local SparkleDonBG = require("background/bg_objects/donbg/sparkle") 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 BaseChibi = require("background/bg_objects/chibi/base") local ChibiWave = require("background/bg_objects/chibi/wave") local Timing = require("background/bg_objects/timing") -- THE IDOLM@STER SideM local COLLAB_PATH = "background/collab/imas_sidem" local MAX_DANCERS = 3 -- Don band: the base scrolls one tile left every 5.33s; the clear set scrolls with it under a -- glow strip that pulses every second, and stars twinkle in clusters over it (still, not -- scrolling). Ambient, in ms. local SIDEM_DONBG = { layers = { { key = "background", ms = 5333 }, { key = "glow", clear_only = true, tile = 0, alpha = 0.148, period = 1000, pulse = { { 500, -1000 }, { 500, 1000, "out" } } }, }, } -- star sizes for SparkleDonBG's clusters: { pop, life, x, y, from, to } in Lumen frames local SIDEM_STARS = { trio = { { 110, 34, 0, 0, 0.7, 1.3 }, { 45, 34, 0, 0, 0.7, 1.3 }, { 106, 20, 50, -100, 0.5, 1 }, { 31, 20, 50, -100, 0.5, 1 }, { 10, 20, 300, 0, 0.31, 1.09 }, { 50, 20, 300, 0, 0.43, 1.05 }, { 85, 19, 300, 0, 0.26, 1 }, }, pair = { { 11, 34, 0, 0, 0.68, 1.26 }, { 68, 34, 0, 0, 0.68, 1.26 }, { 0, 19, 300, 0, 0.86, 1.04 }, { 38, 20, 50, -100, 0.5, 1 }, { 64, 20, 300, 0, 0.65, 0.9 }, { 94, 20, 50, -100, 0.5, 1 }, }, } -- Stage: two halves of a rig around a screen cycling the 315 Production logo and three units -- (3 beats each), under a pair of white spotlights. Timed in beats. local SCREEN_BEATS, SCREENS = 3, 4 local SidemBGNormal = {} SidemBGNormal.__index = SidemBGNormal function SidemBGNormal.new(bpm) local self = setmetatable({}, SidemBGNormal) self.name = "bg_0" tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name) local function id(key) return tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. key) or 0 end self._id_bg = id("background") self._id_screen = id("screen") self._id_overlay = id("overlay") self.beat = 60000 / bpm self.t = 0 return self end function SidemBGNormal:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end self.t = self.t + (current_time_ms - (self.last_ms or current_time_ms)) / self.beat self.last_ms = current_time_ms end -- the two spotlights (also drawn brighter by the clear stage) function SidemBGNormal:draw_spots(fade) tex.draw_texture(self._id_overlay, { index = 0, fade = fade }) tex.draw_texture(self._id_overlay, { index = 1, fade = fade, mirror = "horizontal" }) end function SidemBGNormal:draw() tex.draw_texture(self._id_bg, { index = 0 }) tex.draw_texture(self._id_bg, { index = 1, mirror = "horizontal" }) tex.draw_texture(self._id_screen, { frame = math.floor(self.t / SCREEN_BEATS) % SCREENS }) self:draw_spots(0.5) end function SidemBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end -- Clear stage: over the normal one, cyan spotlights and brighter white ones fade in over a beat -- while green lasers fan down from three points above the stage. Each point shows six of -- twelve rays (35..145 degrees, 10 apart), a new set every 0.375 beat in a 1.5-beat cycle. -- Losing clear cuts the lasers and fades the lights out over a beat. Timed in beats. local FEVER_FADE = 1 local SPOT_ALPHA = 0.648 local WHITE_ALPHA = 0.352 local LASER_ALPHA = 0.488 local LASER_STEP = 0.375 local LASER_SETS = { { 35, 45, 75, 85, 115, 125 }, { 45, 55, 85, 105, 115, 145 }, { 55, 65, 95, 105, 135, 145 }, { 35, 65, 75, 95, 125, 135 }, } local LASER_ORIGINS = { -7.5, 632.5, 1272.5 } local LASER_Y = 271.3 local LASER_PIVOT = 16 -- the ray's centre line in its image local SidemBGFever = {} SidemBGFever.