, Group): types.pop("Animate"); types.pop("Replace") for i in range(5): #maximum of 5 effects per layer for t in types.keys(): fxsection = "%s:fx%d:%s" % (section, i, t) if not self.config.has_section(fxsection): continue else: layer.effects.append(eval(types[t])) break def createCustom(self, section, number): if self.customRMLayers: classname = self.get("classname") layer = eval("self.customRMLayers."+classname+"(self, section)") if isinstance(layer, Group): self.addGroup(layer, number, layer.shared) else: self.addLayer(layer, number, layer.shared) def createFont(self, section, number): font = self.get("font", str, "font") layer = FontLayer(self, section, font) layer.text = self.getexpr("text") layer.shared = self.get("shared", bool, False) layer.condition = self.getexpr("condition", "True") layer.inPixels = self.get("inPixels", str, "").split("|") self.loadLayerFX(layer, section) self.addLayer(layer, number, layer.shared) def createImage(self, section, number): texture = self.get("texture") drawing = os.path.join("themes", self.themename, "rockmeter", texture) layer = ImageLayer(self, section, drawing) layer.shared = self.get("shared", bool, False) layer.condition = self.getexpr("condition", "True") layer.inPixels = self.get("inPixels", str, "").split("|") layer.rect = self.getexpr("rect", "(0,1,0,1)") self.loadLayerFX(layer, section) self.addLayer(layer, number, layer.shared) def createCircle(self, section, number): texture = self.get("texture") drawing = os.path.join("themes", self.themename, "rockmeter", texture) layer = CircleLayer(self, section, drawing) layer.shared = self.get("shared", bool, False) layer.condition = self.getexpr("condition", "True") layer.inPixels = self.get("inPixels", str, "").split("|") layer.rect = self.getexpr("rect", "(0,1,0,1)") self.loadLayerFX(layer, section) self.addLayer(layer, number, layer.shared) def createGroup(self, section, number): group = Group(self, section) group.shared = self.get("shared", bool, False) self.loadLayerFX(group, section) self.addGroup(group, number, group.shared) def addGroup(self, group, number, shared): #remove the layers in the group from the layers to be rendered # independent of groups if shared: for layer in group.layers.keys(): if layer in self.layersForRender.keys(): self.layersForRender.pop(layer) self.sharedLayerGroups[number] = group else: for layer in group.layers.keys(): if layer in self.layersForRender.keys(): self.layersForRender.pop(layer) self.layerGroups[number] = group #because time is not player specific it's best to update it only once per cycle def updateTime(self): global songLength, minutesSongLength, secondsSongLength global minutesCountdown, secondsCountdown, minutes, seconds global position, countdownPosition, progress scene = self.scene songLength = scene.lastEvent position = scene.getSongPosition() countdownPosition = songLength - position progress = float(position)/float(songLength) if progress < 0: progress = 0 elif progress > 1: progress = 1 minutesCountdown, secondsCountdown = (countdownPosition / 60000, (countdownPosition % 60000) / 1000) minutes, seconds = (position / 60000, (position % 60000) / 1000) minutesSongLength, secondsSongLength = (songLength / 60000, (songLength % 60000) / 1000) #this updates all the usual global variables that are handled by the rockmeter #these are all player specific def updateVars(self, p): global score, rock, coop_rock, streak, streakMax, power, stars, partialStars, multiplier, bassgroove, boost, player, part, playerNum scene = self.scene playerNum = p player = scene.instruments[playerNum] playerName = self.scene.playerList[p].name part = player.__class__.__name__ #this is here for when I finally get coOp worked in if self.coOp: score = scene.coOpScoreCard.score stars = scene.coOpScoreCard.stars partialStars = scene.coOpScoreCard.starRatio coop_rock = scene.rock[scene.coOpPlayerMeter] / scene.rockMax else: score = scene.scoring[playerNum].score stars = scene.scoring[playerNum].stars partialStars = scene.scoring[playerNum].starRatio rock = scene.rock[playerNum] / scene.rockMax streak = scene.scoring[playerNum].streak power = player.starPower/100.0 #allows for bassgroove if player.isBassGuitar: streakMax = 50 else: streakMax = 30 if streak >= streakMax: multiplier = int(streakMax*.1) + 1 else: multiplier = int(streak*.1) + 1 boost = player.starPowerActive #doubles the multiplier number when starpower is activated if boost: multiplier *= 2 if player.isBassGuitar and streak >= 40: bassgroove = True else: bassgroove = False #force bassgroove to false if it's not enabled if not scene.bassGrooveEnabled: bassgroove = False def