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Drum.py
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Drum.py
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#####################################################################
# -*- coding: utf-8 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyostila #
# 2008 Alarian #
# 2008 myfingershurt #
# 2008 Glorandwarf #
# 2008 Capo #
# 2008 Blazingamer #
# 2008 evilynux <evilynux@gmail.com> #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
import os
import math
import numpy as np
import OpenGL.GL as gl
from fretwork import log
from fofix.game.guitarscene.instruments.Instrument import Instrument
from fofix.game.guitarscene.Neck import Neck
from fofix.game.song import Note, Tempo
from fofix.core.Image import draw3Dtex
from fofix.core.Shader import shaders
from fofix.core.Mesh import Mesh
from fofix.core import cmgl
#Normal guitar key color order: Green, Red, Yellow, Blue, Orange
#Drum fret color order: Red, Yellow, Blue, Green
#actual drum note numbers:
#0 = bass drum (stretched Orange fret), normally Green fret
#1 = drum Red fret, normally Red fret
#2 = drum Yellow fret, normally Yellow fret
#3 = drum Blue fret, normally Blue fret
#4 = drum Green fret, normally Orange fret
#
#So, with regard to note number coloring, swap note.number 0's color with note.number 4.
#akedrou - 5-drum support is now available.
# to enable it, only here and Player.drums should need changing.
class Drum(Instrument):
def __init__(self, engine, playerObj, scene, player = 0):
super(Drum, self).__init__(engine, playerObj, scene, player=player)
self.isDrum = True
self.isBassGuitar = False
self.isVocal = False
# Drum game has 4 lanes for the regular drums; bass is handled specially.
self.strings = 4
# Undocumented; maybe total number of buttons?
self.strings2 = 5
self.lanenumber = float(self.strings)
# (misnamed) Number of *rows* in the fret texture atlas
self.fretImgColNumber = float(6)
# GuitarScene sets these to 100; we decrement them every tick.
self.drumsHeldDown = [0, 0, 0, 0, 0]
self.gameMode2p = self.engine.world.multiMode
self.lastFretWasBassDrum = False
self.lastFretWasT1 = False #Faaa Drum sound
self.lastFretWasT2 = False
self.lastFretWasT3 = False
self.lastFretWasC = False
self.matchingNotes = []
#MFH - I do not understand fully how the handicap scorecard works at the moment, nor do I have the time to figure it out.
#... so for now, I'm just writing some extra code here for the early hitwindow size handicap.
self.earlyHitWindowSizeFactor = 0.5
self.starNotesInView = False
self.openStarNotesInView = False
self.drumFillsCount = 0
self.drumFillsTotal = 0
self.drumFillsHits = 0
self.drumFillsReady = False
self.drumFillEvents = []
self.drumFillWasJustActive = False
self.playedSound = [True] * self.strings2
self.openFretActivity = 0.0
self.openFretColor = self.fretColors[5]
self.logClassInits = self.engine.config.get("log", "log_class_inits")
if self.logClassInits == 1:
log.debug("Drum class initialization!")
self.freestyleHitFlameCounts = [0] * self.strings2
self.fretWeight = [0.0] * self.strings
self.fretActivity = [0.0] * self.strings
self.drumFretButtons = None
#blazingamer
self.rockLevel = 0.0
self.bigMax = 1
if self.engine.config.get("game", "large_drum_neck"):
self.boardWidth *= (4.0/3.0)
self.boardLength *= (4.0/3.0)
#Get theme
#now theme determination logic is only in data.py:
self.theme = self.engine.data.theme
self.tailsEnabled = False
self.loadImages()
self.barsColor = self.engine.theme.barsColor
self.neck = Neck(self.engine, self, playerObj)
def loadNotes(self):
super(Drum, self).loadNotes()
engine = self.engine
get = lambda file: self.checkPath("tails", file)
if self.twoDnote == True:
if self.noteSpin:
engine.loadImgDrawing(self, "noteOpenAnimatedPowerActive", get("animated_open_power_active.png"))
engine.loadImgDrawing(self, "noteOpenAnimatedPower", get("animated_open_power.png"))
engine.loadImgDrawing(self, "noteOpenAnimated", get("animated_open.png"))
size = (self.boardWidth/1.9, (self.boardWidth/self.strings)/3.0)
self.openVtx = np.array([[-size[0], 0.0, size[1]],
[size[0], 0.0, size[1]],
[-size[0], 0.0, -size[1]],
[size[0], 0.0, -size[1]]],
dtype=np.float32)
self.noteTexCoord = [[np.array([[i/float(self.strings), s/6.0],
