local DonBGBase = require("background/bg_objects/donbg/base") 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 COLLAB_PATH = "background/collab/ia" local MAX_DANCERS = 5 local IaBGNormal = {} IaBGNormal.__index = IaBGNormal function IaBGNormal.new() local self = setmetatable({}, IaBGNormal) self.name = "bg_0" tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name) self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0 self._id_lights = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "lights") or 0 return self end function IaBGNormal:update(current_time_ms) end function IaBGNormal:draw() tex.draw_texture(self._id_bg) tex.draw_texture(self._id_lights) end function IaBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end local IaBGFever = {} IaBGFever.__index = IaBGFever function IaBGFever.new() local self = setmetatable({}, IaBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.bg_texture = tex.get_texture_info(self.name, "background") self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0 self._id_sparkle = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "sparkle") or 0 return self end function IaBGFever:start() end function IaBGFever:update(current_time_ms) end function IaBGFever:draw() local tw = self.bg_texture.width for col = 0, math.ceil(1280 / tw) - 1 do tex.draw_texture(self._id_bg, { x = col * tw }) tex.draw_texture(self._id_sparkle, { x = col * tw }) end end function IaBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Background local IaBackground = {} IaBackground.__index = IaBackground function IaBackground.new(player_num, bpm) local self = setmetatable({}, IaBackground) self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH) self.bg_normal = IaBGNormal.new() self.bg_fever = IaBGFever.new() self.footer = Footer.new(COLLAB_PATH, -1) self.fever = Fever.create(0, bpm, COLLAB_PATH) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH) for i, d in ipairs(self.dancer.dancers) do if d.index == 4 then self.dancer.dancers[i], self.dancer.dancers[1] = self.dancer.dancers[1], self.dancer.dancers[i] local base_draw = d.draw d.draw = function(self_d, x) base_draw(self_d, x - 64) end break end end self.renda = RendaController.new(COLLAB_PATH, 0) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 return self end function IaBackground:update(current_ms, bpm) self.donbg:update(current_ms) self.bg_normal:update(current_ms) 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 IaBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function IaBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function IaBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function IaBackground:handle_drumroll(player_num) self.renda:add_renda() end function IaBackground:handle_balloon(player_num) self.renda:add_renda() end function IaBackground:handle_gauge(player_num, progress, is_clear, is_rainbow) self.donbg:set_clear(is_clear) if is_rainbow and not self.is_rainbow then self.fever:start() 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:remove_dancer() end self.last_milestone = current_milestone end end function IaBackground:draw_back() if self.is_clear then self.bg_fever:draw() else self.bg_normal:draw() end self.donbg:draw() self.renda:draw() self.dancer:draw() self.footer:draw() if self.is_rainbow then self.fever:draw() end self.chibi:draw() end function IaBackground:draw_fore() end function IaBackground: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 IaBackground