Sync with the music and detect when a note is pressed

  Kiến thức lập trình

Implement and refine the synchronization mechanism for the rhythm game to ensure smooth gameplay. The system should:

Sync with Music:
Ensure the gameplay accurately matches the timing of the music track.
The visual and interactive elements should be in perfect sync with the rhythm and beats of the music.

Detect Note Press:
Implement precise detection of note presses.
Ensure the game accurately registers when a player presses a note, aligning with the music’s timing.
Improve the responsiveness to minimize latency and maximize accuracy.

from os import truncate
import pygame  # type: ignore
import sys
import tkinter as tk
from mainmenu import beatmap_selected
import time

# variables

white = (255, 255, 255)
black = (0, 0, 0)
blue = (0, 175, 255)
grey = (175, 175, 175)
yellow = (255, 235, 0)
green = (0, 225, 55)
purple = (215, 0, 225)

combo = 0

key1_color = grey
key2_color = grey
key3_color = grey
key4_color = grey


screen_width = 400 * 1.25
screen_height = 850
radius = (screen_width // 8) - 5

col1 = [50 * 1.25, -100, 0]
col2 = [150 * 1.25, -100, 1]
col3 = [250 * 1.25, -100, 2]
col4 = [350 * 1.25, -100, 3]

no_note = True

current_time = 0
start_time = 120 / 1000.0

perfect_timer = 0
perfect_note_hit = False

good_timer = 0
good_note_hit = False

bad_timer = 0
bad_note_hit = False

# counters
key_num_set = 0

# arrays

notes = []
seconds = []
circles_on_scene = []
keys = [False, False, False, False]

durations = []
# functions


def set_notes():
    with open(f"beatmaps/{beatmap_selected}/notes.txt", "r", encoding="utf-8") as file:
        lineas = file.readlines()
        for linea in lineas:
            note = linea.split()
            seconds.append(float(note[0]))
            notes.append(int(note[1]))
            if len(note) > 2:
                durations.append(float(note[2]))
            else:
                durations.append(
                    0
                )  # Si no hay duración especificada, se asume nota regular


def display_keys():
    pygame.draw.circle(screen, key1_color, (col1[0], 700), radius)
    pygame.draw.circle(screen, key2_color, (col2[0], 700), radius)
    pygame.draw.circle(screen, key3_color, (col3[0], 700), radius)
    pygame.draw.circle(screen, key4_color, (col4[0], 700), radius)


def create_circle():

    global key_num_set
    global no_note

    key_num = notes[key_num_set]

    if key_num == 1:
        col = col1.copy()
        color = white
    elif key_num == 2:
        col = col2.copy()
        color = blue
    elif key_num == 3:
        col = col3.copy()
        color = blue
    elif key_num == 4:
        col = col4.copy()
        color = white
    else:
        no_note = True

    if not no_note:
        circles_on_scene.append((screen, color, col, radius))

    key_num_set += 1


def perfect_note():

    global perfect_timer
    global perfect_note_hit

    if perfect_note_hit:
        screen.blit(perfect_text, perfect_center)
        perfect_timer += 1
        if perfect_timer >= 5:
            perfect_note_hit = False
            perfect_timer = 0


def good_note():

    global good_timer
    global good_note_hit

    if good_note_hit:
        screen.blit(good_text, good_center)
        good_timer += 1
        if good_timer >= 5:
            good_note_hit = False
            good_timer = 0


def bad_note():

    global bad_timer
    global bad_note_hit

    if bad_note_hit:
        screen.blit(bad_text, bad_center)
        bad_timer += 1
        if bad_timer >= 5:
            bad_note_hit = False
            bad_timer = 0


circle_speed = 2.5


def update_circles():
    global combo
    global perfect_note_hit
    global good_note_hit
    global bad_note_hit
    global no_note

    hit_detected = [
        False
    ] * 4  # Bandera para detectar si una nota fue golpeada para cada columna

    if not no_note:
        for circle in circles_on_scene[:]:
            pygame.draw.circle(
                circle[0], circle[1], (circle[2][0], circle[2][1]), circle[3]
            )
            fpscirlcespeed = circle_speed * dt * targetfps
            circle[2][1] += fpscirlcespeed

