local DonBG4 = require("background/bg_objects/donbg/4") 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 COLLAB_PATH = "background/collab/animal" local MAX_DANCERS = 5 -- BGFever: simple instant-transition, draws only background local AnimalBGFever = {} AnimalBGFever.__index = AnimalBGFever function AnimalBGFever.new() local self = setmetatable({}, AnimalBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.transitioned = false self._id_bg = tex.get_id(self.name, "background") or 0 return self end function AnimalBGFever:start() self.transitioned = true end function AnimalBGFever:update(current_time_ms) end function AnimalBGFever:draw() tex.draw_id(self._id_bg) end function AnimalBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Background local AnimalBackground = {} AnimalBackground.__index = AnimalBackground function AnimalBackground.new(player_num, bpm) local self = setmetatable({}, AnimalBackground) self.donbg = DonBG4.new(5, player_num, "background") self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = AnimalBGFever.new() self.footer = Footer.new(COLLAB_PATH, 0) self.fever = Fever.create(3, bpm, COLLAB_PATH) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH) self.renda = RendaController.new(COLLAB_PATH, 0) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0) 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) self.bg_fever: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 AnimalBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function AnimalBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) 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 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 AnimalBackground:draw_back() if self.is_clear then if not self.bg_fever.transitioned then self.bg_normal:draw() self.bg_fever:draw() else self.bg_fever:draw() end 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 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