triggerPick(self, pos, notes): if notes: self.lastPickPos = pos self.playedNotes = self.playedNotes[-3:] + [sum(notes) / float(len(notes))] self.averageNotes[-1] = sum(self.playedNotes) / float(len(self.playedNotes)) def triggerMiss(self, pos): self.lastMissPos = pos def render(self, visibility): self.updateTime() with self.engine.view.orthogonalProjection(normalize = True): for i,player in enumerate(self.scene.playerList): p = player.number self.updateVars(p) if p is not None: self.engine.view.setViewportHalf(self.scene.numberOfGuitars,p) else: self.engine.view.setViewportHalf(1,0) for group in self.layerGroups.values(): group.render(visibility, p) for layer in self.layersForRender.values(): layer.updateLayer(p) for effect in layer.effects: effect.update() layer.render(visibility, p) self.engine.view.setViewportHalf(1,0) for layer in self.sharedLayersForRender.values(): layer.render(visibility, 0) for group in self.sharedLayerGroups.values(): group.render(visibility, 0)
class Stage(object): def __init__(self, guitarScene, configFileName): self.scene = guitarScene self.engine = guitarScene.engine self.config = LinedConfigParser() self.backgroundLayers = [] self.foregroundLayers = [] self.textures = {} self.reset() self.wFull = None #MFH - needed for new stage background handling self.hFull = None # evilynux - imported myfingershurt stuff from GuitarScene self.mode = self.engine.config.get("game", "stage_mode") self.songStage = self.engine.config.get("game", "song_stage") self.animatedFolder = self.engine.config.get("game", "animated_stage_folder") # evilynux - imported myfingershurt stuff from GuitarScene w/ minor modifs #MFH TODO - alter logic to accommodate separated animation and slideshow # settings based on selected animated stage folder animationMode = self.engine.config.get("game", "stage_animate") slideShowMode = self.engine.config.get("game", "rotate_stages") if self.animatedFolder == _("None"): self.rotationMode = 0 #MFH: if no animated stage folders are available, disable rotation. elif self.animatedFolder == "Normal": self.rotationMode = slideShowMode else: self.rotationMode = animationMode self.imgArr = [] #QQstarS:random self.imgArrScaleFactors = [] #MFH - for precalculated scale factors self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay self.animation = False self.indexCount = 0 #QQstarS:random time counter self.arrNum = 0 #QQstarS:random the array num self.arrDir = 1 #forwards self.config.read(configFileName) # evilynux - Improved stage error handling self.themename = self.engine.data.themeLabel self.path = os.path.join("themes",self.themename,"backgrounds") self.pathfull = self.engine.getPath(self.path) if not os.path.exists(self.pathfull): # evilynux log.warn("Stage folder does not exist: %s" % self.pathfull) self.mode = 1 # Fallback to song-specific stage self.loadLayers(configFileName) def loadLayers(self, configFileName): self.config.read(configFileName) path = os.path.join("themes", self.themename, "stage") # Build the layers for i in range(32): section = "layer%d" % i if self.config.has_section(section): def get(value, type = str, default = None): if self.config.has_option(section, value): return type(self.config.get(section, value)) return default xres = get("xres", int, 256) yres = get("yres", int, 256) texture = get("texture") try: drawing = self.textures[texture] except KeyError: drawing = self.engine.loadImgDrawing(self, None, os.path.join(path, texture), textureSize = (xres, yres)) self.textures[texture] = drawing layer = Layer(self, drawing) layer.position = (get("xpos", float, 0.0), get("ypos", float, 0.0)) layer.scale = (get("xscale", float, 1.0), get("yscale", float, 1.0)) layer.angle = math.pi * get("angle", float, 0.0) / 180.0 layer.srcBlending = getattr(gl, "GL_%s" % get("src_blending", str, "src_alpha").upper()) layer.dstBlending = getattr(gl, "GL_%s" % get("dst_blending", str, "one_minus_src_alpha").upper()) layer.color = (get("color_r", float, 1.0), get("color_g", float, 1.0), get("color_b", float, 1.0), get("color_a", float, 1.0)) # Load any effects fxClasses = { "light": LightEffect, "rotate": RotateEffect, "wiggle": WiggleEffect, "scale": ScaleEffect, } for j in range(32): fxSection = "layer%d:fx%d" % (i, j) if self.config.has_section(fxSection): type = self.config.get(fxSection, "type") if not type in fxClasses: continue options = self.config.options(fxSection) options = dict([(opt, self.config.get(fxSection, opt)) for opt in options]) fx = fxClasses[type](layer, options) layer.effects.append(fx) if get("foreground", int): self.foregroundLayers.append(layer) else: self.backgroundLayers.append(layer) def