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/gb" local MAX_DANCERS = 5 local GbBGFever = {} GbBGFever.__index = GbBGFever function GbBGFever.new() local self = setmetatable({}, GbBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.transitioned = false local bg_info = tex.get_texture_info(self.name, "background") local bg_frames = (bg_info and bg_info.frame_count) or 1 local kin_info = tex.get_texture_info(self.name, "kin") local kin_frames = (kin_info and kin_info.frame_count) or 1 local baku_info = tex.get_texture_info(self.name, "baku") local baku_frames = (baku_info and baku_info.frame_count) or 1 local bg_textures = {} for i = 0, bg_frames - 1 do table.insert(bg_textures, { i * 150, (i + 1) * 150, i }) end self.bg_flicker = anim.texture_change(bg_frames * 150, bg_textures, { loop = true }) self.bg_flicker:start() local kin_textures = {} for i = 0, kin_frames - 1 do table.insert(kin_textures, { i * 120, (i + 1) * 120, i }) end self.kin_flicker = anim.texture_change(kin_frames * 120, kin_textures, { loop = true }) self.kin_flicker:start() local baku_textures = {} for i = 0, baku_frames - 1 do table.insert(baku_textures, { i * 120, (i + 1) * 120, i }) end self.baku_flicker = anim.texture_change(baku_frames * 120, baku_textures, { loop = true, delay = 60 }) self.baku_flicker:start() self.screen_width = tex.get_screen_width() self.ray_spin = anim.move(4000, { total_distance = 360, loop = true }) self.ray_spin:start() self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0 self._id_footer = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "footer") or 0 self._id_kin = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "kin") or 0 self._id_baku = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "baku") or 0 self._id_ray_gold = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "ray_gold") or 0 self._id_ray_cyan = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "ray_cyan") or 0 return self end function GbBGFever:start() end function GbBGFever:update(current_time_ms) self.bg_flicker:update(current_time_ms) self.kin_flicker:update(current_time_ms) self.baku_flicker:update(current_time_ms) self.ray_spin:update(current_time_ms) end function GbBGFever:draw() tex.draw_texture(self._id_bg, { frame = self.bg_flicker.attribute }) tex.draw_texture(self._id_bg, { frame = self.bg_flicker.attribute, mirror = "horizontal", x = self.screen_width }) tex.draw_texture(self._id_ray_gold, { rotation = self.ray_spin.attribute }) tex.draw_texture(self._id_ray_cyan, { rotation = -self.ray_spin.attribute }) tex.draw_texture(self._id_footer) tex.draw_texture(self._id_kin, { frame = self.kin_flicker.attribute }) tex.draw_texture(self._id_baku, { frame = self.baku_flicker.attribute }) end function GbBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Background local GbBackground = {} GbBackground.__index = GbBackground function GbBackground.new(player_num, bpm) local self = setmetatable({}, GbBackground) self.donbg = DonBG4.new(1, player_num, COLLAB_PATH) self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = GbBGFever.new() self.footer = Footer.new(COLLAB_PATH, -1) self.fever = Fever.create(0, bpm, COLLAB_PATH) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH) for i, d in ipairs(self.dancer.dancers) do if d.index == 4 then self.dancer.dancers[i], self.dancer.dancers[1] = self.dancer.dancers[1], self.dancer.dancers[i] break end end 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 GbBackground: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 GbBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function GbBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function GbBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function GbBackground:handle_drumroll(player_num) self.renda:add_renda() end function GbBackground:handle_balloon(player_num) self.renda:add_renda() end function GbBackground: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 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 GbBackground:draw_back() self.bg_normal:draw() if self.is_clear then self.bg_fever:draw() end self.donbg:draw() self.renda:draw() self.dancer:draw() self.footer:draw() self.fever:draw() self.chibi:draw() end function GbBackground:draw_fore() end function GbBackground: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 GbBackground