local DonBGBase = require("background/bg_objects/donbg/base") local DonBG = require("background/bg_objects/donbg") local Fever = require("background/bg_objects/fever") local Dancer = require("background/bg_objects/dancer") local RendaController = require("background/bg_objects/renda") local ChibiController = require("background/bg_objects/chibi") local BaseChibi = require("background/bg_objects/chibi/base") local Timing = require("background/bg_objects/timing") local COLLAB_PATH = "background/collab/ia" local MAX_DANCERS = 5 local chain_moves, sum = Timing.chain_moves, Timing.sum -- No footer: the stage in bg_normal reaches the bottom of the screen. -- Normal background: the stage, with confetti falling in front of five spotlights. The -- confetti is a 20-frame loop at 30 fps (ambient, in ms), the same frame on every copy. local CONFETTI_COPIES = 5 local CONFETTI_FPS = 30 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) local function id(key) return tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. key) or 0 end self._id_bg = id("background") self._id_confetti = id("confetti") self._id_lights = id("lights") self.frames = tex.get_texture_info(self.name, "confetti").frame_count self.frame = 0 return self end function IaBGNormal:update(current_time_ms) self.frame = math.floor(current_time_ms * CONFETTI_FPS / 1000) % self.frames end function IaBGNormal:draw() tex.draw_texture(self._id_bg) for i = 0, CONFETTI_COPIES - 1 do tex.draw_texture(self._id_confetti, { index = i, frame = self.frame, blend = "additive" }) end tex.draw_texture(self._id_lights) end function IaBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end -- Clear background: a bubble backdrop drops in over the stage and bounces, scrolling left -- 320px every 2 beats (it repeats every 320px). A beat later, spotlights fade in and flash -- in three pairs every 1.5 beats, and two sparkle layers pulse in turn. Losing clear slides -- the backdrop down off the screen while the lights fade. Timed in beats; drawn over -- bg_normal, which shows through before and after. local BG_FEVER_DROP = { { 1, 360, "in" }, { 0.45, -50, "out" }, { 0.3, 50, "in" } } -- from 360 above local BG_FEVER_EXIT = 1 -- beats to slide 400px down local BG_FEVER_SCROLL = 160 -- px a beat local BG_FEVER_TILE = 640 local LIGHTS_DELAY = 1 -- beats after the drop starts local SPOTS_FADE_IN = 0.75 local LIGHTS_FADE_OUT = 0.35 -- each pair: { texture.json index 0 key, index 1 key (mirrored), beat in the 1.5-beat cycle } local SPOT_CYCLE = 1.5 local SPOT_PAIRS = { { "spot_pink", "spot_pink", 0 }, { "spot_green", "spot_cyan", 0.5 }, { "spot_cyan", "spot_green", 1 }, } local SPARKLE_CYCLE = 2 -- a spotlight flash: quick fade in, hold, fade out over half a beat local function flash(u) if u < 0.125 then return u / 0.125 end if u < 0.5 then return 1 end if u < 1 then return (1 - u) / 0.5 end return 0 end -- a sparkle pulse over 2 beats: dark, fade in to the beat, fade out, dark local function pulse(u) if u < 0.25 or u >= 1.75 then return 0 end if u < 1 then return (u - 0.25) / 0.75 end return (1.75 - u) / 0.75 end local IaBGFever = {} IaBGFever.__index = IaBGFever function IaBGFever.new(bpm) local self = setmetatable({}, IaBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) local function id(key) return tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. key) or 0 end self._id_bg = id("background") self._id_sparkle = id("sparkle") self._id_spot = { spot_cyan = id("spot_cyan"), spot_pink = id("spot_pink"), spot_green = id("spot_green") } self.beat = 60000 / bpm self.scale = tex.get_screen_scale() self.state = nil -- nil (hidden), "in", "out" return self end function IaBGFever:y() return self.y0 + sum(self.drop) end function IaBGFever:lights(moves, offset) return (offset + sum(moves)) / 1000 end function IaBGFever:start() self.state = "in" self.t = 0 -- beats since the drop started: the scroll and light cycles self.y0 = math.floor(-360 * self.scale) self.drop = chain_moves(BG_FEVER_DROP, self.beat, self.scale) self.spots = chain_moves({ { LIGHTS_DELAY, 0 }, { SPOTS_FADE_IN, 1000 } }, self.beat, 1) self.sparkle = chain_moves({ { LIGHTS_DELAY, 0 }, { 0, 1000 } }, self.beat, 1) self.spots0, self.sparkle0 = 0, 0 end -- slides down and fades the lights from wherever they are function IaBGFever:stop() if self.state ~= "in" then return end local y, spots, sparkle = self:y(), self:lights(self.spots, self.spots0), self:lights(self.sparkle, self.sparkle0) self.state = "out" self.y0 = y self.drop = chain_moves({ { BG_FEVER_EXIT, 400 - y / self.scale } }, self.beat, self.scale) self.spots0, self.sparkle0 = math.floor(spots * 1000), math.floor(sparkle * 1000) self.spots = chain_moves({ { LIGHTS_FADE_OUT, -self.spots0 } }, self.beat, 1) self.sparkle = chain_moves({ { LIGHTS_FADE_OUT, -self.sparkle0 } }, self.beat, 1) end local function update_all(moves, current_time_ms) for _, m in ipairs(moves) do m:update(current_time_ms) end end function IaBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end local dt = current_time_ms - (self.last_ms or current_time_ms) self.last_ms = current_time_ms if not self.state then return end self.t = self.t + dt / self.beat update_all(self.drop, current_time_ms) update_all(self.spots, current_time_ms) update_all(self.sparkle, current_time_ms) if self.state == "out" and self.drop[#self.drop].is_finished then self.state = nil end end function IaBGFever:draw() if not self.state then return end local y = self:y() local tile = BG_FEVER_TILE * self.scale local x = (-160 - (self.t * BG_FEVER_SCROLL) % 320) * self.scale while x < tex.get_screen_width() do tex.draw_texture(self._id_bg, { x = x, y = y }) x = x + tile end local t = self.t - LIGHTS_DELAY if t < 0 then return end local spots = self:lights(self.spots, self.spots0) for _, pair in ipairs(SPOT_PAIRS) do local fade = spots * flash((t - pair[3]) % SPOT_CYCLE) if fade > 0 then tex.draw_texture(self._id_spot[pair[1]], { index = 0, fade = fade }) tex.draw_texture(self._id_spot[pair[2]], { index = 1, fade = fade, mirror = "horizontal" }) end end local sparkle = self:lights(self.sparkle, self.sparkle0) for frame = 0, 1 do -- the second layer pulses a beat later local fade = sparkle * pulse((t + frame) % SPARKLE_CYCLE) for i = 0, 1 do tex.draw_texture(self._id_sparkle, { index = i, frame = frame, fade = fade }) end end end function IaBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Fever line-up: the yokai crowd (left, right) with additive glow sticks over them, two poses local FEVER_SPEC = { rise = 270, peak = 70, bounce = 70, drop = 340, poses = true, keys = { "overlay_l", "overlay_r", "glow_l", "glow_r" }, additive = { glow_l = true, glow_r = true }, } -- Dancers -- Timed in beats. Each jumps up from below, lands with a squash, then loops a 32-beat -- routine; the small ones hop off when removed. Poses pivot about the feet (bottom-left). -- a pose with an accent: stretches (sy) or narrows (sx) over a quarter beat and settles back local function accent(frame, beats, s) return { { frame, 0.25, to = { nil, nil, "out", sx = s.sx, sy = s.sy } }, { frame, 0.25, sx = s.sx, sy = s.sy, to = { nil, nil, "in", sx = 1, sy = 1 } }, { frame, beats - 0.5 }, } end local SWAY = { { 1, 1, x = 0, y = 0 }, { 0, 1 }, { 2, 1 }, { 0, 1 } } local STRETCH, NARROW = { sy = 1.04 }, { sx = 0.96 } local SMALL_DANCER = { origin = { 0, 184 }, enter = { beats = 2, { 0, 0, 0, 358 }, { 0.35, 0, 0, 358, to = { 0, -38, "out" } }, -- jumps up from below { 0.95, 0, 0, -38, to = { 0, 0, "in" } }, { 1.2, 0, 0, 0, to = { nil, nil, "out", sy = 0.96 } }, -- lands with a squash { 1.325, 0, 0, 0, sy = 0.96, to = { nil, nil, "in", sy = 1 } }, { 1.45, 0, 0, 0 }, }, dance = Timing.steps(SWAY, SWAY, SWAY, SWAY, { { 