[(i+1)/float(self.strings), s/6.0],
[i/float(self.strings), (s+1)/6.0],
[(i+1)/float(self.strings), (s+1)/6.0]],
dtype=np.float32)
for i in range(self.strings)] for s in range(0,5,2)]
self.openTexCoord = [np.array([[0.0, s/6.0],
[1.0, s/6.0],
[0.0, (s+1)/6.0],
[1.0, (s+1)/6.0]], dtype=np.float32) for s in range(1,6,2)]
self.animatedOpenTexCoord = [[np.array([[0.0, s/float(self.noteSpinFrames)],
[1.0, s/float(self.noteSpinFrames)],
[0.0, (s+1)/float(self.noteSpinFrames)],
[1.0, (s+1)/float(self.noteSpinFrames)]],
dtype=np.float32)
for i in range(self.strings)] for s in range(self.noteSpinFrames)]
else:
defaultOpenNote = False
if self.engine.fileExists(get("open.dae")): #load from notes folder
self.engine.resource.load(self, "openMesh", lambda: Mesh(self.engine.resource.fileName(get("open.dae"))))
else: #fallback to the default in the data folder
self.engine.resource.load(self, "openMesh", lambda: Mesh(self.engine.resource.fileName("open.dae")))
defaultOpenNote = True
engine.loadImgDrawing(self, "spActTex", get("spacttex.png"))
if defaultOpenNote:
self.opentexture = False
self.opentexture_star = False
self.opentexture_stara = False
else:
self.engine.loadImgDrawing(self, "opentexture", get("opentex.png"))
self.engine.loadImgDrawing(self, "opentexture_star", get("opentex_star.png"))
self.engine.loadImgDrawing(self, "opentexture_stara", get("opentex_stara.png"))
def loadFrets(self):
super(Drum, self).loadFrets()
engine = self.engine
themename = self.engine.data.themeLabel
get = lambda file: self.checkPath("frets", file)
if self.twoDkeys == True: #death_au
if engine.loadImgDrawing(self, "fretButtons", os.path.join("themes",themename, "frets", "drum", "fretbuttons.png")):
self.drumFretButtons = True
elif engine.loadImgDrawing(self, "fretButtons", os.path.join("themes",themename, "frets", "fretbuttons.png")):
self.drumFretButtons = None
else:
defaultOpenKey = False
if self.engine.fileExists(get("key_open.dae")): #look in the frets folder for files
engine.resource.load(self, "keyMeshOpen", lambda: Mesh(engine.resource.fileName(get("key_open.dae"))))
else: #default to files in data folder
engine.resource.load(self, "keyMeshOpen", lambda: Mesh(engine.resource.fileName("key_open.dae")))
defaultOpenKey = True
if defaultOpenKey:
self.keytexopen = False
else:
engine.loadImgDrawing(self, "keytexopen", get("keytex_open.png"))
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:
noteImage = self.noteButtons
texCoord = self.openTexCoord[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
gl.glPushMatrix()
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glDepthMask(1)
gl.glShadeModel(gl.GL_SMOOTH)
if not isOpen:
if spNote and self.threeDspin:
gl.glRotate(90 + self.time/3, 0, 1, 0)
elif not spNote and self.noterotate:
gl.glRotatef(90, 0, 1, 0)
gl.glRotatef(-90, 1, 0, 0)
if fret >= 0 and fret <= 4:
gl.glRotate(self.noterot[fret], 0, 0, 1)
gl.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)
gl.glDepthMask(0)
gl.glPopMatrix()
gl.glDisable(gl.GL_DEPTH_TEST)
def renderFrets(self, visibility, song, controls):
w = self.boardWidth / self.strings
size = (.22, .22)
v = 1.0 - visibility
gl.glEnable(gl.GL_DEPTH_TEST)
for i in range(self.strings2):
# Rearrange so bass is rendered last
n = i+1
if n == self.strings2:
n = 0
# n==0 is bass; 1..4 is regular drums
f = self.drumsHeldDown[n]/200.0
pressed = self.drumsHeldDown[n]
if n > 0:
c = list(self.fretColors[n-1])
if n == 0:
y = v + f / 6
x = 0
else:
y = v / 6
x = (self.strings / 2 - .5 - (n-1)) * w
if self.twoDkeys == True or not self.keyMesh:
if n == 0: #Weirdpeople - so the drum bass fret can be seen with 2d frets
gl.glDisable(gl.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-1) / self.lanenumber, n / self.lanenumber)
fretColor = (1,1,1,1)
if self.drumFretButtons == None:
if n == 0:
continue
if n == 1:
#reversing fret 1 since it's angled in Rock Band
texSize = (0.2, 0.0)
else:
texSize = (n/5.0, n/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 == 0: #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 == 0: #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 == 0: #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:
#TODO finish 3d keys! keytex and friends are never defined so this block is completely undeveloped!