loadVideo(self, libraryName, songName): vidSource = None if self.songStage == 1: songBackgroundVideoPath = os.path.join(libraryName, songName, "background.ogv") if os.path.isfile(songBackgroundVideoPath): vidSource = songBackgroundVideoPath loop = False else: log.warn("Video not found: %s" % songBackgroundVideoPath) if vidSource is None: vidSource = os.path.join(self.pathfull, "default.ogv") loop = True if not os.path.isfile(vidSource): log.warn("Video not found: %s" % vidSource) log.warn("Falling back to default stage mode.") self.mode = 1 # Fallback return try: # Catches invalid video files or unsupported formats log.debug("Attempting to load video: %s" % vidSource) self.vidPlayer = VideoLayer(self.engine, vidSource, mute = True, loop = loop) self.engine.view.pushLayer(self.vidPlayer) except (IOError, VideoPlayerError): self.mode = 1 log.error("Failed to load song video (falling back to default stage mode):") def restartVideo(self): if not self.mode == 3: return self.vidPlayer.restart() def load(self, libraryName, songName, practiceMode = False): if self.scene.coOpType: rm = os.path.join("themes", self.themename, "rockmeter_coop.ini") elif self.scene.battle: rm = os.path.join("themes", self.themename, "rockmeter_profaceoff.ini") elif self.scene.gamePlayers > 1: rm = os.path.join("themes", self.themename, "rockmeter_faceoff.ini") else: rm = os.path.join("themes", self.themename, "rockmeter.ini") if os.path.exists(os.path.join("..", "data", rm)): rockmeter = self.engine.resource.fileName(rm) else: rockmeter = self.engine.resource.fileName(os.path.join("themes", self.themename, "rockmeter.ini")) self.rockmeter = Rockmeter.Rockmeter(self.scene, rockmeter, self.scene.coOpType) # evilynux - Fixes a self.background not defined crash self.background = None #MFH - new background stage logic: if self.mode == 2: #blank / no stage self.songStage = 0 self.rotationMode = 0 elif practiceMode: #check for existing practice stage; always disable stage rotation here self.songStage = 0 self.rotationMode = 0 self.mode = 1 #separated practice stages for the instruments by k.i.d if self.scene.instruments[0].isDrum: background = "practicedrum" elif self.scene.instruments[0].isBassGuitar: background = "practicebass" else: background = "practice" if not self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"backgrounds",background)): #MFH - must first fall back on the old practice.png before forcing blank stage mode! if not self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"backgrounds","practice")): log.warn("No practice stage, falling back on a forced Blank stage mode") # evilynux self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode elif self.songStage == 1: #check for song-specific background test = True if not self.engine.loadImgDrawing(self, "background", os.path.join(libraryName, songName, "background")): log.notice("No song-specific stage found") # evilynux test = False if test: #does a song-specific background exist? self.rotationMode = 0 self.mode = 1 else: self.songStage = 0 #MFH - now, after the above logic, we can run the normal stage mode logic # only worrying about checking for Blank, song-specific and # practice stage modes if self.mode != 2 and self.mode != 3 and self.songStage == 0 and not practiceMode: #still need to load stage(s) #myfingershurt: assign this first if self.mode == 1: #just use Default.png if not self.engine.loadImgDrawing(self, "background", os.path.join(self.path, "default")): log.warn("No default stage; falling back on a forced Blank stage mode") # evilynux self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode ##This checks how many Stage-background we have to select from if self.mode == 0 and self.rotationMode == 0: #MFH: just display a random stage files = [] fileIndex = 0 allfiles = os.listdir(self.pathfull) for name in allfiles: if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass" and name != ".svn": log.debug("Valid background found, index (" + str(fileIndex) + "): " + name) files.append(name) fileIndex += 1 else: log.debug("Practice background filtered: " + name) # evilynux - improved error handling, fallback to blank background if no background are found if fileIndex == 0: log.warn("No valid stage found!") self.mode = 2; else: i = random.randint(0,len(files)-1) filename = files[i] ##End check number of Stage-backgrounds if not self.engine.loadImgDrawing(self, "background", os.path.join(self.path, filename)): self.mode = 2; elif self.rotationMode > 0 and self.mode != 2: files = [] fileIndex = 0 if self.animatedFolder == "Random": #Select one of the subfolders under stages\ to animate randomly numAniStageFolders = len(self.engine.stageFolders) if numAniStageFolders > 0: self.animatedFolder = random.choice(self.engine.stageFolders) else: self.animatedFolder = "Normal" elif self.animatedFolder == "None": self.mode = 2 if self.animatedFolder != "Normal" and self.mode != 2: #just use the base Stages folder for rotation self.path = os.path.join("themes",self.themename,"backgrounds",self.animatedFolder) self.pathfull = self.engine.getPath(self.path) self.animation = True allfiles = os.listdir(self.pathfull) for name in allfiles: if os.path.splitext(name)[1].lower() == ".png" or os.path.splitext(name)[1].lower() == ".jpg" or os.path.splitext(name)[1].lower() == ".jpeg": if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass": log.debug("Valid background found, index (" + str(fileIndex) + "): " + name) files.append(name) fileIndex += 1 else: log.debug("Practice background filtered: " + name) files.sort() if self.rotationMode > 0 and self.mode != 2: #alarian: blank stage option is not selected #myfingershurt: just populate the image array in order, they are pulled in whatever order requested: for j in range(len(files)): self.engine.loadImgDrawing(self, "backgroundA", os.path.join(self.path, files[j])) self.imgArr.append(getattr(self, "backgroundA", os.path.join(self.path, files[j]))) if self.rotationMode > 0 and len(self.imgArr) == 0: self.rotationMode = 0 #stage rotation def rotate(self): if self.animation: whichDelay = self.animateDelay else: whichDelay = self.rotateDelay self.indexCount = self.indexCount + 1 if self.indexCount > whichDelay: #myfingershurt - adding user setting for stage rotate delay self.indexCount = 0 if self.rotationMode == 1: #QQstarS:random self.arrNum = random.randint(0,len(self.imgArr)-1) elif self.rotationMode == 2: #myfingershurt: in order display mode self.arrNum += 1 if self.arrNum > (len(self.imgArr)-1): self.arrNum = 0 elif self.rotationMode == 3: #myfingershurt: in order, back and forth display mode if self.arrDir == 1: #forwards self.arrNum += 1 if self.arrNum > (len(self.imgArr)-1): self.arrNum -= 2 self.arrDir = 0 else: self.arrNum -= 1 if self.arrNum < 0: self.arrNum += 2 self.arrDir = 1 def renderBackground(self): #myfingershurt: multiple rotation modes if self.mode != 2: if self.rotationMode == 0: drawImage(self.background, scale = (1.0,-1.0), coord = (self.wFull/2,self.hFull/2), stretched = FULL_SCREEN) #myfingershurt: else: #MFH - use precalculated scale factors instead drawImage(self.imgArr[self.arrNum], scale = (1.0,-1.0), coord = (self.wFull/2,self.hFull/2), stretched = FULL_SCREEN) def updateDelays(self): self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay def reset(self): self.lastBeatPos = None self.lastQuarterBeatPos = None self.lastMissPos = None self.lastPickPos = None self.beat = 0 self.quarterBeat = 0 self.pos = 0.0 self.playedNotes = [] self.averageNotes = [0.0] self.beatPeriod = 0.0 def triggerPick(self, pos, notes): if notes: self.lastPickPos = pos self.playedNotes = self.playedNotes[-3:] + [sum(notes) / float(len(notes))] self.averageNotes[-1] = sum(self.playedNotes) / float(len(self.playedNotes)) self.rockmeter.triggerPick(pos, notes) def triggerMiss(self, pos): self.lastMissPos = pos self.rockmeter.triggerMiss(pos) def triggerQuarterBeat(self, pos, quarterBeat): self.lastQuarterBeatPos = pos self.quarterBeat = quarterBeat def triggerBeat(self, pos, beat): self.lastBeatPos = pos self.beat = beat self.averageNotes = self.averageNotes[-4:] + self.averageNotes[-1:] def run(self, pos, period): self.pos = pos self.beatPeriod = period quarterBeat = int(4 * pos / period) if quarterBeat > self.quarterBeat: self.triggerQuarterBeat(pos, quarterBeat) beat = quarterBeat / 4 if beat > self.beat: self.triggerBeat(pos, beat) def renderLayers(self, layers, visibility): if self.mode != 3: with self.engine.view.orthogonalProjection(normalize = True): for layer in layers: layer.render(visibility) def render(self, visibility): if self.mode != 3: self.renderBackground() self.renderLayers(self.backgroundLayers, visibility) if shaders.enable("stage"): height = 0.0 for i in shaders.var["color"].keys(): shaders.modVar("color",shaders.var["color"][i],0.05,10.0) height += shaders.var["color"][i][3]/3.0 height=height**2 shaders.setVar("height",2*height) shaders.setVar("ambientGlow",height/1.5) shaders.setVar("glowStrength",60+height*80.0) gl.glBegin(gl.GL_TRIANGLE_STRIP) gl.glVertex3f(-8.0, 1.0,7.0) gl.glVertex3f(8.0, 1.0,7.0) gl.glVertex3f(-8.0, 4.0,7.0) gl.glVertex3f(8.0, 4.0,7.0) gl.glEnd() shaders.disable() self.scene.renderGuitar() self.renderLayers(self.foregroundLayers, visibility) self.rockmeter.render(visibility)