local Timing = require("background/bg_objects/timing") local chain_moves, frame_change, sum = Timing.chain_moves, Timing.frame_change, Timing.sum -- BaseDancer: single dancer that starts off-screen and bounces in, then loops local BaseDancer = {} BaseDancer.__index = BaseDancer function BaseDancer.new(name, index, bpm, path) local self = setmetatable({}, BaseDancer) self.name = name self.index = index self.bpm = bpm self.path = path or "background" self.is_started = false local tex_info = tex.get_texture_info(self.name, tostring(self.index) .. "_loop") local frame_count = (tex_info and tex_info.frame_count) or 1 self.keyframes = {} for i = 0, frame_count - 1 do table.insert(self.keyframes, i) end local duration = (60000 / bpm) / 2 local total_duration = duration * #self.keyframes local textures = {} for i, frame_idx in ipairs(self.keyframes) do table.insert(textures, { duration * (i - 1), duration * i, frame_idx }) end self.texture_change = anim.texture_change(total_duration, textures, { loop = true }) self.texture_change:start() return self end function BaseDancer:start() self.is_started = true local screen_scale = tex.get_screen_scale() local duration = 60000 / self.bpm self.s_bounce_up = anim.move(duration / 2, { start_position = math.floor(-200 * screen_scale), total_distance = math.floor(350 * screen_scale), ease_out = "quadratic", delay = 500 }) self.s_bounce_down = anim.move(duration / 2, { total_distance = math.floor(140 * screen_scale), ease_in = "quadratic", delay = duration / 2 + 500 }) local start_info = tex.get_texture_info(self.name, tostring(self.index) .. "_start") local s_frame_count = (start_info and start_info.frame_count) or 1 local s_keyframes = {} for i = 0, s_frame_count - 1 do table.insert(s_keyframes, i) end local start_textures = {} for i, frame_idx in ipairs(s_keyframes) do table.insert(start_textures, { (duration / #s_keyframes) * (i - 1), (duration / #s_keyframes) * i, frame_idx }) end self.s_texture_change = anim.texture_change(duration, start_textures, { delay = 500 }) self.s_texture_change:start() self.s_bounce_up:start() self.s_bounce_down:start() end function BaseDancer:update(current_time_ms, bpm) self.texture_change:update(current_time_ms) if self.is_started then self.s_texture_change:update(current_time_ms) self.s_bounce_up:update(current_time_ms) self.s_bounce_down:update(current_time_ms) end if bpm and bpm ~= self.bpm then self.bpm = bpm local duration = (60000 / bpm) / 2 local total_duration = duration * #self.keyframes local textures = {} for i, frame_idx in ipairs(self.keyframes) do table.insert(textures, { duration * (i - 1), duration * i, frame_idx }) end self.texture_change = anim.texture_change(total_duration, textures, { loop = true }) self.texture_change:start() end end function BaseDancer:draw(x) if not self.is_started then return end local y = -self.s_bounce_up.attribute + self.s_bounce_down.attribute if not self.s_texture_change.is_finished then tex.draw_texture(tex.get_texture(self.path .. "/" .. self.name .. "/" .. tostring(self.index) .. "_start"), { frame = self.s_texture_change.attribute, x = x, y = y }) else tex.draw_texture(tex.get_texture(self.path .. "/" .. self.name .. "/" .. tostring(self.index) .. "_loop"), { frame = self.texture_change.attribute, x = x }) end end -- Dancer0_4: dancer 4 in group 0, has a bouncing object on top local Dancer0_4 = setmetatable({}, { __index = BaseDancer }) Dancer0_4.