BanaAdvertisement = {} BanaAdvertisement.__index = BanaAdvertisement function BanaAdvertisement.new() local self = setmetatable({}, BanaAdvertisement) self.current_state = "bana_options" self.fade_in = tex.get_animation(15, "title") self.fade_in:start() self.resize_1 = tex.get_animation(16, "title") self.resize_2 = tex.get_animation(16, "title") self.bana_rotate = tex.get_animation(17, "title") self.bana_move = tex.get_animation(18, "title") self.touch_fade = tex.get_animation(19, "title") self.touch_move_up = tex.get_animation(20, "title") self.touch_move_down = tex.get_animation(22, "title") self.touch_resize = tex.get_animation(21, "title") self.touch_fade_out = tex.get_animation(23, "title") self.donchan_move = tex.get_animation(24, "title") self.get_text_scale_down = tex.get_animation(25, "title") self.get_text_scale_up = tex.get_animation(26, "title") self.get_text_scale_down_2 = tex.get_animation(27, "title") self.get_text_fade_in = tex.get_animation(28, "title") self.get_chara_bounce_up = tex.get_animation(29, "title") self.get_chara_bounce_down = tex.get_animation(30, "title") self.get_chara_1_bounce_up = tex.get_animation(29, "title") self.get_chara_1_bounce_down = tex.get_animation(30, "title") self.get_fade_out = tex.get_animation(31, "title") self.gleam_grow = tex.get_animation(38, "title") self.dress_don = tex.get_animation(39, "title") self.dress_chars = tex.get_animation(40, "title") self.dress_title_up = tex.get_animation(41, "title") self.dress_title_down = tex.get_animation(42, "title") self.dress_title_fade = tex.get_animation(43, "title") self.sparkle_fade = tex.get_animation(44, "title") self.sparkle_scale = tex.get_animation(45, "title") self.t_background = tex.get_texture("title/camera/bana_advert_background") self.t_outline = tex.get_texture("title/camera/bana_advert_outline") self.t_outline_info = tex.get_texture_info("camera", "bana_advert_outline") self.t_reader = tex.get_texture("title/camera/reader") self.t_tap = tex.get_texture("title/camera/tap") self.t_touch = tex.get_texture("title/camera/touch") self.t_touch_gleam = tex.get_texture("title/camera/touch_gleam") self.t_card_or_phone_bg = tex.get_texture("title/camera/card_or_phone_bg") self.t_card_or_phone_card = tex.get_texture("title/camera/card_or_phone_card") self.t_card_or_phone_phone = tex.get_texture("title/camera/card_or_phone_phone") self.t_banapassport = tex.get_texture("title/camera/banapassport") self.t_or = tex.get_texture("title/camera/or") self.t_chara_0 = tex.get_texture("title/camera/chara_0") self.t_osaifukeitai = tex.get_texture("title/camera/osaifukeitai") self.t_rewards_donchan = tex.get_texture("title/camera/rewards_donchan") self.t_rewards = tex.get_texture("title/camera/rewards") self.t_rewards_info = tex.get_texture_info("camera", "rewards") self.t_rewards_top_text = tex.get_texture("title/camera/rewards_top_text") self.t_rewards_bottom_text = tex.get_texture("title/camera/rewards_bottom_text") self.t_get_text = tex.get_texture("title/camera/get_text") self.t_get_chara_0 = tex.get_texture("title/camera/get_chara_0") self.t_get_chara_1 = tex.get_texture("title/camera/get_chara_1") self.t_dress_card = tex.get_texture("title/camera/dress_up_card") self.t_dress_don = tex.get_texture("title/camera/dress_up_don") self.t_dress_title = tex.get_texture("title/camera/dress_up_title") self.t_dress_sparkle = tex.get_texture("title/camera/dress_up_sparkle") self.t_dress_chars = {} for i = 0, 4 do self.t_dress_chars[i] = tex.get_texture("title/camera/dress_up_" .. i) end self.steps_cursor = 0 self.loop_counter = 0 self.timer = 0 self.rewards_ms = 0 self.rewards_last_ms = nil self.chara_0_timer = nil return self end -- The four reward icons orbit a ring of four slots, one slot at a time: the near-side hops -- ease out, the far-side ones ease in. Icons trail each other by a quarter of a lap. local REWARD_SEGMENTS = { { 433, true }, { 817, false }, { 383, true }, { 833, false } } local REWARD_LAP = 2466 local REWARD_TRAIL = 617 local REWARD_START = 267 local function ring_position(ms) ms = ms % REWARD_LAP for slot, seg in ipairs(REWARD_SEGMENTS) do if ms < seg[1] then local t = ms / seg[1] return (slot - 1) + (seg[2] and t * (2 - t) or t * t) end ms = ms - seg[1] end return 0 end local DRESS_UP_MS = 2950 local CARD_PHONE_MS = 3000 local REWARDS_MS = 3000 local GET_BLANK_MS = 1000 local TAP_BLANK_MS = 150 local CHARA_HALF_BOUNCE_MS = 333 -- { start offset, apex offset } of each dress-up character, relative to its rest y local DRESS_UP_CHARS = { { 233, -43 }, { 237, -39 }, { 121, -31 }, { 83, -48 }, { 29, -61 } } local DRESS_UP_RISE = 0.77 local DON_RISE = 0.645 function BanaAdvertisement:update(current_ms) self.fade_in:update(current_ms) self.resize_1:update(current_ms) self.resize_2:update(current_ms) self.bana_rotate:update(current_ms) self.bana_move:update(current_ms) self.touch_fade:update(current_ms) self.touch_move_up:update(current_ms) self.touch_move_down:update(current_ms) self.touch_resize:update(current_ms) self.touch_fade_out:update(current_ms) self.gleam_grow:update(current_ms) self.donchan_move:update(current_ms) self.dress_don:update(current_ms) self.dress_chars:update(current_ms) self.dress_title_up:update(current_ms) self.dress_title_down:update(current_ms) self.dress_title_fade:update(current_ms) self.sparkle_fade:update(current_ms) self.sparkle_scale:update(current_ms) self.get_text_scale_down:update(current_ms) self.get_text_scale_up:update(current_ms) self.get_text_scale_down_2:update(current_ms) self.get_text_fade_in:update(current_ms) self.get_chara_bounce_up:update(current_ms) self.get_chara_bounce_down:update(current_ms) self.get_chara_1_bounce_up:update(current_ms) self.get_chara_1_bounce_down:update(current_ms) self.get_fade_out:update(current_ms) if self.current_state == "rewards" then if self.rewards_last_ms then self.rewards_ms = self.rewards_ms + (current_ms - self.rewards_last_ms) end self.rewards_last_ms = current_ms end local sc = self.steps_cursor if sc == 0 then if self.fade_in.is_finished then self.resize_1:start() self.steps_cursor = 1 end elseif sc == 1 then if self.resize_1.is_finished then self.resize_2:start() self.steps_cursor = 2 end elseif sc == 2 then if self.resize_2.is_finished then self.resize_1:start() self.steps_cursor = 3 end elseif sc == 3 then if self.resize_1.is_finished then self.resize_2:start() self.steps_cursor = 4 end elseif sc == 4 then if self.resize_2.is_finished then self.timer = current_ms self.steps_cursor = 5 end elseif sc == 5 then if current_ms - self.timer >= 300 then self.current_state = "tap_to_reader" self.steps_cursor = 6 self.bana_rotate:start() self.bana_move:start() end elseif sc == 6 then if self.bana_rotate.is_finished then self.touch_fade:start() self.touch_move_up:start() self.touch_move_down:start() self.touch_resize:start() self.gleam_grow:start() self.steps_cursor = 7 end elseif sc == 7 then if self.touch_move_down.is_finished then self.timer = current_ms self.steps_cursor = 8 end elseif sc == 8 then if current_ms - self.timer >= 250 then self.touch_fade_out:start() self.steps_cursor = 9 end elseif sc == 9 then if self.touch_fade_out.is_finished then self.timer = current_ms self.steps_cursor = 16 end elseif sc == 16 then if current_ms - self.timer >= TAP_BLANK_MS then self.bana_rotate:start() self.bana_move:start() self.touch_fade:reset() self.touch_move_up:reset() self.touch_move_down:reset() self.touch_resize:reset() self.touch_fade_out:reset() self.gleam_grow:reset() self.steps_cursor = 10 end elseif sc == 10 then if self.bana_rotate.is_finished then self.touch_fade:start() self.touch_move_up:start() self.touch_move_down:start() self.touch_resize:start() self.gleam_grow:start() self.steps_cursor = 11 end elseif sc == 11 then if self.touch_move_down.is_finished then self.timer = current_ms self.steps_cursor = 12 end elseif sc == 12 then -- hold, fade out and the blank beat of the second tap if current_ms - self.timer >= 250 + 167 + TAP_BLANK_MS then self.current_state = "rewards" self.steps_cursor = 13 self.timer = current_ms self.rewards_ms = 0 self.rewards_last_ms = nil