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/oshiri" local MAX_DANCERS = 5 -- No footer: Lumen's dodai is drawn at alpha 0. -- Don band: a two-colour band scrolling one 168px tile left every 5.3s, with a column of -- three stars on every tile. Each star dims to half and back over a beat; the dip runs down -- the column, top to bottom, every 1333ms. Clearing fades in the same band in other colours. local STAR_DIP = { { 317, -500 }, { 317, 500 } } local function star_row(y, delay) local pulse = { { delay, 0 } } for _, m in ipairs(STAR_DIP) do table.insert(pulse, m) end return { key = "overlay", ms = 5333, dx = -168, tile = 168, x = 94, y = y, period = 1333, pulse = pulse } end local DONBG_SPEC = { layers = { { key = "background", ms = 5333, dx = -168, x = 84 }, star_row(-11, 0), star_row(63, 333), star_row(131, 667), } } -- Clear background: the stage with a banner along the bottom that changes colour every beat, -- fading in over the normal stage over 1.75 beats and back out over a beat. Timed in beats. local BG_FEVER_IN, BG_FEVER_OUT = 1.75, 1 local OshiriBGFever = {} OshiriBGFever.__index = OshiriBGFever function OshiriBGFever.new(bpm) local self = setmetatable({}, OshiriBGFever) 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._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0 self.beat = 60000 / bpm self.alpha = 0 return self end -- fades towards `to` from wherever the fade is; the banner restarts when it was hidden function OshiriBGFever:fade_to(to, beats) if self.alpha <= 0 then self.restart = true end self.fade = anim.fade(beats * self.beat, { initial_opacity = self.alpha, final_opacity = to }) self.fade:start() end function OshiriBGFever:start() self:fade_to(1, BG_FEVER_IN) end function OshiriBGFever:stop() self:fade_to(0, BG_FEVER_OUT) end function OshiriBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end self.now = current_time_ms if self.restart then self.restart, self.t0 = nil, current_time_ms end if self.fade then self.fade:update(current_time_ms) self.alpha = self.fade.attribute end end function OshiriBGFever:draw() if self.alpha <= 0 then return end tex.draw_texture(self._id_bg, { fade = self.alpha }) local frame = math.floor((self.now - self.t0) / self.beat) % 3 tex.draw_texture(self._id_overlay, { frame = frame, fade = self.alpha }) end function OshiriBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Fever line-up: jumps up 321px, drops 70px onto its line, bounces 70px a beat local FEVER_SPEC = { rise = 251, peak = 70, bounce = 70 } -- Dancers -- Timed in beats. Index 0 is the big one in the centre, index 1 the four small ones. Both jump -- up from below and drop onto the stage, loop an 8-beat routine and hop off when removed. -- Lumen centres them 5px left of the slot and 111px above the stage line. local BIG = { origin = { 108, 279 }, enter = { beats = 2, key = "loop", { 0, 0, 0, 338, to = { 0, -117, "out" } }, { 1, 0, 0, -117, to = { 0, 0, "in" } }, { 1.4, 0, 0, 0 }, }, dance = Timing.steps( { { 1, 0.5, x = 0, y = 0 }, { 2, 0.5 }, { 1, 0.5 }, { 2, 0.5 } }, { { 0, 0.125 }, { 3, 0.375 }, { 4, 0.5 }, { 3, 0.5 }, { 4, 0.5 } }, { { 5, 0.5 }, { 6, 0.5 }, { 5, 0.5 }, { 7, 0.5 } }, { { 5, 0.5 }, { 6, 0.5 }, { 5, 0.5 }, { 7, 0.5 } }), leave = { beats = 1, key = "loop", { 0, 0, 0, 0, to = { -2, -35 } }, { 0.125, 0, -2, -35, to = { 4, 322 } }, }, } -- a two-beat kick: step, kick, step, kick with the other leg; `first` shortens the first step local function kick(mirror, first) return { { 1, first or 0.375, mirror = mirror }, { 2, 0.125, mirror = mirror }, { 3, 0.375, mirror = mirror }, { 2, 0.125, mirror = mirror }, { 1, 0.375, mirror = mirror }, { 4, 0.125, mirror = mirror }, { 5, 0.375, mirror = mirror }, { 4, 0.125, mirror = mirror }, } end -- turned round: arms up on every other half beat local TURN = { { 6, 0.5, mirror = true }, { 0, 0.5, mirror = true }, { 7, 0.5, mirror = true }, { 0, 0.5, mirror = true } } local FIRST_KICK = kick(true) FIRST_KICK[1].x, FIRST_KICK[1].y = 0, 0 local SMALL = { origin = { 92, 247 }, enter = { beats = 2, key = "loop", { 0, 0, 7, 338, to = { 0, -117, "out" } }, { 1, 0, 0, -117, to = { 0, 0, "in" } }, { 1.4, 0, 0, 0 }, }, dance = Timing.steps(FIRST_KICK, { { 0, 0.125 } }, kick(false, 0.25), { { 0, 0.5 } }, TURN, { TURN[1], TURN[2], TURN[3] }), leave = { beats = 1, key = "loop", { 0, 0, 0, 0, mirror = true, to = { nil, -44, "out" } }, { 0.15, 0, nil, -44, mirror = true, to = { nil, 338, "in" } }, }, } local OSHIRI_DANCERS = Dancer.define({ [0] = BIG, [1] = SMALL }) -- Fixed slots (far-left .. far-right), from Lumen's dancer positions less the 5px local DANCER_CENTERS = { 208, 422, 635, 848, 1062 } local DANCER_DRAW_ORDER = { 5, 1, 4, 2, 3 } -- outer pairs first, the big one on top -- dancer index by join order: the big one in the centre, then the small ones local DANCER_JOIN_ORDER = { 0, 1, 1, 1, 1 } -- Chibis for good hits: hop in growing from 70% size, then run along on a 1-beat cycle of -- poses (key 1 = chibi1, key 0 = chibi2) local CHIBIS = { { key = "1", period = 1, poses = { { 0, 1 }, { 0.25, 2 }, { 0.5, 1 }, { 0.75, 0 } } }, { key = "0", period = 1, poses = { { 0, 1 }, { 0.25, 0 }, { 0.5, 1 }, { 0.75, 2 } } }, } -- Background local OshiriBackground = {} OshiriBackground.__index = OshiriBackground function OshiriBackground.new(player_num, bpm) local self = setmetatable({}, OshiriBackground) self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH, DONBG_SPEC) self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = OshiriBGFever.new(bpm) self.fever = Fever.new(bpm, COLLAB_PATH, FEVER_SPEC) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, OSHIRI_DANCERS) for i, index in ipairs(DANCER_JOIN_ORDER) do local dancer = OSHIRI_DANCERS.new(self.dancer.name, index, bpm, COLLAB_PATH) dancer.group = self.dancer self.dancer.dancers[i] = dancer end self.renda = RendaController.new(COLLAB_PATH, 0) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 return self end function OshiriBackground: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 OshiriBackground:add_chibi(player_num) BaseChibi.add(self.chibi, CHIBIS[math.random(#CHIBIS)], COLLAB_PATH, player_num, nil, "chibi_0") end function OshiriBackground:handle_good(player_num) self:add_chibi(player_num) end function OshiriBackground:handle_ok(player_num) self:add_chibi(player_num) end function OshiriBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function OshiriBackground:handle_drumroll(player_num) self.renda:add_renda() end function OshiriBackground:handle_balloon(player_num) self.renda:add_renda() end function OshiriBackground: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 OshiriBackground: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 OshiriBackground:draw_fore() end function OshiriBackground: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 OshiriBackground