__index = SidemBGFever function SidemBGFever.new(bpm) local self = setmetatable({}, SidemBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) local function id(key) return tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. key) or 0 end self._id_spotlight = id("spotlight") self._id_laser = id("laser") self.beat = 60000 / bpm self.state = nil -- nil (hidden), "in", "out" self.level = 0 -- 0..1 of the lights return self end function SidemBGFever:start() self.state, self.t, self.from = "in", 0, self.level end function SidemBGFever:stop() if self.state ~= "in" then return end self.state, self.t, self.from = "out", 0, self.level end function SidemBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end local dt = (current_time_ms - (self.last_ms or current_time_ms)) / self.beat self.last_ms = current_time_ms if not self.state then return end self.t = self.t + dt local k = math.min(1, self.t / FEVER_FADE) if self.state == "in" then self.level = self.from + (1 - self.from) * k else self.level = self.from * (1 - k) if k >= 1 then self.state = nil end end end function SidemBGFever:draw(bg_normal) if not self.state then return end local lv = self.level tex.draw_texture(self._id_spotlight, { index = 0, fade = SPOT_ALPHA * lv }) tex.draw_texture(self._id_spotlight, { index = 1, fade = SPOT_ALPHA * lv, mirror = "horizontal" }) bg_normal:draw_spots(WHITE_ALPHA * lv) if self.state ~= "in" then return end local set = LASER_SETS[math.floor(self.t / LASER_STEP) % #LASER_SETS + 1] for _, x in ipairs(LASER_ORIGINS) do for _, angle in ipairs(set) do tex.draw_texture(self._id_laser, { x = x, y = LASER_Y, origin = { 0, LASER_PIVOT }, rotation = angle, fade = LASER_ALPHA }) end end end function SidemBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Line-up: jumps up, bounces 50px a beat swapping poses local SIDEM_FEVER = { rise = 210, bounce = 50, drop = 380, poses = true } -- Drumroll: notes fly up and to the right, the default renda_c flight local RENDA = { ms = { 2000 }, dx = 1560, dy = -1648, x_range = 500, y_range = 20 } -- Dancers: all three jump up from below, land with a squash, dance a 4-beat routine (two -- 2-beat phrases: a half-beat pose, two 0.375s and three quarters) and squash, hop and drop -- away when removed. Timed in beats; poses are offsets of Lumen's dancer origin (y 670), which -- sits 312px down the images and is the pivot for the squash, so the feet stay put. local SIDEM_DANCERS = Dancer.define({ default = { origin = { 120, 312 }, enter = { beats = 2, { 0, 0, 0, 312, to = { 0, -48, "out" } }, -- jumps up from below { 0.675, 0, 0, -48, to = { 0, 0, "in" } }, { 0.925, 0, 0, 0, to = { nil, nil, nil, sx = 1.03, sy = 0.95 } }, -- lands with a squash { 1.025, 0, 0, 0, sx = 1.02, sy = 0.97, to = { nil, nil, nil, sx = 1, sy = 1 } }, { 1.1, 0, 0, 0 }, }, dance = Timing.steps({ { 0, 0.5, x = 0, y = 0 }, { 1, 0.375 }, { 2, 0.375 }, { 3, 0.25 }, { 4, 0.25 }, { 5, 0.25 }, { 6, 0.5 }, { 7, 0.375 }, { 8, 0.375 }, { 9, 0.25 }, { 10, 0.25 }, { 11, 0.25 }, }), leave = { beats = 1.45, { 0, 0, 0, 0, to = { nil, nil, nil, sy = 0.95 } }, { 0.125, 0, 0, 0, sy = 0.96, to = { 0, -40, "out", sy = 1 } }, -- hops up and drops away { 0.475, 0, 0, -40, to = { 0, 382, "in" } }, }, } }) -- Slots (left, centre, right) from Lumen's dancer positions; centre on top local DANCER_CENTERS = { 427, 640, 853 } local DANCER_DRAW_ORDER = { 3, 1, 2 } local DANCER_SPAWN = { 1, 0, 2 } -- 0-indexed slots in join order: centre, left, right -- dancer index by join order: dancer1 (centre), dancer2 (left), dancer3 (right) local DANCER_JOIN_ORDER = { 2, 1, 0 } -- Chibis for good hits: an energy drink or an AP bar hops in growing from 70% size, then bobs -- across the don band in a zig-zag. They run 20px left of BaseChibi's run, which texture.json -- takes (x 540, not 560), so the hop starts 20px right of Lumen's. local SIDEM_CHIBIS = {} for key = 0, 1 do SIDEM_CHIBIS[key + 1] = { key = tostring(key), hop = { from = { -408, 13 }, peak = { -338, -36 }, up = 0.25 }, run = { y = 8 }, wave = { first = -32, height = 32, beats = 0.45 }, } end -- Background local ImasSidemBackground = {} ImasSidemBackground.__index = ImasSidemBackground function ImasSidemBackground.new(player_num, bpm) local self = setmetatable({}, ImasSidemBackground) self.donbg = SparkleDonBG.new(player_num, COLLAB_PATH, SIDEM_DONBG, SIDEM_STARS) self.bg_normal = SidemBGNormal.new(bpm) self.bg_fever = SidemBGFever.new(bpm) self.footer = Footer.new(COLLAB_PATH, 0, { false, true }) self.fever = Fever.new(bpm, COLLAB_PATH, SIDEM_FEVER) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, SIDEM_DANCERS) self.dancer.spawn_positions = DANCER_SPAWN local by_index = {} for _, d in ipairs(self.dancer.dancers) do by_index[d.index] = d end for i, index in ipairs(DANCER_JOIN_ORDER) do self.dancer.dancers[i] = by_index[index] end self.renda = RendaController.new(COLLAB_PATH, 0, RENDA) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 return self end function ImasSidemBackground:update(current_ms, bpm) self.donbg:update(current_ms, bpm) self.bg_normal:update(current_ms, bpm) self.bg_fever:update(current_ms, bpm) self.fever:update(current_ms, bpm) self.dancer:update(current_ms, bpm) self.renda:update(current_ms) self.chibi:update(current_ms, bpm) end function ImasSidemBackground:add_chibi(player_num) BaseChibi.add(self.chibi, SIDEM_CHIBIS[math.random(#SIDEM_CHIBIS)], COLLAB_PATH, player_num, ChibiWave, "chibi_0") end function ImasSidemBackground:handle_good(player_num) self:add_chibi(player_num) end function ImasSidemBackground:handle_ok(player_num) self:add_chibi(player_num) end function ImasSidemBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function ImasSidemBackground:handle_drumroll(player_num) self.renda:add_renda() end function ImasSidemBackground:handle_balloon(player_num) self.renda:add_renda() end function ImasSidemBackground:handle_gauge(player_num, progress, is_clear, is_rainbow) self.donbg:set_clear(is_clear) if is_clear and not self.is_clear then self.bg_fever:start() end if not is_clear and self.is_clear then self.bg_fever:stop() end if is_rainbow and not self.is_rainbow then self.fever:start() end if not is_rainbow and self.is_rainbow then self.fever:stop() end self.is_clear = is_clear self.is_rainbow = is_rainbow local current_milestone if is_clear then current_milestone = MAX_DANCERS else current_milestone = math.min(MAX_DANCERS - 1, math.floor(progress * MAX_DANCERS)) 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:leave_dancer() end self.last_milestone = current_milestone end end function ImasSidemBackground:draw_back() self.bg_normal:draw() self.bg_fever:draw(self.bg_normal) self.footer:draw() self.donbg:draw() self.renda:draw() self.dancer:draw_slots(DANCER_CENTERS, DANCER_DRAW_ORDER) self.fever:draw() self.chibi:draw() end function ImasSidemBackground:draw_fore() end function ImasSidemBackground:destroy() self.donbg:destroy() self.bg_normal:destroy() self.bg_fever:destroy() self.fever:destroy() self.dancer:destroy() self.footer:destroy() self.renda:destroy() self.chibi:destroy() end return ImasSidemBackground