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/pzd" local MAX_DANCERS = 5 local PzdDonBG = {} PzdDonBG.__index = PzdDonBG local TILE_W = 244 local TILES_X = 6 local COMBO_KEYS = { "combo0", "combo1", "combo2", "combo3", "combo4" } local CYCLE_MS = 1600 local DROP_MS = 300 local HOLD_MS = 700 local FADE_MS = CYCLE_MS - DROP_MS - HOLD_MS local DROP_DISTANCE = 60 function PzdDonBG.new(index, player_num, path) local self = setmetatable({}, PzdDonBG) self.name = string.format("%d_%d", index - 1, player_num) self.path = path tex.load_folder(path, "donbg/" .. self.name) self._id_tile = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "tile") or 0 self._id_orbs = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "orbs") or 0 self._id_combo = {} for i, key in ipairs(COMBO_KEYS) do self._id_combo[i] = tex.get_texture(self.path .. "/" .. self.name .. "/" .. key) or 0 end self.is_clear = false self.current_ms = 0 self.clear_start_ms = 0 return self end function PzdDonBG:set_clear(is_clear) if is_clear and not self.is_clear then self.clear_start_ms = self.current_ms end self.is_clear = is_clear end function PzdDonBG:update(current_time_ms) self.current_ms = current_time_ms end function PzdDonBG:draw() for i = 0, TILES_X - 1 do tex.draw_texture(self._id_tile, { x = i * TILE_W }) end if not self.is_clear then for i = 0, TILES_X - 1 do tex.draw_texture(self._id_orbs, { x = i * TILE_W }) end return end local elapsed = math.max(0, self.current_ms - self.clear_start_ms) local cycle_pos = elapsed % CYCLE_MS local frame_idx = math.floor(elapsed / CYCLE_MS) % #COMBO_KEYS + 1 local y_off, fade if cycle_pos < DROP_MS then y_off = -DROP_DISTANCE * (1 - cycle_pos / DROP_MS) fade = 1.0 elseif cycle_pos < DROP_MS + HOLD_MS then y_off = 0 fade = 1.0 else y_off = 0 fade = 1.0 - (cycle_pos - DROP_MS - HOLD_MS) / FADE_MS end local id = self._id_combo[frame_idx] for i = 0, TILES_X - 1 do tex.draw_texture(id, { x = i * TILE_W, y = y_off, fade = fade }) end end function PzdDonBG:destroy() tex.unload_folder(self.path, "donbg/" .. self.name) end local PzdBGFever = {} PzdBGFever.__index = PzdBGFever function PzdBGFever.new() local self = setmetatable({}, PzdBGFever) 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_sparkle = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "sparkle") or 0 return self end function PzdBGFever:start() end function PzdBGFever:update(current_time_ms) end function PzdBGFever:draw() tex.draw_texture(self._id_bg) tex.draw_texture(self._id_sparkle) end function PzdBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Background local PzdBackground = {} PzdBackground.__index = PzdBackground function PzdBackground.new(player_num, bpm) local self = setmetatable({}, PzdBackground) self.donbg = PzdDonBG.new(1, player_num, COLLAB_PATH) self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = PzdBGFever.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) 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 PzdBackground:update(current_ms, bpm) self.donbg: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 PzdBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function PzdBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function PzdBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function PzdBackground:handle_drumroll(player_num) self.renda:add_renda() end function PzdBackground:handle_balloon(player_num) self.renda:add_renda() end function PzdBackground:handle_gauge(player_num, progress, is_clear, is_rainbow) self.donbg:set_clear(is_clear) if is_rainbow and not self.is_rainbow then self.fever:start() 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 PzdBackground:draw_back() if self.is_clear then self.bg_fever:draw() else self.bg_normal:draw() end self.donbg:draw() self.renda:draw() self.dancer:draw() self.footer:draw() if self.is_rainbow then self.fever:draw() end self.chibi:draw() end function PzdBackground:draw_fore() end function PzdBackground: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 PzdBackground