self.keypos = self.engine.theme.drumkeypos
self.keyrot = self.engine.theme.drumkeyrot
texture = None
model = self.keyMesh
if self.keytex:
if n == 0 and self.keytexopen:
texture = self.keytexopen.texture
elif n == 1:
texture = self.keytexa.texture
elif n == 2:
texture = self.keytexb.texture
elif n == 3:
texture = self.keytexc.texture
elif n == 4:
texture = self.keytexd.texture
if n == 0:
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)
gl.glDisable(gl.GL_DEPTH_TEST)
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
gl.glBlendFunc(gl.GL_ONE, gl.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 = gl.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
def render(self, visibility, song, pos, controls, killswitch):
if shaders.turnon:
shaders.globals["dfActive"] = self.drumFillsActive
shaders.globals["breActive"] = self.freestyleActive
shaders.globals["rockLevel"] = self.rockLevel
if not self.starNotesSet == True:
self.totalNotes = 0
for time, event in song.track[self.player].getAllEvents():
if not isinstance(event, Note):
continue
self.totalNotes += 1
stars = []
maxStars = []
maxPhrase = self.totalNotes/120
for q in range(0,maxPhrase):
for n in range(0,10):
stars.append(self.totalNotes/maxPhrase*(q)+n+maxPhrase/4)
maxStars.append(self.totalNotes/maxPhrase*(q)+10+maxPhrase/4)
i = 0
for time, event in song.track[self.player].getAllEvents():
if not isinstance(event, Note):
continue
for a in stars:
if i == a:
self.starNotes.append(time)
event.star = True
for a in maxStars:
if i == a:
self.maxStars.append(time)
event.finalStar = True
i += 1
for time, event in song.track[self.player].getAllEvents():
if not isinstance(event, Note):
continue
for q in self.starNotes:
if time == q:
event.star = True
for q in self.maxStars:
if time == q and not event.finalStar:
event.star = True
self.starNotesSet = True
if not (self.coOpFailed and not self.coOpRestart):
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_COLOR_MATERIAL)
if self.freestyleActive or self.drumFillsActive:
self.renderOpenNotes(visibility, song, pos)
self.renderNotes(visibility, song, pos)
self.renderFreestyleLanes(visibility, song, pos, controls) #MFH - render the lanes on top of the notes.
self.renderFrets(visibility, song, controls)
self.renderFreestyleFlames(visibility, controls) #MFH - freestyle hit flames
else:
self.renderFreestyleLanes(visibility, song, pos, controls)
if self.fretsUnderNotes and self.twoDnote != False: #MFH
self.renderFrets(visibility, song, controls)
self.renderOpenNotes(visibility, song, pos)
self.renderNotes(visibility, song, pos)
else:
self.renderOpenNotes(visibility, song, pos)
self.renderNotes(visibility, song, pos)
self.renderFrets(visibility, song, controls)
self.renderAnimatedFlames(song, pos)
self.renderFlames(song, pos) #MFH - only when freestyle inactive!
def playDrumSounds(self, controls, playBassDrumOnly = False): #MFH - handles playing of drum sounds.
#Returns list of drums that were just hit (including logic for detecting a held bass pedal)
#pass playBassDrumOnly = True (optional paramater) to only play the bass drum sound, but still
# return a list of drums just hit (intelligently play the bass drum if it's held down during gameplay)
drumsJustHit = [False, False, False, False, False]
for i in range (5):
if controls.getState(self.keys[i]) or controls.getState(self.keys[5+i]):
if i == 0:
if self.playedSound[i] == False: #MFH - gotta check if bass drum pedal is just held down!
self.engine.data.bassDrumSound.play()
self.playedSound[i] = True
drumsJustHit[0] = True
if self.fretboardHop < 0.04:
self.fretboardHop = 0.04 #stump
elif i == 1:
if not playBassDrumOnly and self.playedSound[i] == False:
self.engine.data.T1DrumSound.play()
self.playedSound[i] = True
drumsJustHit[i] = True
elif i == 2:
if not playBassDrumOnly and self.playedSound[i] == False:
self.engine.data.T2DrumSound.play()
self.playedSound[i] = True
drumsJustHit[i] = True
elif i == 3:
if not playBassDrumOnly and self.playedSound[i] == False:
self.engine.data.T3DrumSound.play()
self.playedSound[i] = True
drumsJustHit[i] = True
elif i == 4: #MFH - must actually activate starpower!
