local DonBGBase = require("background/bg_objects/donbg/base") 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 BaseChibi = require("background/bg_objects/chibi/base") local CHIBI_SETS = require("background/bg_objects/chibi/sets") local Timing = require("background/bg_objects/timing") local COLLAB_PATH = "background/collab/gmt" local MAX_DANCERS = 5 local chain_moves, sum, pose_at, steps = Timing.chain_moves, Timing.sum, Timing.pose_at, Timing.steps -- Don band: honeycomb tiles under a strip of plum blossoms that bobs 23px down and back -- every 2 s, with the tilted Game Music Triangle logo riding on the strip; everything -- scrolls one tile left every 5.3 s. The clear set swaps in the bright tiles and blossoms. -- 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, bob = { { 1000, 23 }, { 1000, -23 } } }, { key = "logo", ms = DONBG_SCROLL_MS, x = 59, rotation = -30 }, } } -- Normal background: a festival night street with lanterns flickering additively over it, -- and its stall-goers each on their own loop. Ambient, in ms (Lumen's 60 fps). local LIGHTS = { { 0, 0, 0, 0, alpha = 0.7, to = { 0, 0, alpha = 0.65 } }, { 67, 0, alpha = 0.66, to = { 0, 0, alpha = 0.7 } }, length = 117, } -- The kappa stands still, squashes, rears up a little taller, rocks back and forth on its -- feet and squashes again local KAPPA = { { 0, 0, 0, 0 }, { 1117, 0, to = { 0, 3, "out", sy = 0.95 } }, { 1233, 0, 0, 3, sy = 0.95, to = { 0, 0, "in", sy = 1 } }, { 1350, 1, 0, 0, to = { 0, -2, "out", sy = 1.03 } }, { 2333, 1, 0, 0, to = { 0, 0, "out", rot = -3.3 } }, { 2600, 1, rot = -3.3, to = { 0, 0, "in", rot = 0 } }, { 2833, 1, to = { 0, 0, "out", rot = 4 } }, { 3117, 1, rot = 4, to = { 0, 0, "in", rot = 0 } }, { 3367, 0, to = { 0, 3, "out", sy = 0.95 } }, { 3500, 0, 0, 3, sy = 0.95, to = { 0, 0, "in", sy = 1 } }, length = 3617, } local KAPPA_PIVOT = { 60, 115 } -- its feet -- The lion mask crouches, stands, springs up and drops back into a crouch, turning round at -- the top of each jump local function shishi_jump(t, mirror) return { { t, 0, 0, 4, sy = 0.95, mirror = mirror, to = { 0, 0, sy = 1 } }, { t + 167, 0, 0, 0, mirror = mirror, to = { 0, -10, sy = 1.1 } }, } end local SHISHI = Timing.concat( { { 0, 0, 0, 0, to = { 0, 4, sy = 0.95 } } }, shishi_jump(150, false), { { 483, 0, 0, -10, sy = 1.1, mirror = true, to = { 0, 0, sy = 1 } }, { 667, 0, 0, 0, mirror = true, to = { 0, 4, sy = 0.95 } } }, shishi_jump(850, true), { { 1150, 0, 0, -10, sy = 1.1, to = { 0, 0, sy = 1 } } } ) SHISHI.length = 1333 -- The boy swings his hand (hanging from the wrist) back a little, then forward local BOY_HAND = { { 0, 0, 0, 0, to = { 0, 0, "out", rot = -8.7 } }, { 500, 0, rot = -8.7, to = { 0, 0, "in", rot = 0 } }, { 1000, 0, to = { 0, 0, "out", rot = 19 } }, { 1467, 0, rot = 19, to = { 0, 0, "in", rot = 0 } }, length = 2000, } local BOY_HAND_PIVOT = { 13, 1 } -- The girl plays a water-balloon yo-yo: she throws, the balloon drops on its string and -- comes back up. Lengths in Lumen frames; x, y in her own (unscaled) pixels from her centre. local GIRL_SCALE = 0.794 local GIRL = steps({ { 0, 5 }, { 1, 5 }, { 2, 15 }, { 1, 5 } }) local STRING = steps({ { 0, 2, x = 46, y = -1 }, { 1, 2, y = -16 }, { 2, 2, y = -17, to = { 46, 6 } }, { 2, 1, y = 6 }, { 1, 3, y = 9 }, { 0, 2, y = 35 }, { 3, 3, x = 47, y = 45, sy = 0.8 }, { 4, 10, sy = 0.8 }, -- pulled straight { 4, 3, y = 35, sy = 0.8 }, { 3, 2, sy = 0.8 }, }) local STRING_H = 106 local YOYO = steps({ { 0, 2, x = 49, y = 37 }, { 1, 2, y = 13 }, { 2, 2, y = 9 }, { 3, 2, y = 7 }, { 4, 7, y = 17, to = { 49, 87, "out" } }, -- drops { 4, 1, y = 87 }, { 2, 2 }, { 1, 2 }, { 0, 10, to = { 49, 57, "in" } }, -- and comes back }) local SHADOW_ALPHA = 0.5 local GmtBGNormal = {} GmtBGNormal.