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/imas_sidem" local MAX_DANCERS = 3 -- Custom DonBG: 16*scale tiled background with 8x scale scroll local ImasSidemDonBG = setmetatable({}, { __index = DonBGBase }) ImasSidemDonBG.__index = ImasSidemDonBG function ImasSidemDonBG.new(player_num) local self = setmetatable({}, ImasSidemDonBG) local base = DonBGBase.new(1, player_num, COLLAB_PATH) for k, v in pairs(base) do self[k] = v end local bg_width = self.bg_texture and self.bg_texture.width or 0 local sc = tex.get_screen_scale() self.move = anim.move(3000, { total_distance = -bg_width * sc * 8, loop = true }) return self end function ImasSidemDonBG:draw_textures(fade, y, frame) local sc = tex.get_screen_scale() local bg_width = self.bg_texture and self.bg_texture.width or 0 for i = 0, math.floor(16 * sc) - 1 do tex.draw_id(self._id_bg, { frame = frame, fade = fade, x = (i * bg_width) + self.move.attribute, y = y }) end end -- BGNormal: looping 4-frame screen texture change local ImasSidemBGNormal = {} ImasSidemBGNormal.__index = ImasSidemBGNormal function ImasSidemBGNormal.new() local self = setmetatable({}, ImasSidemBGNormal) self.name = "bg_0" tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name) self.screen_change = anim.texture_change(8000, { { 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 } }, { loop = true }) self._id_bg = tex.get_id(self.name, "background") or 0 self._id_screen = tex.get_id(self.name, "screen") or 0 self._id_overlay = tex.get_id(self.name, "overlay") or 0 return self end function ImasSidemBGNormal:update(current_time_ms) self.screen_change:update(current_time_ms) end function ImasSidemBGNormal:draw() tex.draw_id(self._id_bg) tex.draw_id(self._id_screen, { frame = self.screen_change.attribute }) tex.draw_id(self._id_overlay) end function ImasSidemBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end -- BGFever: same screen texture change + overlay_2; immediately transitioned local ImasSidemBGFever = {} ImasSidemBGFever.__index = ImasSidemBGFever function ImasSidemBGFever.new() local self = setmetatable({}, ImasSidemBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.transitioned = true self.screen_change = anim.texture_change(8000, { { 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 } }, { loop = true }) self._id_bg = tex.get_id(self.name, "background") or 0 self._id_screen = tex.get_id(self.name, "screen") or 0 self._id_overlay = tex.get_id(self.name, "overlay") or 0 self._id_overlay2 = tex.get_id(self.name, "overlay_2") or 0 return self end function ImasSidemBGFever:start() end -- already transitioned function ImasSidemBGFever:update(current_time_ms) self.screen_change:update(current_time_ms) end function ImasSidemBGFever:draw() tex.draw_id(self._id_bg) tex.draw_id(self._id_screen, { frame = self.screen_change.attribute }) tex.draw_id(self._id_overlay) tex.draw_id(self._id_overlay2) end function ImasSidemBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Fever: same 2-frame overlay as imas collab (2-beat cycle) local ImasSidemFever = {} ImasSidemFever.__index = ImasSidemFever function ImasSidemFever.new(bpm) local self = setmetatable({}, ImasSidemFever) local base = Fever.Base.new(0, bpm, COLLAB_PATH) for k, v in pairs(base) do self[k] = v end local total = 120000 / bpm self.texture_change = anim.texture_change(total, { { 0, total / 2, 0 }, { total / 2, total, 1 } }, { loop = true }) return self end function ImasSidemFever:start() Fever.Base.start(self) end function ImasSidemFever:update(current_time_ms, bpm) Fever.Base.update(self, current_time_ms, bpm) self.texture_change:update(current_time_ms) end function ImasSidemFever:draw() local y = self.bounce_down.attribute - self.bounce_up.attribute tex.draw_id(self._id_overlay, { y = y, frame = self.texture_change.attribute }) end -- Background local ImasSidemBackground = {} ImasSidemBackground.__index = ImasSidemBackground function ImasSidemBackground.new(player_num, bpm) local self = setmetatable({}, ImasSidemBackground) self.donbg = ImasSidemDonBG.new(player_num) self.bg_normal = ImasSidemBGNormal.new() self.bg_fever = ImasSidemBGFever.new() self.footer = Footer.new(COLLAB_PATH, 0) self.fever = ImasSidemFever.new(bpm) 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 ImasSidemBackground:update(current_ms, bpm) self.donbg:update(current_ms) self.bg_normal: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 ImasSidemBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function ImasSidemBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) 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 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 ImasSidemBackground: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 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