Files
2026-09-07 16:20:11 -04:00

248 lines
8.8 KiB
Lua

local DonBG = require("background/bg_objects/donbg")
local BGNormal = require("background/bg_objects/bg_normal")
local BGFever = require("background/bg_objects/bg_fever")
local Fever = require("background/bg_objects/fever")
local Footer = require("background/bg_objects/footer")
local Dancer = require("background/bg_objects/dancer")
local RendaController = require("background/bg_objects/renda")
local ChibiController = require("background/bg_objects/chibi")
local PracticeBackground = require("background/bg_collabs/practice")
local TutorialBackground = require("background/bg_collabs/tutorial")
local A3Background = require("background/bg_collabs/a3")
local AnimalBackground = require("background/bg_collabs/animal")
local ButtoBackground = require("background/bg_collabs/buttoburst")
local DanBackground = require("background/bg_collabs/dan")
local DQ10Background = require("background/bg_collabs/dq10")
local FunassyiBackground = require("background/bg_collabs/funassyi")
local ImasBackground = require("background/bg_collabs/imas")
local ImasSidemBackground = require("background/bg_collabs/imas_sidem")
local OshiriBackground = require("background/bg_collabs/oshiri")
local COLLABS = {
PRACTICE = { PracticeBackground.new, nil, 1 },
TUTORIAL = { TutorialBackground.new, nil, 1 },
A3 = { A3Background.new, "background/collab/a3", 4 },
ANIMAL = { AnimalBackground.new, "background/collab/animal", 5 },
BUTTOBURST = { ButtoBackground.new, "background/collab/buttoburst", 4 },
DAN = { DanBackground.new, "background/collab/dan", 1 },
DQ10 = { DQ10Background.new, "background/collab/dq10", 5 },
FUNASSYI = { FunassyiBackground.new, "background/collab/funassyi", 5 },
IMAS = { ImasBackground.new, "background/collab/imas", 5 },
IMAS_CG = { ImasBackground.new, "background/collab/imas_cg", 3 },
IMAS_ML = { ImasBackground.new, "background/collab/imas_ml", 3 },
IMAS_SIDEM = { ImasSidemBackground.new, "background/collab/imas_sidem", 3 },
OSHIRI = { OshiriBackground.new, "background/collab/oshiri", 5 },
}
Background = {}
Background.__index = Background
function Background.new(player_num, bpm, scene_preset)
local self = setmetatable({}, Background)
self.player_num = player_num
self.bpm = bpm
self.scene_preset = scene_preset
self.is_2p = (player_num == 3) -- PlayerNum::TWO_PLAYER
tex.load_animations("background")
local entry = scene_preset and COLLABS[scene_preset]
if entry then
local ctor, path, max_dancers = entry[1], entry[2], entry[3]
if path then
self.collab = ctor(player_num, bpm, path, max_dancers)
else
self.collab = ctor(player_num, bpm)
end
else
-- Standard (non-collab) case
local max_dancers = 5
self.max_dancers = max_dancers
if self.is_2p then
local donbg_index = math.random(1, 6)
self.donbg_1 = DonBG.create(1, "background", donbg_index)
self.donbg_2 = DonBG.create(2, "background", donbg_index)
local skin_cfg = tex.get_skin_config("game_2p_offset")
self.p2_y_offset = skin_cfg and skin_cfg.y or 0
self.is_clear_1 = false
self.is_clear_2 = false
else
self.donbg = DonBG.create(player_num, "background")
self.bg_normal = BGNormal.create(math.random(0, 4), "background")
self.bg_fever = BGFever.create(math.random(0, 3), "background")
self.fever = Fever.create(math.random(0, 3), bpm, "background")
self.dancer = Dancer.create(math.random(0, 20), bpm, "background", max_dancers)
self.footer = Footer.new("background", math.random(0, 2))
end
self.renda = RendaController.new("background", math.random(0, 2))
self.chibi = ChibiController.new(bpm, "background")
self.is_clear = false
self.is_rainbow = false
self.last_milestone = 1
end
return self
end
function Background:update(current_ms, bpm)
self.bpm = bpm
if self.collab then
self.collab:update(current_ms, bpm)
else
if self.is_2p then
self.donbg_1:update(current_ms)
self.donbg_2:update(current_ms)
else
self.donbg:update(current_ms)
self.bg_normal:update(current_ms)
self.bg_fever:update(current_ms)
self.fever:update(current_ms, bpm)
self.dancer:update(current_ms, bpm)
end
self.renda:update(current_ms)
self.chibi:update(current_ms, bpm)
end
end
function Background:handle_good(player_num)
if self.collab then
self.collab:handle_good(player_num)
else
self.chibi:add_chibi(player_num, false)
end
end
function Background:handle_ok(player_num)
if self.collab then
self.collab:handle_ok(player_num)
else
self.chibi:add_chibi(player_num, false)
end
end
function Background:handle_bad(player_num)
if self.collab then
self.collab:handle_bad(player_num)
else
self.chibi:add_chibi(player_num, true)
end
end
function Background:handle_drumroll(player_num)
if self.collab then
self.collab:handle_drumroll(player_num)
else
self.renda:add_renda()
end
end
function Background:handle_balloon(player_num)
if self.collab then
self.collab:handle_balloon(player_num)
else
self.renda:add_renda()
end
end
function Background:handle_gauge(player_num, progress, is_clear, is_rainbow)
if self.collab then
self.collab:handle_gauge(player_num, progress, is_clear, is_rainbow)
elseif self.is_2p then
-- Update each player's donbg clear state independently
if player_num == 1 then
self.donbg_1:set_clear(is_clear)
self.is_clear_1 = is_clear
elseif player_num == 2 then
self.donbg_2:set_clear(is_clear)
self.is_clear_2 = is_clear
end
self.is_clear = self.is_clear_1 or self.is_clear_2
self.is_rainbow = is_rainbow
else
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
local md = self.max_dancers
local current_milestone
if is_clear then
current_milestone = md
else
current_milestone = math.min(md - 1, math.floor(progress * md))
end
if current_milestone > self.last_milestone then
for _ = 1, current_milestone - self.last_milestone do self.dancer:add_dancer() end
self.last_milestone = current_milestone
elseif current_milestone < self.last_milestone then
for _ = 1, self.last_milestone - current_milestone do self.dancer:remove_dancer() end
self.last_milestone = current_milestone
end
end
end
function Background:draw_back()
if self.collab then
self.collab:draw_back()
else
if not self.is_2p then
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
end
if self.is_2p then
self.donbg_1:draw(0)
self.donbg_2:draw(self.p2_y_offset)
else
self.donbg:draw()
end
self.renda:draw()
if not self.is_2p then
self.dancer:draw()
self.footer:draw()
if self.is_rainbow then self.fever:draw() end
end
self.chibi:draw()
end
end
function Background:draw_fore()
if self.collab then
self.collab:draw_fore()
end
end
function Background:destroy()
if self.collab then
self.collab:destroy()
else
if self.is_2p then
self.donbg_1:destroy()
self.donbg_2:destroy()
else
self.donbg:destroy()
self.bg_normal:destroy()
self.bg_fever:destroy()
self.fever:destroy()
self.dancer:destroy()
self.footer:destroy()
end
self.renda:destroy()
self.chibi:destroy()
end
end