if not playBassDrumOnly and self.playedSound[i] == False:
self.engine.data.CDrumSound.play()
self.playedSound[i] = True
drumsJustHit[i] = True
return drumsJustHit
#volshebnyi - handle freestyle picks here
def freestylePick(self, song, pos, controls):
drumsJustHit = self.playDrumSounds(controls)
numHits = 0
for i, drumHit in enumerate(drumsJustHit):
if drumHit:
numHits += 1
if i == 4:
if not self.bigRockEndingMarkerSeen and (self.drumFillsActive or self.drumFillWasJustActive) and self.drumFillsHits >= 4 and not self.starPowerActive:
drumFillCymbalPos = self.freestyleStart+self.freestyleLength
minDrumFillCymbalHitTime = drumFillCymbalPos - self.earlyMargin
maxDrumFillCymbalHitTime = drumFillCymbalPos + self.lateMargin
if (pos >= minDrumFillCymbalHitTime) and (pos <= maxDrumFillCymbalHitTime):
self.freestyleSP = True
return numHits
def hitNote(self, time, note):
self.pickStartPos = max(self.pickStartPos, time)
self.playedNotes.append([time, note])
note.played = True
return True
def startPick(self, song, pos, controls, hopo = False):
if not song:
return False
if not song.readyToGo:
return
# no self.matchingNotes?
if not self.matchingNotes:
return False
self.playedNotes = []
self.pickStartPos = pos
#adding bass drum hit every bass fret:
for time, note in self.matchingNotes:
for i in range(5):
if note.number == i and (controls.getState(self.keys[i]) or controls.getState(self.keys[i+5])) and self.drumsHeldDown[i] > 0:
if self.guitarSolo:
self.currentGuitarSoloHitNotes += 1
if i == 0 and self.fretboardHop < 0.07:
self.fretboardHop = 0.07 #stump
if shaders.turnon:
shaders.var["fret"][self.player][note.number]=shaders.time()
shaders.var["fretpos"][self.player][note.number]=pos
return self.hitNote(time, note)
return False
def run(self, ticks, pos, controls):
if not self.paused:
self.time += ticks
self.matchingNotes = self.getRequiredNotes(self.scene.song, pos)
#MFH - Determine which frame to display for starpower notes
if self.noteSpin:
self.indexCount = self.indexCount + 1
if self.indexCount > self.Animspeed-1:
self.indexCount = 0
self.noteSpinFrameIndex = (self.indexCount * self.noteSpinFrames - (self.indexCount * self.noteSpinFrames) % self.Animspeed) / self.Animspeed
if self.noteSpinFrameIndex > self.noteSpinFrames - 1:
self.noteSpinFrameIndex = 0
#myfingershurt: must not decrease SP if paused.
if self.starPowerActive == True and self.paused == False:
self.starPower -= ticks/self.starPowerDecreaseDivisor
if self.starPower <= 0:
self.starPower = 0
self.starPowerActive = False
for i in range(len(self.drumsHeldDown)):
if self.drumsHeldDown[i] > 0:
self.drumsHeldDown[i] -= ticks
if self.drumsHeldDown[i] < 0:
self.drumsHeldDown[i] = 0
activeFrets = [(note.number - 1) for time, note in self.playedNotes]
if -1 in activeFrets:
self.openFretActivity = min(self.openFretActivity + ticks / 24.0, 0.6)
for n in range(self.strings):
if n in activeFrets:
self.fretActivity[n] = min(self.fretActivity[n] + ticks / 32.0, 1.0)
else:
self.fretActivity[n] = max(self.fretActivity[n] - ticks / 64.0, 0.0)
if self.vbpmLogicType == 0: #MFH - VBPM (old)
if self.currentBpm != self.targetBpm:
diff = self.targetBpm - self.currentBpm
if (round((diff * .03), 4) != 0):
self.currentBpm = round(self.currentBpm + (diff * .03), 4)
else:
self.currentBpm = self.targetBpm
self.setBPM(self.currentBpm) # glorandwarf: was setDynamicBPM(self.currentBpm)
for time, note in self.playedNotes:
if pos > time + note.length:
return False
return True