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/yokai" local MAX_DANCERS = 5 local YokaiDonBG = setmetatable({}, { __index = DonBG4 }) YokaiDonBG.__index = YokaiDonBG function YokaiDonBG.new(index, player_num, path) local self = setmetatable({}, YokaiDonBG) local base = DonBG4.new(index, player_num, path) for k, v in pairs(base) do self[k] = v end return self end function YokaiDonBG:draw_textures(fade, y, frame) for i = 0, 4 do tex.draw_texture(self._id_bg, { frame = frame, fade = fade, x = (i * self.bg_texture.width) + self.move.attribute, y = y }) end for i = 0, 7 do tex.draw_texture(self._id_overlay, { frame = frame, fade = fade, x = (i * self.overlay_texture.width) + self.move.attribute, y = self.overlay_move.attribute + y }) end end local YokaiBGFever = {} YokaiBGFever.__index = YokaiBGFever local FIREWORK_FRAMES = 16 local FIREWORK_DURATION = 1280 local function build_firework_change() local frame_time = FIREWORK_DURATION / FIREWORK_FRAMES local frames = {} for i = 0, FIREWORK_FRAMES - 1 do table.insert(frames, { i * frame_time, (i + 1) * frame_time, i }) end return anim.texture_change(FIREWORK_DURATION, frames) end function YokaiBGFever.new() local self = setmetatable({}, YokaiBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0 self.firework_texture = tex.get_texture_info(self.name, "firework") self._id_firework = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "firework") or 0 self:spawn_firework() return self end function YokaiBGFever:spawn_firework() local screen_width = tex.get_screen_width() local screen_height = tex.get_screen_height() self.firework_x = math.random(0, math.max(0, screen_width - self.firework_texture.width)) self.firework_y = math.random(360, math.max(360, screen_height - self.firework_texture.height)) self.firework_change = build_firework_change() self.firework_change:start() end function YokaiBGFever:start() end function YokaiBGFever:update(current_time_ms) self.firework_change:update(current_time_ms) if self.firework_change.is_finished then self:spawn_firework() end end function YokaiBGFever:draw() tex.draw_texture(self._id_bg) tex.draw_texture(self._id_firework, { frame = self.firework_change.attribute, x = self.firework_x, y = self.firework_y, blend = "additive" }) end function YokaiBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Background local YokaiBackground = {} YokaiBackground.__index = YokaiBackground function YokaiBackground.new(player_num, bpm) local self = setmetatable({}, YokaiBackground) self.donbg = YokaiDonBG.new(1, player_num, COLLAB_PATH) self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = YokaiBGFever.new() self.footer = Footer.new(COLLAB_PATH, 0) self.fever = Fever.create(0, 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, 1) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 return self end function YokaiBackground:update(current_ms, bpm) self.donbg:update(current_ms, bpm) 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 YokaiBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function YokaiBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function YokaiBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function YokaiBackground:handle_drumroll(player_num) self.renda:add_renda() end function YokaiBackground:handle_balloon(player_num) self.renda:add_renda() end function YokaiBackground:handle_gauge(player_num, progress, is_clear, is_rainbow) self.donbg:set_clear(is_clear) 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:remove_dancer() end self.last_milestone = current_milestone end end function YokaiBackground:draw_back() if self.is_clear then self.bg_fever:draw() else self.bg_normal:draw() end self.footer:draw() self.donbg:draw() self.renda:draw() self.dancer:draw() self.fever:draw() self.chibi:draw() end function YokaiBackground:draw_fore() end function YokaiBackground: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 YokaiBackground