__index = Dancer0_4 function Dancer0_4.new(name, index, bpm, path) local self = setmetatable({}, Dancer0_4) local base = BaseDancer.new(name, index, bpm, path) for k, v in pairs(base) do self[k] = v end self.keyframes = {} for i = 0, 53 do table.insert(self.keyframes, i) end local duration = (60000 / bpm) / 2 local total_duration = duration * #self.keyframes local textures = {} for i, frame_idx in ipairs(self.keyframes) do table.insert(textures, { duration * (i - 1), duration * i, frame_idx }) end self.texture_change = anim.texture_change(total_duration, textures, { loop = true }) self.texture_change:start() self.bounce_up = anim.move(duration, { total_distance = 20, ease_out = "quadratic", delay = duration * 2 }) self.bounce_down = anim.move(duration, { total_distance = 20, ease_in = "quadratic", delay = duration * 3 }) self.bounce_up:start() self.bounce_down:start() self._id_4_start = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "4_start") or 0 self._id_4_loop = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "4_loop") or 0 return self end function Dancer0_4:update(current_time_ms, bpm) BaseDancer.update(self, current_time_ms, bpm) self.bounce_up:update(current_time_ms) self.bounce_down:update(current_time_ms) if self.bounce_down.is_finished then self.bounce_up:restart() self.bounce_down:restart() end end function Dancer0_4:draw(x) if not self.is_started then return end local sy = -self.s_bounce_up.attribute + self.s_bounce_down.attribute local screen_scale = tex.get_screen_scale() if not self.s_texture_change.is_finished then tex.draw_texture(self._id_4_start, { frame = 7, x = x, y = (-50 * screen_scale) + sy }) tex.draw_texture(self._id_4_start, { frame = self.s_texture_change.attribute, x = x, y = sy }) else local attr = self.texture_change.attribute local by = -self.bounce_up.attribute + self.bounce_down.attribute if attr >= 0 and attr <= 3 then tex.draw_texture(self._id_4_loop, { frame = 54, x = x, y = by }) elseif attr >= 5 and attr <= 8 then tex.draw_texture(self._id_4_loop, { frame = 56, x = x, y = by }) elseif attr == 4 then tex.draw_texture(self._id_4_loop, { frame = 55, x = x, y = by }) end tex.draw_texture(self._id_4_loop, { frame = attr, x = x }) end end -- DancerPoof: dancer with a poof animation on spawn local DancerPoof = setmetatable({}, { __index = BaseDancer }) DancerPoof.__index = DancerPoof function DancerPoof.new(name, index, bpm, path) local self = setmetatable({}, DancerPoof) local base = BaseDancer.new(name, index, bpm, path) for k, v in pairs(base) do self[k] = v end local duration = 60000 / bpm local poof_keyframes = {} for i = 0, 6 do table.insert(poof_keyframes, { (duration / 7) * i, (duration / 7) * (i + 1), i }) end self.poof_texture_change = anim.texture_change(duration, poof_keyframes, { delay = 250 }) self.poof_texture_change:start() self._id_poof = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "poof") or 0 return self end function DancerPoof:update(current_time_ms, bpm) BaseDancer.update(self, current_time_ms, bpm) self.poof_texture_change:update(current_time_ms) end function DancerPoof:draw(x) BaseDancer.draw(self, x) if not self.poof_texture_change.is_finished then tex.draw_texture(self._id_poof, { x = x, frame = self.poof_texture_change.attribute }) end end -- DancerPoof2: like DancerPoof but uses per-index poof texture local DancerPoof2 = setmetatable({}, { __index = DancerPoof }) DancerPoof2.__index = DancerPoof2 function DancerPoof2.new(name, index, bpm, path) local self = setmetatable({}, DancerPoof2) local base = DancerPoof.new(name, index, bpm, path) for k, v in pairs(base) do self[k] = v end return self end function DancerPoof2:draw(x) if not self.is_started then return end local sy = -self.s_bounce_up.attribute + self.s_bounce_down.attribute if not self.s_texture_change.is_finished then tex.draw_texture(tex.get_texture(self.path .. "/" .. self.name .. "/" .. tostring(self.index) .. "_start"), { frame = self.s_texture_change.attribute, x = x, y = sy }) else tex.draw_texture(tex.get_texture(self.path .. "/" .. self.name .. "/" .. tostring(self.index) .. "_loop"), { frame = self.texture_change.attribute, x = x }) end if not self.poof_texture_change.is_finished then tex.draw_texture(tex.get_texture(self.path .. "/" .. self.name .. "/" .. tostring(self.index) .. "_poof"), { x = x, frame = self.poof_texture_change.attribute }) end end -- BaseDancerGroup: manages a pool of dancers spread across the screen local BaseDancerGroup = {} BaseDancerGroup.