local DonBGBase = require("background/bg_objects/donbg/base") local BGNormal = require("background/bg_objects/bg_normal") 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/dq10" local MAX_DANCERS = 5 local SPARKLE_SCALE = 0.446 local SPARKLE_FRAME_MS = 33 local SPARKLE_CYCLE_MS = 2000 local WORLD_WIDTH = 1280 local WORLD_TOP = 308 local WORLD_HEIGHT = 360 local NIGHT_FADE_MS = 500 local DQ10BGFever = {} DQ10BGFever.__index = DQ10BGFever function DQ10BGFever.new() local self = setmetatable({}, DQ10BGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.sparkle_info = tex.get_texture_info(self.name, "sparkle") self._id_night = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "overlay") or 0 self._id_sparkle = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "sparkle") or 0 self.night_fade = anim.fade(NIGHT_FADE_MS, { initial_opacity = 0, final_opacity = 1 }) local sparkle_frame_count = (self.sparkle_info and self.sparkle_info.frame_count) or 16 local burst_textures = {} for i = 0, sparkle_frame_count - 1 do table.insert(burst_textures, { i * SPARKLE_FRAME_MS, (i + 1) * SPARKLE_FRAME_MS, i }) end table.insert(burst_textures, { sparkle_frame_count * SPARKLE_FRAME_MS, SPARKLE_CYCLE_MS, -1 }) self.sparkle_change = anim.texture_change(SPARKLE_CYCLE_MS, burst_textures, { loop = true }) self.sparkle_change:start() self.sparkle_was_idle = true self:reroll_sparkle_position() return self end function DQ10BGFever:reroll_sparkle_position() local margin = math.ceil(((self.sparkle_info and self.sparkle_info.width or 256) * 0.5) * SPARKLE_SCALE) self.sparkle_x = math.random(margin, WORLD_WIDTH - margin) self.sparkle_y = math.random(WORLD_TOP + margin, WORLD_TOP + WORLD_HEIGHT - margin) end function DQ10BGFever:start() self.night_fade:start() end function DQ10BGFever:update(current_time_ms) self.night_fade:update(current_time_ms) self.sparkle_change:update(current_time_ms) local is_idle = self.sparkle_change.attribute < 0 if is_idle and not self.sparkle_was_idle then self:reroll_sparkle_position() end self.sparkle_was_idle = is_idle end function DQ10BGFever:draw() if self.night_fade.attribute <= 0 then return end tex.draw_texture(self._id_night, { fade = self.night_fade.attribute }) if self.night_fade.is_finished and self.sparkle_change.attribute >= 0 then local half = (self.sparkle_info and self.sparkle_info.width or 256) * 0.5 tex.draw_texture(self._id_sparkle, { frame = self.sparkle_change.attribute, center = true, scale = SPARKLE_SCALE, blend = "additive", x = self.sparkle_x - half, y = self.sparkle_y - half }) end end function DQ10BGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end local FEVER_STAGES = 6 local FEVER_FADE_MS = 500 local FEVER_DON_TIMES_MS = { 70966, 71941, 72917, 77343, 79326 } local DQ10Fever = {} DQ10Fever.__index = DQ10Fever function DQ10Fever.new() local self = setmetatable({}, DQ10Fever) self.name = "fever_0" tex.load_folder(COLLAB_PATH, "fever/" .. self.name) self._id_stage = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "stage") or 0 self.stage = 0 self.next_trigger = 1 self.fade = nil self.fading_to = nil return self end function DQ10Fever:pulse() if self.stage >= FEVER_STAGES then return end if self.fading_to then self.stage = self.fading_to end self.fading_to = self.stage + 1 self.fade = anim.fade(FEVER_FADE_MS, { initial_opacity = 0, final_opacity = 1 }) self.fade:start() end local CHART_OFFSET_MS = -3715 - 975 function DQ10Fever:update(current_time_ms) if not self.epoch_zero then self.epoch_zero = current_time_ms end local ms_from_start = (current_time_ms - self.epoch_zero) + CHART_OFFSET_MS while self.next_trigger <= #FEVER_DON_TIMES_MS and ms_from_start >= FEVER_DON_TIMES_MS[self.next_trigger] do self:pulse() self.next_trigger = self.next_trigger + 1 end if self.fade then self.fade:update(current_time_ms) if self.fade.is_finished then self.stage = self.fading_to self.fading_to = nil self.fade = nil end end end function DQ10Fever:draw() if self.stage > 0 then tex.draw_texture(self._id_stage, { frame = self.stage - 1 }) end if self.fading_to then tex.draw_texture(self._id_stage, { frame = self.fading_to - 1, fade = self.fade.attribute }) end end function DQ10Fever:destroy() tex.unload_folder(COLLAB_PATH, "fever/" .. self.name) end -- Background local DQ10Background = {} DQ10Background.__index = DQ10Background function DQ10Background.new(player_num, bpm) local self = setmetatable({}, DQ10Background) self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH) self.donbg.move = anim.move(6000, { total_distance = -self.donbg.bg_texture.width, loop = true }) self.donbg.move:start() self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = DQ10BGFever.new() self.footer = Footer.new(COLLAB_PATH, 0) self.fever = DQ10Fever.new() 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, 1) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 self.balloon_pulsed = false return self end function DQ10Background:update(current_ms, bpm) self.donbg:update(current_ms) self.bg_fever:update(current_ms) self.fever:update(current_ms) self.dancer:update(current_ms, bpm) self.renda:update(current_ms) self.chibi:update(current_ms, bpm) end function DQ10Background:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function DQ10Background:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function DQ10Background:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function DQ10Background:handle_drumroll(player_num) self.renda:add_renda() end function DQ10Background:handle_balloon(player_num) self.renda:add_renda() if not self.balloon_pulsed then self.balloon_pulsed = true self.fever:pulse() end end function DQ10Background: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 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 DQ10Background:draw_back() self.bg_normal:draw() self.bg_fever:draw() self.donbg:draw() self.renda:draw() self.dancer:draw() self.footer:draw() self.fever:draw() self.chibi:draw() end function DQ10Background:draw_fore() end function DQ10Background: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 DQ10Background