-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/renda.lua: Renda1 origin from x2[1]/y2[1]; frame from frame_count -- The three roll effects (birds / shuriken / arrow), replayed as a fixed -- round-robin pool of at most POOL_SIZE live pieces. local FRAME_MS = 1000.0 / 60.0 local LIFE = 120 local SPAWN_X0, SPAWN_X1 = 6, 1100 local SPAWN_Y0, SPAWN_Y1 = 540, 1020 local BaseRenda = {} BaseRenda.__index = BaseRenda function BaseRenda.new(index, vx, vy, spin, path) local self = setmetatable({}, BaseRenda) self.name = "renda_" .. index self.path = path or "background" self.vx, self.vy, self.spin = vx, vy, spin or 0 self.x0 = math.random(SPAWN_X0, SPAWN_X1) self.y0 = math.random(SPAWN_Y0, SPAWN_Y1) self.frames = 0 self.last_ms = nil local info = tex.get_texture_info("renda", self.name) self.frame = math.random(0, ((info and info.frame_count) or 1) - 1) self.w = (info and info.x2 and info.x2[1]) or 0 self.h = (info and info.y2 and info.y2[1]) or 0 self._id = tex.get_texture(self.path .. "/renda/" .. self.name) -- nil = missing return self end function BaseRenda:update(current_time_ms) if self.last_ms then local dt = current_time_ms - self.last_ms if dt > 0 and dt < 500 then self.frames = self.frames + dt / FRAME_MS end end self.last_ms = current_time_ms end function BaseRenda:finished() return self.frames >= LIFE end function BaseRenda:draw(y_offset) if not self._id or self:finished() then return end local f = self.frames local cx = self.x0 + self.vx * f local cy = self.y0 + self.vy * f + (y_offset or 0) if self.spin ~= 0 then tex.draw_texture(self._id, { frame = self.frame, x = cx, y = cy, origin = { self.w * 0.5, self.h * 0.5 }, rotation = self.spin * f, }) else tex.draw_texture(self._id, { frame = self.frame, x = cx - self.w * 0.5, y = cy - self.h * 0.5 }) end end local Renda0 = setmetatable({}, {__index = BaseRenda}) Renda0.__index = Renda0 function Renda0.new(index, path) return setmetatable(BaseRenda.new(index, 17.3, -10.9, nil, path), Renda0) end local Renda1 = setmetatable({}, {__index = BaseRenda}) Renda1.__index = Renda1 function Renda1.new(index, path) return setmetatable(BaseRenda.new(index, 17.3, 0, -6, path), Renda1) end local Renda2 = setmetatable({}, {__index = BaseRenda}) Renda2.__index = Renda2 function Renda2.new(index, path) return setmetatable(BaseRenda.new(index, 13.1, -13.8, nil, path), Renda2) end local POOL_SIZE = 10 local RendaController = {} RendaController.__index = RendaController -- optional y_offset: the 2P band's second renda instance sits at y = game_2p_offset.y function RendaController.new(path, index, y_offset) local self = setmetatable({}, RendaController) self.rendas = {} -- slot -> live effect (holes allowed) self.rr = 0 -- round-robin counter self.spawned_this_frame = false self.path = path or "background" self.index = (index ~= nil) and index or math.random(0, 2) self.y_offset = y_offset or 0 tex.load_folder(self.path, "renda") return self end function RendaController:add_renda() -- at most one spawn per frame if self.spawned_this_frame then return end self.spawned_this_frame = true local classes = {Renda0, Renda1, Renda2} local cls = classes[self.index + 1] local slot = (self.rr % POOL_SIZE) + 1 self.rr = self.rr + 1 self.rendas[slot] = cls.new(self.index, self.path) -- replace in slot end function RendaController:update(current_time_ms) self.spawned_this_frame = false for slot = 1, POOL_SIZE do local r = self.rendas[slot] if r then r:update(current_time_ms) if r:finished() then self.rendas[slot] = nil end end end end function RendaController:draw() for slot = 1, POOL_SIZE do local r = self.rendas[slot] if r then r:draw(self.y_offset) end end end function RendaController:destroy() tex.unload_folder(self.path, "renda") end return RendaController