__index = BaseDancerGroup local function get_variant_count(dancer_name) local keys = tex.get_texture_keys(dancer_name) if not keys then return 1 end local variants = {} for _, key in ipairs(keys) do local num = tonumber(key:match("^(%d+)")) if num then variants[num] = true end end local count = 0 for _ in pairs(variants) do count = count + 1 end return math.max(1, count) end function BaseDancerGroup.new(index, bpm, max_dancers, path, dancer_class) local self = setmetatable({}, BaseDancerGroup) dancer_class = dancer_class or BaseDancer self.name = "dancer_" .. index self.active_count = 0 self.path = path or "background" tex.load_folder(self.path, "dancer/" .. self.name) -- center(2), left(1), right(3), far-left(0), far-right(4) — 0-indexed self.spawn_positions = { 2, 1, 3, 0, 4 } self.active_dancers = {} self.max_dancers = max_dancers local variant_count = get_variant_count(self.name) self.dancers = {} for i = 1, max_dancers do local variant_idx = (i - 1) % variant_count local dancer = dancer_class.new(self.name, variant_idx, bpm, self.path) dancer.group = self table.insert(self.dancers, dancer) end -- Shuffle dancers for i = #self.dancers, 2, -1 do local j = math.random(1, i) self.dancers[i], self.dancers[j] = self.dancers[j], self.dancers[i] end self.needs_initial_dancer = true return self end function BaseDancerGroup:add_dancer() if self.active_count < #self.dancers and self.active_count < #self.spawn_positions then self.active_count = self.active_count + 1 local position = self.spawn_positions[self.active_count] + 1 -- convert to 1-indexed local dancer = self.dancers[self.active_count] self.active_dancers[position] = dancer dancer:start() end end function BaseDancerGroup:remove_dancer() if self.active_count > 1 then local position = self.spawn_positions[self.active_count] + 1 self.active_dancers[position] = nil self.active_count = self.active_count - 1 end end function BaseDancerGroup:update(current_time_ms, bpm) if self.needs_initial_dancer then self.needs_initial_dancer = false self:add_dancer() end for _, dancer in ipairs(self.dancers) do dancer:update(current_time_ms, bpm) end end function BaseDancerGroup:draw() local screen_width = tex.get_screen_width() local num_dancers = self.max_dancers local first_dancer = nil for i = 1, num_dancers do local d = self.active_dancers[i] if d then first_dancer = d; break end end if not first_dancer then return end local info = tex.get_texture_info(self.name, tostring(first_dancer.index) .. "_loop") local dancer_width = info and info.width or 0 local available_space = screen_width - (num_dancers * dancer_width) local spacing = available_space / (num_dancers + 1) for i = 1, num_dancers do local dancer = self.active_dancers[i] if dancer then local x_pos = math.floor(spacing + (i - 1) * (dancer_width + spacing)) dancer:draw(x_pos) end end end -- Draws dancers on fixed slot centres (Lumen positions) instead of even spacing function BaseDancerGroup:draw_slots(centers, order) local screen_scale = tex.get_screen_scale() for _, i in ipairs(order) do local dancer = self.active_dancers[i] if dancer then local info = tex.get_texture_info(self.name, tostring(dancer.index) .. "_loop") dancer:draw(math.floor(centers[i] * screen_scale - info.width / 2)) end end end -- Beats