__index = GmtBGNormal function GmtBGNormal.new() local self = setmetatable({}, GmtBGNormal) self.name = "bg_0" tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name) local function id(key) return tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. key) or 0 end self._id_bg = id("background") self._id_lights = id("lights") self._id_shadow = id("shadow") self._id_kappa = id("kappa") self._id_shishi = id("shishi") self._id_boy = id("boy") self._id_boy_hand = id("boy_hand") self._id_girl = id("girl") self._id_string = id("string") self._id_yoyo = id("yoyo") self._id_deco = { id("deco1"), id("deco2"), id("deco3") } self.kappa_h = tex.get_texture_info(self.name, "kappa").height self.shishi_h = tex.get_texture_info(self.name, "shishi").height self.now = 0 return self end function GmtBGNormal:update(current_time_ms) self.now = current_time_ms end -- draws `id` at pose `p`: squashed about its centre by p.sy (h = its drawn height), turned -- by p.rot about `pivot` (px from its top-left) local function draw_pose(id, p, h, pivot, scale, extra) local o = pivot and { pivot[1] * scale, pivot[2] * scale } or nil local stretch = h * scale * (p.sy - 1) local params = { frame = p.frame, x = (p.x or 0) * scale + (o and o[1] or 0), y = (p.y or 0) * scale - stretch / 2 + (o and o[2] or 0), y2 = stretch, mirror = p.mirror and "horizontal" or nil, rotation = pivot and p.rot or nil, origin = o, } for k, v in pairs(extra or {}) do params[k] = v end tex.draw_texture(id, params) end function GmtBGNormal:draw() local scale = tex.get_screen_scale() local function at(poses) return pose_at(poses, self.now % poses.length) end local function shadow(i) tex.draw_texture(self._id_shadow, { index = i, fade = SHADOW_ALPHA }) end tex.draw_texture(self._id_bg) shadow(0) tex.draw_texture(self._id_lights, { fade = at(LIGHTS).alpha, blend = "additive" }) draw_pose(self._id_kappa, at(KAPPA), self.kappa_h, KAPPA_PIVOT, scale) shadow(1) draw_pose(self._id_shishi, at(SHISHI), self.shishi_h, nil, scale) shadow(2) tex.draw_texture(self._id_boy) draw_pose(self._id_boy_hand, at(BOY_HAND), 0, BOY_HAND_PIVOT, scale) shadow(3) local f = (self.now * 60 / 1000) % GIRL.length local girl_scale = GIRL_SCALE * scale tex.draw_texture(self._id_girl, { frame = pose_at(GIRL, f).frame }) draw_pose(self._id_string, pose_at(STRING, f), STRING_H, nil, girl_scale) draw_pose(self._id_yoyo, pose_at(YOYO, f), 0, nil, girl_scale) for i, deco in ipairs(self._id_deco) do shadow(i + 3) tex.draw_texture(deco) end end function GmtBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end -- Clear background: the red pattern panel drops in from above over the street, bounces -- once and settles; along it alternate logos and spinning tomoe crests scroll left. Losing -- the clear drops the panel out the bottom. Drop and fall in beats; scroll and spin in ms. local BG_FEVER_DROP = { from = -378, beats = 1.225, bounce = 40, bounce_beats = 0.275 } local BG_FEVER_FALL = { to = 408, beats = 0.975 } local BG_FEVER_TILE = 320 local BG_FEVER_PHASE = -180 local BG_FEVER_STRIP = { ms = 5333, spacing = 640 } -- one logo + one crest per spacing local TOMOE_SPIN_MS = 7333 local TOMOE_HALF = 106.5 local GmtBGFever = {} GmtBGFever.__index = GmtBGFever function GmtBGFever.new(bpm) local self = setmetatable({}, GmtBGFever) 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_bg = id("background") self._id_tomoe = id("tomoe") self._id_logo = id("logo") self.beat = 60000 / bpm self.offset = 0 self.moves = {} self.shown = false local scale = tex.get_screen_scale() self.scroll = anim.move(BG_FEVER_STRIP.ms, { total_distance = -math.floor(BG_FEVER_STRIP.spacing * scale), loop = true }) self.spin = anim.move(TOMOE_SPIN_MS, { total_distance = 360, loop = true }) self.scroll:start() self.spin:start() return self end function GmtBGFever:y() return self.offset + sum(self.moves) end -- drops in from wherever it is (from above when hidden) function GmtBGFever:start() local scale = tex.get_screen_scale() self.offset = self.shown and self:y() or BG_FEVER_DROP.from * scale self.shown = true self.leaving = false local d = BG_FEVER_DROP self.moves = chain_moves({ { d.beats, -self.offset / scale, "in" }, { d.bounce_beats, -d.bounce, "out" }, { d.bounce_beats, d.bounce, "in" }, }, self.beat, scale) end -- falls out the bottom from wherever it is function GmtBGFever:stop() if not self.shown then return end local scale = tex.get_screen_scale() self.offset = self:y() self.leaving = true self.moves = chain_moves({ { BG_FEVER_FALL.beats, BG_FEVER_FALL.to - self.offset / scale } }, self.beat, scale) end function GmtBGFever:update(current_time_ms, bpm) if bpm then self.beat = 60000 / bpm end for _, m in ipairs(self.moves) do m:update(current_time_ms) end self.scroll:update(current_time_ms) self.spin:update(current_time_ms) if self.leaving and (not self.moves[1] or self.moves[1].is_finished) then self.shown, self.leaving, self.moves, self.offset = false, false, {}, 0 end end function GmtBGFever:draw() if not self.shown then return end local scale = tex.get_screen_scale() local y = self:y() for k = 0, 4 do tex.draw_texture(self._id_bg, { x = (BG_FEVER_PHASE + k * BG_FEVER_TILE) * scale, y = y }) end local spacing = BG_FEVER_STRIP.spacing * scale local half = TOMOE_HALF * scale for k = 0, 2 do tex.draw_texture(self._id_tomoe, { x = self.scroll.attribute + k * spacing + half, y = y + half, rotation = self.spin.attribute, origin = { half, half }, }) end for k = 0, 3 do tex.draw_texture(self._id_logo, { x = self.scroll.attribute + k * spacing, y = y }) end end function GmtBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Chibi for good hits: the default set 06 (chibi_5), except its first character runs 10px -- lower in this collab local CHIBI_SET = CHIBI_SETS[5] local CHIBI_LOW = { key = "3", hop = { from = { -418, 31 }, peak = { -341, -14 }, up = 0.275 }, run = { y = 25 } } local function add_chibi(controller, player_num) local char = CHIBI_SET.chars[math.random(#CHIBI_SET.chars)] if char.key == CHIBI_LOW.key then char = CHIBI_LOW end local spec = setmetatable({}, { __index = function(_, k) if char[k] ~= nil then return char[k] end return CHIBI_SET[k] end }) BaseChibi.add(controller, spec, "background", player_num, CHIBI_SET.class, "chibi_5") end -- Background local GmtBackground = {} GmtBackground.__index = GmtBackground function GmtBackground.new(player_num, bpm) local self = setmetatable({}, GmtBackground) self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH, DONBG_SPEC) self.bg_normal = GmtBGNormal.new() self.bg_fever = GmtBGFever.new(bpm) self.footer = Footer.new(COLLAB_PATH, 0) self.fever = Fever.create(2, bpm, "background") self.dancer = Dancer.create(7, bpm, "background", MAX_DANCERS) self.renda = RendaController.new("background", 1) self.chibi = ChibiController.new(bpm, "background", 5) self.is_clear = false self.is_rainbow = false self.last_milestone = 1 return self end function GmtBackground:update(current_ms, bpm) self.donbg:update(current_ms, bpm) self.bg_normal:update(current_ms) 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 GmtBackground:handle_good(player_num) add_chibi(self.chibi, player_num) end function GmtBackground:handle_ok(player_num) add_chibi(self.chibi, player_num) end function GmtBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function GmtBackground:handle_drumroll(player_num) self.renda:add_renda() end function GmtBackground:handle_balloon(player_num) self.renda:add_renda() end function GmtBackground: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 GmtBackground:draw_back() self.bg_normal:draw() self.bg_fever:draw() self.footer:draw() self.donbg:draw() self.renda:draw() self.dancer:draw() self.fever:draw() self.chibi:draw() end function GmtBackground:draw_fore() end function GmtBackground: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 GmtBackground