local DonBG = require("background/bg_objects/donbg") local BGNormal = require("background/bg_objects/bg_normal") 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") local COLLAB_PATH = "background/collab/animal" local MAX_DANCERS = 5 local chain_moves, sum = Timing.chain_moves, Timing.sum -- Clear background: the stage flashes white over a beat, cuts to the clear savanna under -- the flash, and the flash fades over 0.8 beat. Losing clear fades the savanna out over a -- beat to the normal one, which stays underneath. Timed in beats. local BG_FEVER_FLASH = { { 0.975, 1000 }, { 0.8, -1000 } } local BG_FEVER_CUT = { { 0.975, 0 }, { 0, 1000 } } local BG_FEVER_OUT = 1 local AnimalBGFever = {} AnimalBGFever.__index = AnimalBGFever function AnimalBGFever.new(bpm) local self = setmetatable({}, AnimalBGFever) 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_bg = id("background") self._id_flash = id("flash") self.beat = 60000 / bpm self.offset = 0 self.fade = {} self.flash = {} return self end function AnimalBGFever:opacity() return self.offset + sum(self.fade) end function AnimalBGFever:start() self.offset = 0 self.fade = chain_moves(BG_FEVER_CUT, self.beat, 1) self.flash = chain_moves(BG_FEVER_FLASH, self.beat, 1) end -- fades out from wherever it is function AnimalBGFever:stop() local opacity = self:opacity() self.offset = opacity self.fade = chain_moves({ { BG_FEVER_OUT, -opacity } }, self.beat, 1) self.flash = {} end function AnimalBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end for _, m in ipairs(self.fade) do m:update(current_time_ms) end for _, m in ipairs(self.flash) do m:update(current_time_ms) end end function AnimalBGFever:draw() local opacity = self:opacity() / 1000 if opacity > 0 then tex.draw_texture(self._id_bg, { fade = opacity }) end local flash = sum(self.flash) / 1000 if flash > 0 then tex.draw_texture(self._id_flash, { fade = flash }) end end function AnimalBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Fever: the animals' line-up (one image) jumps up from below, bounces once a beat and -- hops off when the rainbow gauge is lost local ANIMAL_FEVER = { rise = 330, peak = 109, bounce = 70, drop = 400 } -- Dancers -- Timed in beats; poses are offsets from where each dancer stands, pivoting about its feet -- (the bottom-left of its images). Each jumps up from below on its first entry frame, lands -- through five more, loops an 8-beat routine, and leaving, rises and drops off the bottom. -- the routine's frames: big frames hold most of a beat, with two quick in-betweens local SMALL_DANCE = { { 0, 0.125 }, { 1, 0.125 }, { 2, 0.125 }, { 3, 0.6 }, { 4, 0.125 }, { 5, 0.125 }, { 6, 0.75 }, { 7, 0.125 }, { 8, 0.125 }, { 9, 0.75 }, { 10, 0.125 }, { 11, 0.125 }, { 12, 0.75 }, { 0, 0.125 }, { 1, 0.125 }, { 2, 0.125 }, { 3, 0.625 }, { 4, 0.125 }, { 5, 0.125 }, { 6, 0.75 }, { 7, 0.125 }, { 8, 0.125 }, { 9, 0.75 }, { 10, 0.125 }, { 11, 0.125 }, { 12, 0.775 }, } local BIG_DANCE = { { 0, 0.125 }, { 1, 0.125 }, { 2, 0.125 }, { 3, 0.6 }, { 4, 0.125 }, { 5, 0.125 }, { 6, 0.1 }, { 7, 0.775 }, { 8, 0.125 }, { 9, 0.125 }, { 10, 0.625 }, { 11, 0.125 }, { 12, 0.25 }, { 13, 0.1 }, { 0, 0.65 }, { 1, 0.125 }, { 2, 0.125 }, { 3, 0.625 }, { 4, 0.125 }, { 5, 0.125 }, { 6, 0.1 }, { 7, 0.775 }, { 8, 0.125 }, { 9, 0.125 }, { 10, 0.625 }, { 11, 0.125 }, { 12, 0.25 }, { 13, 0.1 }, { 0, 0.55 }, } local ENTER = { beats = 2, { 0, 0, 0, 396, to = { 0, -100, "out" } }, -- shoots up from below { 0.975, 0, 0, -100, to = { 0, -34, "in" } }, { 1.4, 0, 0, -34 }, { 1.425, 1, 0, -4 }, { 1.475, 2, 0, 19 }, { 1.525, 3, 0, 34 }, -- lands, sinking in { 1.6, 4, 0, 0 }, { 1.7, 5 }, { 1.8, 0, key = "loop" }, } -- leaving: hops up, then drops off the bottom (the small ones from their last routine frame) local function exit(first) local leave = { beats = 1.725 } if first then table.insert(leave, { 0, first, 0, 0, key = "loop" }) else table.insert(leave, { 0, 0, 0, 0 }) end for _, p in ipairs({ { 0.125, first and 0 or 1 }, { 0.25, 1, 0, -36, to = { 0, -64 } }, { 0.5, 1, 0, -64 }, { 0.6, 2 }, { 0.725, 3, 0, -64, to = { 0, 333 } }, { 1.7, hide = true }, }) do table.insert(leave, p) end return leave end -- h: image height, so the dancer pivots about its feet local function animal_dancer(h, dance, first_out) return { origin = { 0, h }, enter = ENTER, dance = Timing.steps(dance), leave = exit(first_out) } end local ANIMAL_DANCERS = Dancer.define({ [0] = animal_dancer(432, BIG_DANCE), [1] = animal_dancer(432, SMALL_DANCE, 12), default = animal_dancer(376, SMALL_DANCE, 12), }) -- Fixed dancer slots, left to right. Each slot always gets the same dancer: the group -- fills slots centre, left, right, far-left, far-right, so dancers join in index order 4..0. local DANCER_CENTERS = { 172, 426, 640, 874, 1108 } local DANCER_DRAW_ORDER = { 5, 1, 4, 2, 3 } local DANCER_JOIN_ORDER = { 4, 3, 2, 1, 0 } -- Chibi for good hits: the bird hops in growing from 70% size, then bobs across the band local ANIMAL_CHIBI = { key = "1", run = { y = -2 }, wave = { first = 18, height = 38, beats = 0.85 }, } -- Background local AnimalBackground = {} AnimalBackground.__index = AnimalBackground function AnimalBackground.new(player_num, bpm) local self = setmetatable({}, AnimalBackground) self.donbg = DonBG.create(player_num, "background", 5) self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = AnimalBGFever.new(bpm) self.footer = Footer.new(COLLAB_PATH, 0) self.fever = Fever.new(bpm, COLLAB_PATH, ANIMAL_FEVER) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, ANIMAL_DANCERS) 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, { ms = { 2000 } }) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 return self end function AnimalBackground:update(current_ms, bpm) self.donbg: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 AnimalBackground:handle_good(player_num) BaseChibi.add(self.chibi, ANIMAL_CHIBI, COLLAB_PATH, player_num, ChibiWave) end function AnimalBackground:handle_ok(player_num) BaseChibi.add(self.chibi, ANIMAL_CHIBI, COLLAB_PATH, player_num, ChibiWave) end function AnimalBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function AnimalBackground:handle_drumroll(player_num) self.renda:add_renda() end function AnimalBackground:handle_balloon(player_num) self.renda:add_renda() end function AnimalBackground: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 AnimalBackground:draw_back() self.bg_normal:draw() self.bg_fever:draw() 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 AnimalBackground:draw_fore() end function AnimalBackground: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 AnimalBackground