local DonBGBase = require("background/bg_objects/donbg/base") 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 chain_moves, sum, steps = Timing.chain_moves, Timing.sum, Timing.steps local COLLAB_PATH = "background/collab/ymck" local MAX_DANCERS = 5 -- Don band: coloured stripes scrolling one tile every 5.3 s, a row of fans bobbing 16px over -- them and a white shade along the bottom. The clear set is an orange band with waves rolling -- over it (dipping 29px, quickest at the bottom). A miss streak greys the normal set to half. -- Ambient, in ms. Tiles start 20px in, like the default bands. local DONBG = { dark = { min = 0.5, ms = 167 }, layers = { { key = "background", ms = 5333, x = 20 }, { key = "overlay", ms = 4667, x = 20, bob = { { 1000, 16 }, { 1000, -16 } } }, { key = "waves", ms = 4667, x = 20, clear_only = true, bob = { { 983, 29, "in" }, { 1017, -29, "out" } } }, { key = "shade", tile = 0 }, }, } -- Riverside: the river scrolls one 160px tile left every 5 s under a faint reflection of the -- stone bank; the boats and statues stand in front. Ambient, in ms. local WATER = { tile = 160, ms = 5000, x = -40 } local REFLECTION_X, REFLECTION_ALPHA = -78, 0.3 local YmckBGNormal = {} YmckBGNormal.__index = YmckBGNormal function YmckBGNormal.new() local self = setmetatable({}, YmckBGNormal) 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_water = id("water") self._id_reflection = id("reflection") self._id_overlay = id("overlay") self.scroll = anim.move(WATER.ms, { total_distance = -math.floor(WATER.tile * tex.get_screen_scale()), loop = true }) self.scroll:start() return self end function YmckBGNormal:update(current_time_ms) self.scroll:update(current_time_ms) end local function tiled(id, x, fade) local scale = tex.get_screen_scale() repeat tex.draw_texture(id, { x = x, fade = fade }) x = x + WATER.tile * scale until x >= tex.get_screen_width() end function YmckBGNormal:draw() local scale = tex.get_screen_scale() tex.draw_texture(self._id_bg) tiled(self._id_water, WATER.x * scale + self.scroll.attribute) tiled(self._id_reflection, REFLECTION_X * scale, REFLECTION_ALPHA) tex.draw_texture(self._id_overlay) end function YmckBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end -- Clear background: the shrine at night drops in over the riverside, bounces once and -- settles. Its stars twinkle (a second sky with other stars shown on and off), a beat at a -- time once it has settled. Losing the clear drops it out the bottom. In beats. local DROP = { from = -380, beats = 1.2, bounce = 50, bounce_beats = 0.275 } local FALL = { to = 408, beats = 0.975 } local function stars_on(state, t) if state == "out" then return t < 0.125 or t >= 0.75 end if t < 2 then return t % 1.25 < 0.625 end -- dropping in: on and off every 0.625 beat return t % 1 >= 0.5 end local YmckBGFever = {} YmckBGFever.__index = YmckBGFever function YmckBGFever.new(bpm) local self = setmetatable({}, YmckBGFever) 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_strip = id("strip") self._id_overlay = id("overlay") self.beat = 60000 / bpm self.offset = 0 self.moves = {} self.state = nil -- nil (hidden), "in", "out" return self end function YmckBGFever:y() return self.offset + sum(self.moves) end -- drops in from wherever it is (from above when hidden) function YmckBGFever:start() local scale = tex.get_screen_scale() self.offset = self.state and self:y() or DROP.from * scale self.state, self.t0 = "in", nil self.moves = chain_moves({ { DROP.beats, -self.offset / scale }, { DROP.bounce_beats, -DROP.bounce, "out" }, { DROP.bounce_beats, DROP.bounce, "in" }, }, self.beat, scale) end -- falls out the bottom from wherever it is function YmckBGFever:stop() if not self.state then return end local scale = tex.get_screen_scale() self.offset = self:y() self.state, self.t0 = "out", nil self.moves = chain_moves({ { FALL.beats, FALL.to - self.offset / scale } }, self.beat, scale) end function YmckBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end if not self.state then return end self.t0 = self.t0 or current_time_ms self.now = current_time_ms for _, m in ipairs(self.moves) do m:update(current_time_ms) end if self.state == "out" and (not self.moves[1] or self.moves[1].is_finished) then self.state, self.moves, self.offset = nil, {}, 0 end end function YmckBGFever:draw() if not self.state then return end local y = self:y() tex.draw_texture(self._id_bg, { y = y }) if stars_on(self.state, (self.now - self.t0) / self.beat) then tex.draw_texture(self._id_strip, { y = y }) end tex.draw_texture(self._id_overlay, { y = y }) end function YmckBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Fever: the two mikoshi line-ups (imas's motion), switching poses on every bounce local FEVER = { rise = 210, bounce = 70, drop = 400, poses = true } -- Dancers: three girls and two drums, all on one routine. Each jumps up from below the stage -- and drops onto its spot, then dances four beats of poses (a long one and three quick ones -- a beat), and leaves with a hop and a fall (the drums keep their last pose, the girls their -- first). Timed in beats; y is the image top at rest. local function member(leave_frame) return { enter = { beats = 2, key = "loop", { 0, 0, 4, 280 }, { 0.35, 0, 4, 280, to = { 4, -140, "out" } }, { 0.925, 0, 4, -140, to = { 0, 3 } }, { 1.2, 0, 0, 3 }, { 1.225, 1, 0, -1 }, }, dance = steps( { { 2, 0.475, x = 0, y = 0 }, { 3, 0.175 }, { 4, 0.175 }, { 5, 0.175 } }, { { 6, 0.475 }, { 7, 0.175 }, { 8, 0.175 }, { 0, 0.175 } }, { { 9, 0.475 }, { 10, 0.175 }, { 11, 0.175 }, { 12, 0.175 } }, { { 13, 0.475 }, { 14, 0.175 }, { 1, 0.175 }, { 15, 0.175 } }), leave = { beats = 1.5, key = "loop", { 0, 14, 0, 0 }, { 0.1, leave_frame, 0, 0, to = { 0, -94, "out" } }, { 0.625, leave_frame, 0, -94, to = { 0, 276, "in" } }, }, } end local DANCERS = Dancer.define({ [0] = member(14), [1] = member(14), default = member(0) }) local DANCER_CENTERS = { 170, 384, 637, 890, 1104 } -- katsu, blue, red, green, don local DANCER_DRAW_ORDER = { 5, 1, 4, 2, 3 } -- outer pairs first, the centre on top -- dancer index by join order: joins fill the centre, left, right, far-left, far-right slots local DANCER_JOIN_ORDER = { 4, 3, 2, 1, 0 } -- Chibis for good hits: one of three festival kids hops in and runs across, ten running -- frames an eighth of a beat each local CHIBI_POSES = {} for f = 0, 9 do CHIBI_POSES[f + 1] = { f * 0.125, f, 0, 0 } end local CHIBIS = {} for key = 1, 3 do CHIBIS[key] = { key = tostring(key), run = { y = -2, distance = 1241 }, period = 1.25, poses = CHIBI_POSES } end -- Drumroll: rabbits fly up and right from the bottom-left (lovelive's motion) local RENDA = { ms = { 2000 }, dx = 1560, dy = -1648, x_range = 500, y_range = 20 } -- Background local YmckBackground = {} YmckBackground.__index = YmckBackground function YmckBackground.new(player_num, bpm) local self = setmetatable({}, YmckBackground) self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH, DONBG) self.bg_normal = YmckBGNormal.new() self.bg_fever = YmckBGFever.new(bpm) self.fever = Fever.new(bpm, COLLAB_PATH, FEVER) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, 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, RENDA) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1) self.is_clear = false self.is_rainbow = false self.miss_streak = false self.last_milestone = 1 return self end function YmckBackground: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 YmckBackground:add_chibi(player_num) BaseChibi.add(self.chibi, CHIBIS[math.random(#CHIBIS)], COLLAB_PATH, player_num) end function YmckBackground:handle_good(player_num) self:add_chibi(player_num) end function YmckBackground:handle_ok(player_num) self:add_chibi(player_num) end function YmckBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function YmckBackground:handle_drumroll(player_num) self.renda:add_renda() end function YmckBackground:handle_balloon(player_num) self.renda:add_renda() end -- the grey only shows on the normal set: the clear set covers it function YmckBackground:handle_miss_streak(player_num, on) self.miss_streak = on self.donbg:set_dark(on and not self.is_clear) end function YmckBackground: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 self.donbg:set_dark(self.miss_streak and not is_clear) 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 YmckBackground: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 YmckBackground:draw_fore() end function YmckBackground: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 YmckBackground