since the first dancer started dancing: the routine's shared clock, so dancers that -- join later dance in step with the rest. Re-anchored when the bpm changes so it doesn't jump. function BaseDancerGroup:dance_clock(now, beat) local c = self.clock if not c then c = { t0 = now, beat = beat } self.clock = c elseif c.beat ~= beat then c.t0, c.beat = now - (now - c.t0) / c.beat * beat, beat end return (now - c.t0) / beat end -- Like remove_dancer, but the dancer stays in its slot to play its exit function BaseDancerGroup:leave_dancer() if self.active_count > 1 then self.active_dancers[self.spawn_positions[self.active_count] + 1]:leave() self.active_count = self.active_count - 1 end end function BaseDancerGroup:destroy() tex.unload_folder(self.path, "dancer/" .. self.name) end -- DancerGroup0: index 0 uses BaseDancers 0-3 + Dancer0_4 at position 4 local DancerGroup0 = setmetatable({}, { __index = BaseDancerGroup }) DancerGroup0.__index = DancerGroup0 function DancerGroup0.new(index, bpm, max_dancers, path) local self = setmetatable({}, DancerGroup0) self.name = "dancer_" .. index self.active_count = 0 self.path = path or "background" tex.load_folder(self.path, "dancer/" .. self.name) self.spawn_positions = { 2, 1, 3, 0, 4 } self.active_dancers = {} self.max_dancers = max_dancers self.dancers = { BaseDancer.new(self.name, 0, bpm, self.path), BaseDancer.new(self.name, 1, bpm, self.path), BaseDancer.new(self.name, 2, bpm, self.path), BaseDancer.new(self.name, 3, bpm, self.path), Dancer0_4.new(self.name, 4, bpm, self.path) } for i = #self.dancers, 2, -1 do local j = math.random(1, i) self.dancers[i], self.dancers[j] = self.dancers[j], self.dancers[i] end self.needs_initial_dancer = true return self end -- DancerGroupPoof1: uses DancerPoof local DancerGroupPoof1 = setmetatable({}, { __index = BaseDancerGroup }) DancerGroupPoof1.__index = DancerGroupPoof1 function DancerGroupPoof1.new(index, bpm, max_dancers, path) return BaseDancerGroup.new(index, bpm, max_dancers, path, DancerPoof) end -- DancerGroupPoof2: uses DancerPoof2 local DancerGroupPoof2 = setmetatable({}, { __index = BaseDancerGroup }) DancerGroupPoof2.__index = DancerGroupPoof2 function DancerGroupPoof2.new(index, bpm, max_dancers, path) return BaseDancerGroup.new(index, bpm, max_dancers, path, DancerPoof2) end -- LumenDancer: a dancer ported from Lumen data, driven by a spec of beat timings: -- start_offset, in_moves, squash, in_frames: entry from below (chain_moves / frame_change) -- dance: looping frame_change steps, kept in step across the group (see dance_clock); -- out_moves, out_squash, out_frame: exit (optional); -- out_frames: frame_change steps for the exit instead of the single out_frame -- Dancer.lumen(specs) makes a class for BaseDancerGroup; specs[index] or specs.default. local LumenDancer = {} LumenDancer.__index = LumenDancer function LumenDancer.new(cls, name, index, bpm, path) local self = setmetatable({}, cls) self.name = name self.index = index self.spec = cls.specs[index] or cls.specs.default self._id = tex.get_texture(path .. "/" .. name .. "/" .. index .. "_loop") or 0 self.state = nil -- nil (hidden), "in", "dance", "out" self.moves = {} self.squash = {} self.bpm = bpm self.beat = 60000 / bpm return self end -- The routine's steps from `pos` beats in to the end of the cycle local function rest_of(steps, pos) local out, t = {}, 0 for _, step in ipairs(steps) do local finish = t + step[2] if finish > pos then table.insert(out, { step[1], finish - math.max(t, pos) }) end t = finish end return out end function LumenDancer:set_bpm(bpm, current_time_ms) self.bpm = bpm self.beat = 60000 / bpm if self.state == "dance" then self:start_dance(current_time_ms) end end -- Starts the routine at