Files
2026-09-30 15:29:22 -04:00

166 lines
5.7 KiB
Lua

-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/fever.lua: bounce total_distance 50*screen_scale
local FEVER_EDGE_MS = 29000 / 60
local BaseFever = {}
BaseFever.__index = BaseFever
function BaseFever.new(index, bpm, path)
local self = setmetatable({}, BaseFever)
self.name = "fever_" .. index
self.path = path or "background"
tex.load_folder(self.path, "fever/" .. self.name)
local half_beat = (60000 / bpm) / 2
self.bounce_up = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_out = "quadratic"})
self.bounce_down = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_in = "quadratic", delay = half_beat})
self._id_overlay_l = tex.get_texture(self.path .. "/" .. self.name .. "/overlay_l")
self._id_overlay_r = tex.get_texture(self.path .. "/" .. self.name .. "/overlay_r")
self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay")
self.active = false
self.edge_fade = anim.fade(FEVER_EDGE_MS, {initial_opacity = 0.0, final_opacity = 0.0})
return self
end
function BaseFever:start()
if self.active then return end
self.active = true
local from = self.edge_fade and self.edge_fade.attribute or 0.0
self.edge_fade = anim.fade(FEVER_EDGE_MS, {initial_opacity = from, final_opacity = 1.0})
self.edge_fade:start()
self.bounce_up:start()
self.bounce_down:start()
end
-- Falling edge (`fever_normal`); re-arms start().
function BaseFever:stop()
if not self.active then return end
self.active = false
local from = self.edge_fade and self.edge_fade.attribute or 1.0
self.edge_fade = anim.fade(FEVER_EDGE_MS, {initial_opacity = from, final_opacity = 0.0})
self.edge_fade:start()
end
function BaseFever:is_visible()
if self.active then return true end
return (self.edge_fade.attribute or 0) > 0.001 and not self.edge_fade.is_finished
end
function BaseFever:alpha()
if self.active and self.edge_fade.is_finished then return 1.0 end
return self.edge_fade.attribute or 0.0
end
function BaseFever:update(current_time_ms, bpm)
self.edge_fade:update(current_time_ms)
self.bounce_up:update(current_time_ms)
self.bounce_down:update(current_time_ms)
if self.bounce_down.is_finished then
local half_beat = (60000 / bpm) / 2
self.bounce_up = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_out = "quadratic"})
self.bounce_down = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_in = "quadratic", delay = half_beat})
self.bounce_up:start()
self.bounce_down:start()
end
end
function BaseFever:destroy()
tex.unload_folder(self.path, "fever/" .. self.name)
end
local Fever0 = setmetatable({}, {__index = BaseFever})
Fever0.__index = Fever0
function Fever0.new(index, bpm, path)
local self = setmetatable({}, Fever0)
local base = BaseFever.new(index, bpm, path)
for k, v in pairs(base) do self[k] = v end
return self
end
function Fever0:draw()
local a = self:alpha()
if a <= 0.001 then return end
local y = self.bounce_down.attribute - self.bounce_up.attribute
-- fail soft when the folder shipped no art
if self._id_overlay_l then tex.draw_texture(self._id_overlay_l, {y = y, fade = a}) end
if self._id_overlay_r then tex.draw_texture(self._id_overlay_r, {y = y, fade = a}) end
end
-- Fever1 and Fever2 share the same draw as Fever0
local Fever1 = setmetatable({}, {__index = Fever0})
Fever1.__index = Fever1
function Fever1.new(index, bpm, path)
local self = setmetatable({}, Fever1)
local base = BaseFever.new(index, bpm, path)
for k, v in pairs(base) do self[k] = v end
return self
end
function Fever1:draw() Fever0.draw(self) end
local Fever2 = setmetatable({}, {__index = Fever0})
Fever2.__index = Fever2
function Fever2.new(index, bpm, path)
local self = setmetatable({}, Fever2)
local base = BaseFever.new(index, bpm, path)
for k, v in pairs(base) do self[k] = v end
return self
end
function Fever2:draw() Fever0.draw(self) end
local Fever3 = setmetatable({}, {__index = BaseFever})
Fever3.__index = Fever3
function Fever3.new(index, bpm, path)
local self = setmetatable({}, Fever3)
local base = BaseFever.new(index, bpm, path)
for k, v in pairs(base) do self[k] = v end
return self
end
function Fever3:draw()
local a = self:alpha()
if a <= 0.001 then return end
-- fail soft on a missing fever folder
if not self._id_overlay then return end
local y = self.bounce_down.attribute - self.bounce_up.attribute
tex.draw_texture(self._id_overlay, {y = y, fade = a})
end
local FeverAnim = require("background/bg_objects/fever_anim")
local Fever = {}
Fever.Base = BaseFever
Fever.Anim = FeverAnim
Fever.Fever0 = Fever0
Fever.Fever1 = Fever1
Fever.Fever2 = Fever2
Fever.Fever3 = Fever3
-- The cabinet's random pool holds two crowds, fever_effect1 and fever_effect2
-- (fever_effect0 exists but is never drawn from). When their exported movie data
-- is present that pool is the whole choice; otherwise the four flat overlays.
local ANIM_POOL = { 1, 2 }
local function anim_ready(path)
if (path or "background") ~= "background" then return false end
for _, n in ipairs(ANIM_POOL) do
if not FeverAnim.available(n) then return false end
end
return true
end
function Fever.variant_count(path)
if anim_ready(path) then return #ANIM_POOL end
return 4
end
function Fever.create(index, bpm, path)
if anim_ready(path) then
local crowd = FeverAnim.new(ANIM_POOL[(index % #ANIM_POOL) + 1], bpm, path)
if crowd then return crowd end
end
local map = {Fever0, Fever1, Fever2, Fever3}
return map[(index % 4) + 1].new(index % 4, bpm, path)
end
return Fever