local DonBGBase = require("background/bg_objects/donbg/base") local BGNormal = require("background/bg_objects/bg_normal") 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/gb" local MAX_DANCERS = 5 local pose_at, steps = Timing.pose_at, Timing.steps -- Don band: bomb tiles and the title strip scroll one tile left every 8 beats of Lumen's -- clock (5.3 s); the clear set swaps in the gold tiles and title. Ambient, in ms. local DONBG_SCROLL_MS = 5333 local DONBG_SPEC = { fade = 0.225, layers = { { key = "background", ms = DONBG_SCROLL_MS }, { key = "overlay", ms = DONBG_SCROLL_MS, tile = 448 }, } } -- Clear background: the stage comes up, the light-panel arch and the 金/爆 signs blink on -- four times, then the arch cycles its four panels, the signs flicker between their two lit -- frames and four spotlights per stand (gold, cyan, gold, cyan, staggered) swing out and back. -- Losing the clear fades the arch and signs out; the stage stays a moment longer. Timed in beats. local BLINK = steps({ { 0, 0.2 }, { 0, 0.175, hide = true } }) local BLINKS = 4 local LOOP_AT = 1.525 local PANELS = steps({ { 0, 0.3 }, { 1, 0.275 }, { 2, 0.275 }, { 3, 0.275 } }) local SIGN = steps({ { 1, 0.25 }, { 2, 0.25 } }) local FADE_OUT, STAGE_OUT = 0.65, 0.975 -- A spotlight is pinned at its lamp (the image's top corner): it opens from a sliver to its -- full width, swings wider, then dims away and shrinks up; later it swings back the same way. local RAY = { { 0, 0, 0, 0, sx = 0.03, alpha = 0, to = { 0, 0, sx = 1, alpha = 1 } }, { 0.3, 0, to = { 0, 0, sx = 2.62 } }, { 0.9, 0, sx = 2.62, to = { 0, 0, sx = 2.82, sy = 0.69, alpha = 0 } }, { 1.05, 0, hide = true }, { 2.3, 0, sx = 2.82, sy = 0.69, alpha = 0, to = { 0, 0, sx = 2.62, sy = 1, alpha = 1 } }, { 2.45, 0, sx = 2.62, to = { 0, 0, sx = 1 } }, { 3.075, 0, to = { 0, 0, sx = 0.03, alpha = 0 } }, { 3.35, 0, hide = true }, length = 4.275, } local RAY_STAGGER = 0.375 -- texture.json indices: outer right, outer left, inner right, inner left (inner ones half width) local RAY_STANDS = { { mirror = false, w = 312 }, { mirror = true, w = 312 }, { mirror = false, w = 156 }, { mirror = true, w = 156 } } local GbBGFever = {} GbBGFever.__index = GbBGFever function GbBGFever.new(bpm) local self = setmetatable({}, GbBGFever) 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_panels = id("background") self._id_stage = id("footer") self._id_kin = id("kin") self._id_baku = id("baku") self._id_rays = { id("ray_gold"), id("ray_cyan") } self.beat = 60000 / bpm self.now = 0 self.state = nil -- nil (hidden), "on", "off" return self end function GbBGFever:start() self.state, self.t0 = "on", self.now end function GbBGFever:stop() if self.state == "on" then self.state, self.t_off = "off", self.now end end function GbBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end self.now = current_time_ms if self.state == "off" and (self.now - self.t_off) / self.beat >= STAGE_OUT then self.state = nil end end function GbBGFever:draw_rays(t) local scale = tex.get_screen_scale() for k = 0, 3 do local tk = t - k * RAY_STAGGER local pose = tk >= 0 and pose_at(RAY, tk % RAY.length) if pose then for i, stand in ipairs(RAY_STANDS) do local w = stand.w * scale tex.draw_texture(self._id_rays[k % 2 + 1], { index = i - 1, x = stand.mirror and 0 or w * (1 - pose.sx), x2 = w * (pose.sx - 1), y2 = 312 * scale * (pose.sy - 1), mirror = stand.mirror and "horizontal" or nil, fade = pose.alpha, blend = "additive", }) end end end end function GbBGFever:draw() if not self.state then return end local t = (self.now - self.t0) / self.beat local fade, panel, sign = 1, 0, 0 if self.state == "off" then fade = math.max(0, 1 - (self.now - self.t_off) / self.beat / FADE_OUT) end if t < LOOP_AT then if t >= BLINKS * BLINK.length or not pose_at(BLINK, t % BLINK.length) then fade = 0 end else local lt = t - LOOP_AT panel = pose_at(PANELS, lt % PANELS.length).frame sign = pose_at(SIGN, lt % SIGN.length).frame end if fade > 0 then tex.draw_texture(self._id_panels, { frame = panel, fade = fade }) tex.draw_texture(self._id_panels, { frame = panel, fade = fade, index = 1, mirror = "horizontal" }) end tex.draw_texture(self._id_stage) if fade > 0 then tex.draw_texture(self._id_kin, { frame = sign, fade = fade }) tex.draw_texture(self._id_baku, { frame = sign, fade = fade }) end if self.state == "on" and t >= LOOP_AT then self:draw_rays(t - LOOP_AT) end end function GbBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Dancers -- Timed in beats; poses are offsets from Lumen's dancer origin (texture.json y 516). -- The four small dancers shoot up from below, land with a squash, then loop an 8-beat -- routine of hops, one a beat, alternating two pose pairs. Leaving, they hop and drop off. local function hop(up, top) return { { up, 0.175, to = { 0, -20 } }, { top, 0.175, to = { 0, -30 } }, { top, 0.15, to = { 0, -20 } }, { up, 0.225, to = { 0, 0 } }, { 1, 0.275 }, } end local SMALL_ENTER = steps({ { 0, 0.2, x = 0, y = 350 }, { 0, 0.7, to = { 0, -30, "out" } }, -- shoots up from below { 0, 0.475, to = { 0, 0, "in" } }, { 0, 0.075 }, { 1, 0.175, to = { 0, 13, nil, sy = 0.91 } }, -- lands { 1, 0.15, sy = 0.91, to = { 0, 0, nil, sy = 1 } }, { 1, 0.225 }, }) SMALL_ENTER.beats = 2 local SMALL_DANCE = steps({ { 1, 0, x = 0, y = 0 } }, hop(2, 3), hop(4, 5), hop(2, 3), hop(2, 3), hop(4, 5), hop(2, 3), hop(4, 5), hop(4, 5)) local SMALL_LEAVE = steps({ { 1, 0.2, x = 0, y = 0, key = "loop" }, { 6, 0.275, key = "loop", to = { 0, -20, "out" } }, -- hops { 6, 0.675, key = "loop", to = { 0, 350, "in" } }, -- and drops off }) SMALL_LEAVE.beats = 1.15 -- The bomber in the middle rises in, lands with a squash and loops an 8-beat routine of -- two 1-beat phrases (a punch and a turn), never leaving local BIG_ENTER = steps({ { 0, 0.25, x = 0, y = 350 }, { 0, 0.775, to = { 0, -20, "out" } }, { 0, 0.325, to = { 0, 0, "in" } }, { 0, 0.25, to = { 0, 7, nil, sy = 0.95 } }, -- lands { 0, 0.225, sy = 0.95, to = { 0, 0, nil, sy = 1 } }, { 0, 0.05 }, { 1, 0.125 }, }) BIG_ENTER.beats = 2 local PUNCH = { { 2, 0.25 }, { 3, 0.25 }, { 4, 0.375 }, { 5, 0.125 } } local TURN = { { 6, 0.25 }, { 0, 0.25 }, { 7, 0.375 }, { 1, 0.125 } } local BIG_DANCE = steps({ { 2, 0, x = 0, y = 0 } }, PUNCH, TURN, { { 2, 0.25 }, { 3, 0.25 }, { 4, 0.5 } }, PUNCH, TURN, PUNCH, { { 6, 0.25 }, { 0, 0.25 }, { 7, 0.5 } }, TURN) local GB_DANCERS = Dancer.define({ [4] = { origin = { 140, 140 }, enter = BIG_ENTER, dance = BIG_DANCE }, default = { origin = { 140, 150 }, enter = SMALL_ENTER, dance = SMALL_DANCE, leave = SMALL_LEAVE }, }) -- Lumen's slots, left to right; the group fills centre, left, right, far-left, far-right, -- which is Lumen's dancer1..5 (skin dancers 4, 3, 2, 1, 0) local DANCER_CENTERS = { 173, 407, 640, 873, 1107 } local DANCER_DRAW_ORDER = { 5, 1, 4, 2, 3 } local DANCER_JOIN_ORDER = { 4, 3, 2, 1, 0 } -- Chibis for good hits: one of the two bombers hops in and runs, a six-frame stride a beat local RUN = { { 0, 0, 0, 0 }, { 0.175, 1, 0, -2 }, { 0.35, 2, 0, -3 }, { 0.5, 3, 0, 0 }, { 0.675, 4, 0, -2 }, { 0.85, 5, 0, -3 }, } local GB_CHIBIS = { { key = "0", run = { y = 1 }, period = 1, poses = RUN }, { key = "1", run = { y = 1 }, period = 1, poses = RUN }, } -- Background local GbBackground = {} GbBackground.__index = GbBackground function GbBackground.new(player_num, bpm) local self = setmetatable({}, GbBackground) self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH, DONBG_SPEC) self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = GbBGFever.new(bpm) self.fever = Fever.new(bpm, COLLAB_PATH, { rise = 300, peak = 40, bounce = 40, drop = 340, poses = true }) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, GB_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("background", 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, 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 GbBackground:add_chibi(player_num) BaseChibi.add(self.chibi, GB_CHIBIS[math.random(#GB_CHIBIS)], COLLAB_PATH, player_num) end function GbBackground:handle_good(player_num) self:add_chibi(player_num) end function GbBackground:handle_ok(player_num) self:add_chibi(player_num) 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 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 GbBackground: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 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.renda:destroy() self.chibi:destroy() end return GbBackground