the point the rest of the group is at: plays the rest of the current -- cycle, then loops it from the top function LumenDancer:start_dance(current_time_ms) local steps, period = self.spec.dance, 0 for _, step in ipairs(steps) do period = period + step[2] end local pos = self.group and self.group:dance_clock(current_time_ms, self.beat) % period or 0 local lead = rest_of(steps, pos) self.dance_lead = #lead > 0 and pos > 0 and frame_change(lead, self.beat) or nil self.dance = frame_change(steps, self.beat, { loop = true }) if self.dance_lead then self.dance_lead:start() else self.dance:start() end end function LumenDancer:start() local scale = tex.get_screen_scale() self.state = "in" self.offset = math.floor(self.spec.start_offset * scale) self.moves = chain_moves(self.spec.in_moves, self.beat, scale) self.squash = chain_moves(self.spec.squash, self.beat, scale) self.in_frames = frame_change(self.spec.in_frames, self.beat) self.in_frames:start() end function LumenDancer:leave() if not self.spec.out_moves then self.state = nil return end local scale = tex.get_screen_scale() self.offset = self.offset + sum(self.moves) -- leaves from wherever it is self.state = "out" self.moves = chain_moves(self.spec.out_moves, self.beat, scale) self.squash = chain_moves(self.spec.out_squash or {}, self.beat, scale) if self.spec.out_frames then self.out_frames = frame_change(self.spec.out_frames, self.beat) self.out_frames:start() end end function LumenDancer:update(current_time_ms, bpm) if bpm and bpm ~= self.bpm then self:set_bpm(bpm, current_time_ms) end if not self.state then return end for _, m in ipairs(self.moves) do m:update(current_time_ms) end for _, m in ipairs(self.squash) do m:update(current_time_ms) end if self.state == "in" then self.in_frames:update(current_time_ms) if self.in_frames.is_finished then self.state = "dance" self:start_dance(current_time_ms) end elseif self.state == "out" and self.moves[#self.moves].is_finished then self.state = nil end if self.state == "dance" then if self.dance_lead then self.dance_lead:update(current_time_ms) if self.dance_lead.is_finished then self.dance_lead = nil self.dance:start() end end self.dance:update(current_time_ms) end if self.state == "out" and self.out_frames then self.out_frames:update(current_time_ms) end end function LumenDancer:draw(x) if not self.state then return end local frame if self.state == "in" then frame = self.in_frames.attribute elseif self.state == "out" then frame = self.out_frames and self.out_frames.attribute or self.spec.out_frame else frame = (self.dance_lead or self.dance).attribute end -- squash keeps the feet planted: shrink the height and push the top down local squash = sum(self.squash) tex.draw_texture(self._id, { frame = frame, x = x, y = self.offset + sum(self.moves) + squash, y2 = -squash, }) end local function lumen(specs) local cls = setmetatable({ specs = specs }, { __index = LumenDancer }) cls.__index = cls cls.new = function(...) return LumenDancer.new(cls, ...) end return cls end -- Factory: maps dancer index 0-20 to the appropriate group class local Dancer = {} Dancer.Base = BaseDancer Dancer.BaseDancerGroup = BaseDancerGroup Dancer.lumen = lumen function Dancer.create(index, bpm, path, max_dancers) max_dancers = max_dancers or 5 local map = { DancerGroup0, DancerGroup0, DancerGroup0, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup, DancerGroupPoof1, DancerGroupPoof1, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup, DancerGroupPoof2, DancerGroupPoof2, BaseDancerGroup, BaseDancerGroup, DancerGroupPoof2, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup, BaseDancerGroup } local cls = map[index + 1] return cls.new(index, bpm, max_dancers, path) end return Dancer