3, 2 } }, accent(4, 2, STRETCH), { { 3, 2 } }, accent(5, 2, STRETCH), { { 6, 0.5 }, { 7, 0.5 }, { 8, 0.5 }, { 9, 0.5 } }, accent(10, 2, NARROW), accent(11, 3, STRETCH), { { 0, 1 } }), leave = { beats = 1.35, key = "loop", { 0, 12, 0, 0, to = { nil, nil, "out", sy = 0.96 } }, -- crouches { 0.15, 12, 0, 0, sy = 0.96, to = { nil, nil, "in", sy = 1 } }, { 0.275, 12, 0, -13, to = { 0, -62, "out" } }, -- hops up and drops away { 0.5, 12, 0, -62, to = { 0, 358, "in" } }, }, } -- IA in the centre: jumps in on her entry frame and lands on her standing pose; never leaves local IA_SWAY = { { 1, 1, x = 0, y = 0 }, { 2, 1 }, { 3, 1 }, { 2, 1 } } local IA_DANCER = { origin = { 0, 328 }, enter = { beats = 2, { 0, 0, 0, 357 }, { 0.35, 0, 0, 357, to = { 0, -38, "out" } }, { 0.95, 0, 0, -38, to = { 0, -7, "in" } }, { 1.175, 1, 0, 0, to = { nil, nil, "out", sy = 0.96 } }, { 1.325, 1, 0, 0, sy = 0.96, to = { nil, nil, "in", sy = 1 } }, { 1.45, 1, 0, 0 }, }, dance = Timing.steps(IA_SWAY, IA_SWAY, IA_SWAY, IA_SWAY, { { 4, 2 } }, accent(0, 2, { sy = 1.02 }), { { 4, 2 } }, accent(5, 2, { sy = 1.02 }), { { 6, 0.5 }, { 7, 0.5 }, { 8, 0.5 }, { 9, 0.5 }, { 10, 0.5 }, { 11, 0.5 }, { 12, 0.5 }, { 13, 0.5 }, { 14, 0.5 }, { 15, 0.5 }, { 16, 2 }, { 2, 1 } }), } local IA_INDEX = 4 local IA_DANCERS = Dancer.define({ default = SMALL_DANCER, [IA_INDEX] = IA_DANCER }) -- Fixed slots (far-left .. far-right), from Lumen's dancer positions local DANCER_CENTERS = { 183, 417, 640, 863, 1097 } local DANCER_DRAW_ORDER = { 5, 1, 4, 2, 3 } -- outer pairs first, IA on top -- dancer index by join order: joins fill the centre, left, right, far-left, far-right slots local DANCER_JOIN_ORDER = { IA_INDEX, 3, 2, 1, 0 } -- Chibi IA for good hits: hops in growing from 70% size, then floats across the don band, -- bobbing through three poses every 2 beats local IA_CHIBI = { key = "1", period = 2, poses = { { 0, 0, 0, -12, to = { 0, 1 } }, { 0.4, 1, 0, 0, to = { 0, 6 } }, { 0.75, 2, 8, 4, to = { 8, 6 } }, { 0.875, 2, 8, 5, to = { 8, -14 } }, { 1.35, 1, 8, -14, to = { 8, -17 } }, { 1.475, 1, 8, -17, to = { 8, -12 } }, }, } -- Don band: miku/GUMI's parallax band; the base tiles from x 148 local function donbg_spec() local spec = DonBG.parallax(-164) spec.layers[1].x = 148 return spec 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, donbg_spec()) self.bg_normal = IaBGNormal.new() self.bg_fever = IaBGFever.new(bpm) self.fever = Fever.new(bpm, COLLAB_PATH, FEVER_SPEC) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, IA_DANCERS) local by_index = {} for _, d in ipairs(self.dancer.dancers) do by_index[d.index] = d end for i, index in ipairs(DANCER_JOIN_ORDER) do self.dancer.dancers[i] = by_index[index] end self.renda = RendaController.new(COLLAB_PATH, 0, RendaController.ACROSS) 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, bpm) self.bg_normal:update(current_ms) self.bg_fever:update(current_ms, bpm) 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) BaseChibi.add(self.chibi, IA_CHIBI, COLLAB_PATH, player_num) end function IaBackground:handle_ok(player_num) BaseChibi.add(self.chibi, IA_CHIBI, COLLAB_PATH, player_num) 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_clear and not self.is_clear then self.bg_fever:start() end if not is_clear and self.is_clear then self.bg_fever:stop() end if is_rainbow and not self.is_rainbow then self.fever:start() end if not is_rainbow and self.is_rainbow then self.fever:stop() 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:leave_dancer() end self.last_milestone = current_milestone end end function IaBackground:draw_back() self.bg_normal:draw() self.bg_fever:draw() self.donbg:draw() self.renda:draw() self.dancer:draw_slots(DANCER_CENTERS, DANCER_DRAW_ORDER) self.fever:draw() 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.renda:destroy() self.chibi:destroy() end return IaBackground