230 lines
7.8 KiB
Lua
230 lines
7.8 KiB
Lua
local DonBGBase = require("background/bg_objects/donbg/base")
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local Fever = require("background/bg_objects/fever")
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local Footer = require("background/bg_objects/footer")
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local Dancer = require("background/bg_objects/dancer")
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local RendaController = require("background/bg_objects/renda")
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local ChibiController = require("background/bg_objects/chibi")
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local COLLAB_PATH -- set per-variant in create()
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local MAX_DANCERS -- set per-variant in create()
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-- Spotlight colors: {r,g,b,a}
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local SPOTLIGHT_COLORS = {
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{ 0, 255, 255, 255 }, -- cyan
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{ 255, 255, 0, 255 }, -- yellow
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{ 255, 0, 255, 255 }, -- magenta
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{ 0, 255, 255, 255 }, -- cyan
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{ 255, 255, 0, 255 }, -- yellow
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}
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-- BGNormal: flicker fade + 5 alternating spotlights
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local ImasBGNormal = {}
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ImasBGNormal.__index = ImasBGNormal
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function ImasBGNormal.new(path)
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local self = setmetatable({}, ImasBGNormal)
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self.name = "bg_0"
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self.path = path
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tex.load_folder(path, "bg_normal/" .. self.name)
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self.overlay_fade = anim.fade(1000, {
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initial_opacity = 0.0,
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final_opacity = 1.0,
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reverse_delay = 500,
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delay = 500,
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loop = true
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})
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self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "background") or 0
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay") or 0
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self._id_spotlight = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "spotlight") or 0
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return self
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end
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function ImasBGNormal:update(current_time_ms)
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self.overlay_fade:update(current_time_ms)
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end
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function ImasBGNormal:draw()
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local ov = self.overlay_fade.attribute
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_overlay, { fade = ov })
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for i = 0, 4 do
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local fade = (i % 2 == 0) and math.min(0.5, ov) or math.min(0.5, 1 - ov)
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tex.draw_texture(self._id_spotlight, {
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index = i, color = SPOTLIGHT_COLORS[i + 1], fade = fade
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})
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end
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end
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function ImasBGNormal:destroy()
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tex.unload_folder(self.path, "bg_normal/" .. self.name)
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end
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-- BGFever: same flicker fade + spotlights + orange/green lights
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local ImasBGFever = {}
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ImasBGFever.__index = ImasBGFever
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function ImasBGFever.new(path)
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local self = setmetatable({}, ImasBGFever)
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self.name = "bg_fever_0"
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self.path = path
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tex.load_folder(path, "bg_fever/" .. self.name)
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self.transitioned = false
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self.overlay_fade = anim.fade(1000, {
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initial_opacity = 0.0,
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final_opacity = 1.0,
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reverse_delay = 500,
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delay = 500,
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loop = true
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})
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self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "background") or 0
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay") or 0
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self._id_light_orange = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_orange") or 0
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self._id_light_green = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_green") or 0
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self._id_spotlight = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "spotlight") or 0
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return self
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end
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function ImasBGFever:start()
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self.transitioned = true
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end
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function ImasBGFever:update(current_time_ms)
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self.overlay_fade:update(current_time_ms)
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end
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function ImasBGFever:draw()
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local ov = self.overlay_fade.attribute
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_overlay, { fade = ov })
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tex.draw_texture(self._id_light_orange, { fade = ov })
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tex.draw_texture(self._id_light_green, { fade = 1 - ov })
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for i = 0, 4 do
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local fade = (i % 2 == 0) and math.min(0.5, ov) or math.min(0.5, 1 - ov)
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tex.draw_texture(self._id_spotlight, {
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index = i, color = SPOTLIGHT_COLORS[i + 1], fade = fade
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})
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end
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end
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function ImasBGFever:destroy()
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tex.unload_folder(self.path, "bg_fever/" .. self.name)
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end
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-- Fever: the default line-up with two poses, set up per collab
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local IMAS_FEVER = {
