Files
2026-10-14 16:38:43 -04:00

249 lines
9.7 KiB
Lua

-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/bg_normal.lua: petal spawn band 260/540 *screen_scale
local BGNormalBase = {}
BGNormalBase.__index = BGNormalBase
function BGNormalBase.new(index, path)
local self = setmetatable({}, BGNormalBase)
self.name = "bg_" .. index
self.path = path or "background"
tex.load_folder(self.path, "bg_normal/" .. self.name)
self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/background") or 0
return self
end
function BGNormalBase:update(current_time_ms) end
function BGNormalBase:draw()
tex.draw_texture(self._id_bg)
end
function BGNormalBase:destroy()
tex.unload_folder(self.path, "bg_normal/" .. self.name)
end
-- Index 0 and 1: background + flicker overlay (animation 9)
local BGNormal01 = setmetatable({}, {__index = BGNormalBase})
BGNormal01.__index = BGNormal01
function BGNormal01.new(index, path)
local self = setmetatable({}, BGNormal01)
local base = BGNormalBase.new(index, path)
for k, v in pairs(base) do self[k] = v end
self.flicker = tex.get_animation(9, "background")
self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
return self
end
function BGNormal01:update(current_time_ms)
self.flicker:update(current_time_ms)
end
function BGNormal01:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay, {fade = self.flicker.attribute})
end
-- Index 2: stadium lights with flicker (animation 10)
local BGNormal2 = setmetatable({}, {__index = BGNormalBase})
BGNormal2.__index = BGNormal2
function BGNormal2.new(index, path)
local self = setmetatable({}, BGNormal2)
local base = BGNormalBase.new(index, path)
for k, v in pairs(base) do self[k] = v end
self.flicker = tex.get_animation(10, "background")
self._id_center = tex.get_texture(self.path .. "/" .. self.name .. "/center") or 0
self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
self._id_lamps = tex.get_texture(self.path .. "/" .. self.name .. "/lamps") or 0
self._id_light_orange = tex.get_texture(self.path .. "/" .. self.name .. "/light_orange") or 0
self._id_light_red = tex.get_texture(self.path .. "/" .. self.name .. "/light_red") or 0
self._id_light_green = tex.get_texture(self.path .. "/" .. self.name .. "/light_green") or 0
self._id_light_yellow = tex.get_texture(self.path .. "/" .. self.name .. "/light_yellow") or 0
self._id_side_l = tex.get_texture(self.path .. "/" .. self.name .. "/side_l") or 0
self._id_side_l_2 = tex.get_texture(self.path .. "/" .. self.name .. "/side_l_2") or 0
return self
end
function BGNormal2:update(current_time_ms)
self.flicker:update(current_time_ms)
end
function BGNormal2:draw()
local f = self.flicker.attribute
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_center)
tex.draw_texture(self._id_overlay)
tex.draw_texture(self._id_lamps, {index = 0})
tex.draw_texture(self._id_lamps, {index = 1, mirror = "horizontal"})
tex.draw_texture(self._id_light_orange, {index = 0, fade = f})
tex.draw_texture(self._id_light_orange, {index = 1, fade = f})
tex.draw_texture(self._id_light_red, {fade = f})
tex.draw_texture(self._id_light_green, {fade = f})
tex.draw_texture(self._id_light_orange, {index = 2, fade = f})
tex.draw_texture(self._id_light_yellow, {index = 0, fade = f})
tex.draw_texture(self._id_light_yellow, {index = 1, fade = f})
tex.draw_texture(self._id_side_l)
tex.draw_texture(self._id_side_l_2)
end
-- Index 3: cherry blossoms with petals (animation 11)
local function new_petal(screen_scale, screen_width, screen_height)
local spawn_point
repeat
spawn_point = math.random(0, math.floor(screen_width))
until spawn_point < 260 * screen_scale or spawn_point > 540 * screen_scale
local duration = math.random(1400, 2000)
local dist_x = math.random(math.floor(-300 * screen_scale), math.floor(300 * screen_scale))
local petal = {
spawn_point = spawn_point,
move_x = anim.move(duration, {total_distance = dist_x}),
move_y = anim.move(duration, {total_distance = math.floor(screen_height / 2)})
}
petal.move_x:start()
petal.move_y:start()
return petal
end
local BGNormal3 = setmetatable({}, {__index = BGNormalBase})
BGNormal3.__index = BGNormal3
function BGNormal3.new(index, path)
local self = setmetatable({}, BGNormal3)
local base = BGNormalBase.new(index, path)
for k, v in pairs(base) do self[k] = v end
self.flicker = tex.get_animation(11, "background")
self.screen_scale = tex.get_screen_scale()
self.screen_width = tex.get_screen_width()
self.screen_height = tex.get_screen_height()
self.petals = {}
for _ = 1, 5 do