self.donchan_move:start() end elseif sc == 13 then if current_ms - self.timer >= REWARDS_MS then self.current_state = "dress_up" self.steps_cursor = 17 self.timer = current_ms self.dress_don:start() self.dress_chars:start() self.dress_title_up:start() self.dress_title_down:start() self.dress_title_fade:start() elseif self.donchan_move.is_finished then self.donchan_move:restart() end elseif sc == 17 then if current_ms - self.timer >= DRESS_UP_MS then self.current_state = "card_or_phone" self.steps_cursor = 14 self.timer = current_ms self.resize_1:start() self.resize_2:reset() end elseif sc == 14 then if current_ms - self.timer >= CARD_PHONE_MS then self.current_state = "get" self.get_text_scale_down:start() self.get_text_scale_up:start() self.get_text_scale_down_2:start() self.get_text_fade_in:start() self.get_chara_1_bounce_up:start() self.get_fade_out:start() self.get_chara_bounce_up:reset() self.get_chara_bounce_down:reset() self.get_chara_1_bounce_down:reset() self.chara_0_timer = current_ms self.steps_cursor = 15 end if self.resize_1.is_finished then self.resize_2:start() self.resize_1:reset() end if self.resize_2.is_finished then self.resize_1:start() self.resize_2:reset() end elseif sc == 15 then if self.get_fade_out.is_finished then self.current_state = "blank" self.timer = current_ms self.steps_cursor = 18 end -- the two characters bounce in antiphase: chara 1 leads, chara 0 joins half a bounce later if self.get_chara_1_bounce_up.is_finished and not self.get_chara_1_bounce_down.is_started then self.get_chara_1_bounce_down:start() elseif self.get_chara_1_bounce_down.is_finished then self.get_chara_1_bounce_down:reset() self.get_chara_1_bounce_up:reset() self.get_chara_1_bounce_up:start() end if self.chara_0_timer and current_ms - self.chara_0_timer >= CHARA_HALF_BOUNCE_MS then self.get_chara_bounce_up:start() self.chara_0_timer = nil end if self.get_chara_bounce_up.is_finished and not self.get_chara_bounce_down.is_started then self.get_chara_bounce_down:start() elseif self.get_chara_bounce_down.is_finished then self.get_chara_bounce_down:reset() self.get_chara_bounce_up:reset() self.get_chara_bounce_up:start() end elseif sc == 18 then if current_ms - self.timer >= GET_BLANK_MS then self.current_state = "bana_options" self.fade_in:start() self.steps_cursor = 0 end end end -- Rise from below past the rest position and settle back: ease out up, ease in down. local function pop(progress, start, apex) local t = progress / 1000 if t < DRESS_UP_RISE then local u = t / DRESS_UP_RISE local e = u * (2 - u) return start + (apex - start) * e, e end local u = (t - DRESS_UP_RISE) / (1 - DRESS_UP_RISE) return apex * (1 - u * u), 1 end function BanaAdvertisement:draw(x, y) tex.draw_texture(self.t_background, { x = x, y = y }) local ox, oy = tex.get_draw_offset() local sx = self.t_outline_info.x[1] + ox + x local sy = self.t_outline_info.y[1] + oy + y local sw = self.t_outline_info.x2[1] * 2 local sh = self.t_outline_info.y2[1] - 13 * tex.get_screen_scale() tex.begin_scissor(sx, sy, sw, sh) if self.current_state == "tap_to_reader" then tex.draw_texture(self.t_reader, { x = x, y = y }) local fade = self.touch_fade_out.is_started and self.touch_fade_out.attribute or self.touch_fade.attribute -- the phone swings in about the point it is held by, so texture.json x, y is that pivot tex.draw_texture(self.t_tap, { x = x + self.bana_move.attribute, y = y + self.bana_move.attribute * 0.713, rotation = self.bana_rotate.attribute, origin = { 64, 88 }, fade = self.touch_fade_out.attribute, }) tex.draw_texture(self.t_touch, { x = x, y = y + self.touch_move_up.attribute + self.touch_move_down.attribute, scale = self.touch_resize.attribute, center = true, fade = fade, }) -- the gleam stays up until the next pass starts if self.touch_fade.is_started then tex.draw_texture(self.t_touch_gleam, { x = x, y = y, y2 = self.gleam_grow.attribute }) end elseif self.current_state == "card_or_phone" then tex.draw_texture(self.t_card_or_phone_bg, { x = x, y = y }) tex.draw_texture(self.t_card_or_phone_card, { scale = self.resize_1.attribute, center = true, x = x, y = y }) tex.draw_texture(self.t_card_or_phone_phone, { scale = self.resize_2.attribute, center = true, x = x, y = y }) elseif self.current_state == "bana_options" then tex.draw_texture(self.t_banapassport, { scale = self.resize_1.attribute, center = true, x = x, y = y, fade = self.fade_in.attribute }) tex.draw_texture(self.t_or, { x = x, y = y, fade = self.fade_in.attribute }) tex.draw_texture(self.t_chara_0, { x = x, y = y, fade = self.fade_in.attribute }) tex.draw_texture(self.t_osaifukeitai, { scale = self.resize_2.attribute, center = true, x = x, y = y, fade = self.fade_in.attribute }) elseif self.current_state == "rewards" then tex.draw_texture(self.t_rewards_donchan, { x = x, y = y + self.donchan_move.attribute }) local base_x = self.t_rewards_info.x[1] local base_y = self.t_rewards_info.y[1] for i = 0, 3 do local pos = ring_position(self.rewards_ms + i * REWARD_TRAIL - REWARD_START) local slot_from = math.floor(pos) % 4 local slot_to = (slot_from + 1) % 4 local t = pos - math.floor(pos) local dx = (1.0 - t) * self.t_rewards_info.x[slot_from + 1] + t * self.t_rewards_info.x[slot_to + 1] - base_x local dy = (1.0 - t) * self.t_rewards_info.y[slot_from + 1] + t * self.t_rewards_info.y[slot_to + 1] - base_y tex.draw_texture(self.t_rewards, { frame = i, x = x + dx, y = y + dy, index = 0 }) end tex.draw_texture(self.t_rewards_top_text, { x = x, y = y }) tex.draw_texture(self.t_rewards_bottom_text, { x = x, y = y }) elseif self.current_state == "dress_up" then tex.draw_texture(self.t_dress_card, { x = x, y = y }) for i = 0, 4 do local offset, alpha = pop(self.dress_chars.attribute, DRESS_UP_CHARS[i + 1][1], DRESS_UP_CHARS[i + 1][2]) tex.draw_texture(self.t_dress_chars[i], { x = x, y = y + offset, fade = alpha }) end local title_scale = self.dress_title_up.is_finished and self.dress_title_down.attribute or self.dress_title_up.attribute tex.draw_texture(self.t_dress_title, { scale = title_scale, center = true, x = x, y = y, fade = self.dress_title_fade.attribute, }) -- the big don drops in smaller and grows past full size before it settles local t = self.dress_don.attribute / 1000 local don_offset, don_alpha, don_scale if t < DON_RISE then local u = t / DON_RISE local e = u * (2 - u) don_offset, don_alpha, don_scale = 171 - 196 * e, e, 0.5 + 0.6 * e else local u = (t - DON_RISE) / (1 - DON_RISE) don_offset, don_alpha, don_scale = -25 * (1 - u * u), 1, 1.1 - 0.1 * u * u end tex.draw_texture(self.t_dress_don, { scale = don_scale, center = true, x = x, y = y + don_offset, fade = don_alpha, }) -- sparkles pulse out of step: three fade up as the other two fade away local fade = self.sparkle_fade.attribute local grow = self.sparkle_scale.attribute for i = 0, 4 do local mine = i < 3 local params = { index = i, x = x, y = y, center = true, blend = "additive", scale = mine and grow or (2.5 - grow), fade = mine and fade or (1 - fade), } -- Lumen stacks two copies of the sparkle tex.draw_texture(self.t_dress_sparkle, params) tex.draw_texture(self.t_dress_sparkle, params) end elseif self.current_state == "get" then local get_text_scale if self.get_text_scale_up.is_finished then get_text_scale = self.get_text_scale_down_2.attribute elseif self.get_text_scale_down.is_finished then get_text_scale = self.get_text_scale_up.attribute else get_text_scale = self.get_text_scale_down.attribute end tex.draw_texture(self.t_get_text, { scale = get_text_scale, center = true, x = x, y = y, fade = math.min(self.get_text_fade_in.attribute, self.get_fade_out.attribute), }) tex.draw_texture(self.t_get_chara_0, { x = x, y = y + self.get_chara_bounce_up.attribute + self.get_chara_bounce_down.attribute, fade = self.get_fade_out.attribute, }) tex.draw_texture(self.t_get_chara_1, { x = x, y = y + self.get_chara_1_bounce_up.attribute + self.get_chara_1_bounce_down.attribute, fade = self.get_fade_out.attribute, }) end tex.end_scissor() tex.draw_texture(self.t_outline, { x = x, y = y, index = 0 }) tex.draw_texture(self.t_outline, { mirror = "horizontal", x = x, y = y, index = 1 }) end