            if (
                seconds[seconds_set] - 0.03 <= current_time <= seconds[seconds_set] + 0.03
                and keys[circle[2][2]]
                and not hit_detected[circle[2][2]]
            ):
                combo += 1
                perfect_note_hit = True
                circles_on_scene.remove(circle)
                hit_detected[circle[2][2]] = (
                    True  # Marcar que una nota fue golpeada en esta columna
                )

            elif (
                seconds[seconds_set] - 0.02 <= current_time <= seconds[seconds_set] + 0.02
                and keys[circle[2][2]]
                and not hit_detected[circle[2][2]]
            ):
                combo += 1
                good_note_hit = True
                circles_on_scene.remove(circle)
                hit_detected[circle[2][2]] = (
                    True  # Marcar que una nota fue golpeada en esta columna
                )

            elif (
                seconds[seconds_set] - 0.01 <= current_time <= seconds[seconds_set] + 0.01
                and keys[circle[2][2]]
                and not hit_detected[circle[2][2]]
            ):
                combo += 1
                bad_note_hit = True
                circles_on_scene.remove(circle)
                hit_detected[circle[2][2]] = (
                    True  # Marcar que una nota fue golpeada en esta columna
                )

            elif circle[2][1] > 960:
                combo = 0
                circles_on_scene.remove(circle)

    else:
        no_note = False


time_for_timing = 0
song_timed = False


def song_timing():

    global time_for_timing
    global song_timed
    global seconds

    if not song_timed:
        if current_time >= (580 / ((circle_speed) * 540)):
            pygame.mixer.music.play()
            song_timed = True


def counter():
    global current_time
    current_time = pygame.time.get_ticks() / 1000.0 - start_time


# display
pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Osu!Mania")
game_icon = pygame.image.load("data/mania_icon.png")
pygame.display.set_icon(game_icon)

# music

pygame.mixer.init()
pygame.mixer.music.load(f"beatmaps/{beatmap_selected}/{beatmap_selected}.mp3")

# fonts
font1 = pygame.font.Font(None, 50)
font2 = pygame.font.Font(None, 35)

# text


perfect_text = font2.render("PERFECT", True, yellow)
good_text = font2.render("GOOD", True, green)
bad_text = font2.render("BAD", True, purple)

perfect_center = perfect_text.get_rect(center=(screen_width / 2, screen_height / 2.4))
good_center = good_text.get_rect(center=(screen_width / 2, screen_height / 2.4))
bad_center = bad_text.get_rect(center=(screen_width / 2, screen_height / 2.4))

# sound effects
hitsound = pygame.mixer.Sound("data/hit_sound.ogg")

set_notes()
seconds_set = 0

create = 0
clock = pygame.time.Clock()

fps = 240
targetfps = 540

prev_time = time.time()
dt = 0

running = True
while running:
    counter()
    now = time.time()
    dt = now - prev_time
    prev_time = now
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_d:
                keys[0] = True
                key1_color = white
                hitsound.play()
            if event.key == pygame.K_f:  # Si presiona F y no estaba presionado antes
                keys[1] = True
                key2_color = white
                hitsound.play()
            if event.key == pygame.K_j:  # Si presiona J y no estaba presionado antes
                keys[2] = True
                key3_color = white
                hitsound.play()
            if event.key == pygame.K_k:  # Si presiona K y no estaba presionado antes
                keys[3] = True
                key4_color = white
                hitsound.play()

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_d:
                key1_color = grey
            if event.key == pygame.K_f:
                key2_color = grey
            if event.key == pygame.K_j:
                key3_color = grey
            if event.key == pygame.K_k:
                key4_color = grey

    screen.fill(black)

    display_keys()

    song_timing()

    if seconds_set >= 0 and seconds_set <= len(seconds):
        if current_time >= seconds[seconds_set]:
            create_circle()
            seconds_set += 1
            # Check if next seconds are the same
            while (
                seconds_set < len(seconds)
                and seconds[seconds_set] == seconds[seconds_set - 1]
            ):
                create_circle()
                seconds_set += 1
    update_circles()
    combo_text = font1.render(f"{combo}", True, yellow)
    text_rect = combo_text.get_rect(center=(screen_width / 2, screen_height / 2))
    screen.blit(combo_text, text_rect)

    perfect_note()
    good_note()
    bad_note()
    keys = [False, False, False, False]

    pygame.display.update()
    clock.tick(fps)
pygame.quit()
sys.exit()

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