table.insert(self.petals, new_petal(self.screen_scale, self.screen_width, self.screen_height))
end
self._id_overlay= tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
self._id_petal = tex.get_texture(self.path .. "/" .. self.name .. "/petal") or 0
return self
end
function BGNormal3:update(current_time_ms)
self.flicker:update(current_time_ms)
for i = #self.petals, 1, -1 do
local petal = self.petals[i]
petal.move_x:update(current_time_ms)
petal.move_y:update(current_time_ms)
if petal.move_y.is_finished then
table.remove(self.petals, i)
table.insert(self.petals, new_petal(self.screen_scale, self.screen_width, self.screen_height))
end
end
end
function BGNormal3:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay)
for _, petal in ipairs(self.petals) do
tex.draw_texture(self._id_petal, {
x = petal.spawn_point + petal.move_x.attribute,
y = self.screen_height / 2 + petal.move_y.attribute,
fade = 0.75
})
end
end
-- Index 4: paper lanterns with flicker (animation 14)
local BGNormal4 = setmetatable({}, {__index = BGNormalBase})
BGNormal4.__index = BGNormal4
local GLOW_HALF_MS = 25000 / 60 -- 25 cabinet frames
function BGNormal4.new(index, path)
local self = setmetatable({}, BGNormal4)
local base = BGNormalBase.new(index, path)
for k, v in pairs(base) do self[k] = v end
self.glow_phase_ms = 0
self.glow_last_ms = nil
self._id_light_overlay= tex.get_texture(self.path .. "/" .. self.name .. "/light_overlay") or 0
self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
self._id_lamp_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/lamp_overlay") or 0
self._id_lamp = tex.get_texture(self.path .. "/" .. self.name .. "/lamp") or 0
return self
end
function BGNormal4:update(current_time_ms)
if self.glow_last_ms then
local dt = current_time_ms - self.glow_last_ms
if dt > 0 then
self.glow_phase_ms = (self.glow_phase_ms + dt) % (2 * GLOW_HALF_MS)
end
end
self.glow_last_ms = current_time_ms
end
-- {scale, mirrored} index 0..9 == texture.json light_overlay entry 0..9
local BG4_GLOW = {
{0.95, true}, {1.25, true}, {1.00, true}, {1.15, true}, {0.90, true},
{0.90, false}, {1.10, false}, {1.05, false}, {1.25, false}, {1.00, false},
}
function BGNormal4:draw()
tex.draw_texture(self._id_bg)
local p = self.glow_phase_ms / GLOW_HALF_MS -- 0..2
if p > 1 then p = 2 - p end -- triangle 0..1..0
local ga = 0.5 - p * (0.5 - 0.164) -- 0.5 dim to 0.164, back
if ga < 0 then ga = 0 elseif ga > 1 then ga = 1 end
for i = 0, 9 do
local g = BG4_GLOW[i + 1]
tex.draw_texture(self._id_light_overlay, {
index = i, fade = ga, scale = g[1], blend = "additive",
mirror = g[2] and "horizontal" or "none",
})
end
-- shape 8 (the eave glow) and shape 3 (the stone-lantern glows) are additive at
-- full alpha on the cabinet, not 0.75 alpha-blended.
tex.draw_texture(self._id_overlay, {blend = "additive"})
tex.draw_texture(self._id_lamp_overlay, {index = 0, blend = "additive"})
tex.draw_texture(self._id_lamp_overlay, {index = 1, blend = "additive"})
tex.draw_texture(self._id_lamp, {index = 0})
tex.draw_texture(self._id_lamp, {index = 1})
end
local BGNormal = {}
BGNormal.Base = BGNormalBase
BGNormal.BGNormal2 = BGNormal2
-- Exact replay of the cabinet movie when bg_data/bg_anim/bg_N.lua is exported;
-- the hand-built classes below stay as the fallback.
local ok_anim, BGAnim = pcall(require, "background/bg_objects/bg_anim")
if not ok_anim or type(BGAnim) ~= "table" then BGAnim = nil end
local BGNormalAnim = {}
BGNormalAnim.__index = BGNormalAnim
-- name: a collab pack's backdrop ("b_001_n"); nil for the default bg_<index>
function BGNormalAnim.new(index, path, name)
name = name or ("bg_" .. index)
local anim = BGAnim.new(name, path)
if not anim then return nil end
return setmetatable({ anim = anim, name = name }, BGNormalAnim)
end
function BGNormalAnim:update(current_time_ms) self.anim:update(current_time_ms) end
function BGNormalAnim:draw() self.anim:draw(1.0) end
function BGNormalAnim:destroy() self.anim:destroy() end
function BGNormal.create(index, path)
if BGAnim and (path or "background") == "background" and BGAnim.available("bg_" .. index) then
local obj = BGNormalAnim.new(index, path)
if obj then return obj end
end
local map = {BGNormal01, BGNormal01, BGNormal2, BGNormal3, BGNormal4}
return map[index + 1].new(index, path)
end
-- a collab pack's backdrop, replayed from its exported movie; nil when it is missing
function BGNormal.create_named(name, path)
if not BGAnim then return nil end
return BGNormalAnim.new(nil, path, name)
end
return BGNormal