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["background/collab/imas"] = { rise = 210, bounce = 70, drop = 400, poses = true },
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["background/collab/imas_cg"] = { rise = 249, bounce = 70, drop = 439, poses = true },
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["background/collab/imas_ml"] = { rise = 249, bounce = 70, drop = 439, poses = true },
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}
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-- Background factory (used for IMAS, IMAS_CG, IMAS_ML)
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local ImasBackground = {}
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ImasBackground.__index = ImasBackground
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function ImasBackground.new(player_num, bpm, path, max_dancers)
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local self = setmetatable({}, ImasBackground)
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self.donbg = DonBGBase.new(1, player_num, path)
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self.bg_normal = ImasBGNormal.new(path)
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self.bg_fever = ImasBGFever.new(path)
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self.footer = Footer.new(path, 0)
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self.fever = Fever.new(bpm, path, IMAS_FEVER[path])
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self.dancer = Dancer.BaseDancerGroup.new(0, bpm, max_dancers, path)
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self.renda = RendaController.new(path, 0)
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self.chibi = ChibiController.new(bpm, path, 0)
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self.max_dancers = max_dancers
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self.is_clear = false
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self.is_rainbow = false
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self.last_milestone = 1
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return self
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end
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function ImasBackground:update(current_ms, bpm)
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self.donbg:update(current_ms, bpm)
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self.bg_normal:update(current_ms)
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self.bg_fever:update(current_ms)
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self.fever:update(current_ms, bpm)
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self.dancer:update(current_ms, bpm)
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self.renda:update(current_ms)
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self.chibi:update(current_ms, bpm)
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end
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function ImasBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function ImasBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function ImasBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function ImasBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function ImasBackground:handle_balloon(player_num) self.renda:add_renda() end
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function ImasBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
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self.donbg:set_clear(is_clear)
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if is_clear and not self.is_clear then self.bg_fever:start() end
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if is_rainbow and not self.is_rainbow then self.fever:start() end
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if not is_rainbow and self.is_rainbow then self.fever:stop() end
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self.is_clear = is_clear
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self.is_rainbow = is_rainbow
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local md = self.max_dancers
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local current_milestone
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if is_clear then
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current_milestone = md
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else
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current_milestone = math.min(md - 1, math.floor(progress * md))
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end
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if current_milestone > self.last_milestone then
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for _ = 1, current_milestone - self.last_milestone do self.dancer:add_dancer() end
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self.last_milestone = current_milestone
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elseif current_milestone < self.last_milestone then
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for _ = 1, self.last_milestone - current_milestone do self.dancer:remove_dancer() end
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self.last_milestone = current_milestone
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end
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end
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function ImasBackground:draw_back()
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if self.is_clear then
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if not self.bg_fever.transitioned then
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self.bg_normal:draw()
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self.bg_fever:draw()
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else
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self.bg_fever:draw()
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end
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else
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self.bg_normal:draw()
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end
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self.donbg:draw()
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self.renda:draw()
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self.dancer:draw()
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self.footer:draw()
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self.fever:draw()
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self.chibi:draw()
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end
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function ImasBackground:draw_fore() end
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function ImasBackground:destroy()
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self.donbg:destroy()
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self.bg_normal:destroy()
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self.bg_fever:destroy()
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self.fever:destroy()
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self.dancer:destroy()
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self.footer:destroy()
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self.renda:destroy()
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self.chibi:destroy()
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end
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-- Export the factory
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local Imas = {}
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Imas.new = ImasBackground.new
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-- Callable as a collab constructor: Imas.new(player_num, bpm, path, max_dancers)
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setmetatable(Imas, {
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__call = function(_, player_num, bpm, path, max_dancers)
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return ImasBackground.new(player_num, bpm, path, max_dancers)
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end
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})
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return Imas
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