192 lines
7.5 KiB
Lua
192 lines
7.5 KiB
Lua
local DonBGBase = require("background/bg_objects/donbg/base")
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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 = "background/collab/i7rev"
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local MAX_DANCERS = 5
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local I7revBGNormal = {}
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I7revBGNormal.__index = I7revBGNormal
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function I7revBGNormal.new()
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local self = setmetatable({}, I7revBGNormal)
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self.name = "bg_0"
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tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
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self.pulse = anim.texture_change(500, { { 0, 250, 0 }, { 250, 500, 1 } }, { loop = true })
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self.pulse:start()
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local members_info = tex.get_texture_info(self.name, "members")
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local members_frames = (members_info and members_info.frame_count) or 1
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local members_textures = {}
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for i = 0, members_frames - 1 do
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table.insert(members_textures, { i * 1500, (i + 1) * 1500, i })
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end
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self.member_cycle = anim.texture_change(members_frames * 1500, members_textures, { loop = true })
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self.member_cycle:start()
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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self._id_equalizer = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "equalizer") or 0
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self._id_rig = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rig") or 0
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self._id_rim = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rim") or 0
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self._id_members = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "members") or 0
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self._id_glow = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "glow") or 0
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return self
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end
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function I7revBGNormal:update(current_time_ms)
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self.pulse:update(current_time_ms)
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self.member_cycle:update(current_time_ms)
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end
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function I7revBGNormal:draw()
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tex.draw_texture(self._id_equalizer, { frame = self.pulse.attribute })
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_glow)
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tex.draw_texture(self._id_members, { frame = self.member_cycle.attribute })
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tex.draw_texture(self._id_rig)
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tex.draw_texture(self._id_rim)
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end
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function I7revBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end
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local I7revBGFever = {}
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I7revBGFever.__index = I7revBGFever
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function I7revBGFever.new()
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local self = setmetatable({}, I7revBGFever)
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self.name = "bg_fever_0"
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tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
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local members_info = tex.get_texture_info(self.name, "members")
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local members_frames = (members_info and members_info.frame_count) or 1
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local members_textures = {}
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for i = 0, members_frames - 1 do
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table.insert(members_textures, { i * 1500, (i + 1) * 1500, i })
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end
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self.member_cycle = anim.texture_change(members_frames * 1500, members_textures, { loop = true })
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self.member_cycle:start()
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local logo_info = tex.get_texture_info(self.name, "logo")
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local logo_frames = (logo_info and logo_info.frame_count) or 1
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local logo_textures = {}
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for i = 0, logo_frames - 1 do
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table.insert(logo_textures, { i * 400, (i + 1) * 400, i })
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end
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self.logo_flicker = anim.texture_change(logo_frames * 400, logo_textures, { loop = true })
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self.logo_flicker:start()
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self._id_floor_gold = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "floor_gold") or 0
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self._id_confetti = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "confetti") or 0
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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self._id_rig = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rig") or 0
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self._id_rim = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rim") or 0
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self._id_members = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "members") or 0
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self._id_glow = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "glow") or 0
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self._id_rays = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rays") or 0
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self._id_logo = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "logo") or 0
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return self
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end
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function I7revBGFever:start() end
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function I7revBGFever:update(current_time_ms)
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self.member_cycle:update(current_time_ms)
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self.logo_flicker:update(current_time_ms)
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end
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function I7revBGFever:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_rays)
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tex.draw_texture(self._id_glow)
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tex.draw_texture(self._id_members, { frame = self.member_cycle.attribute })
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tex.draw_texture(self._id_logo, { frame = self.logo_flicker.attribute })
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tex.draw_texture(self._id_rig)
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tex.draw_texture(self._id_floor_gold)
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tex.draw_texture(self._id_rim)
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tex.draw_texture(self._id_confetti)
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end
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function I7revBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
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-- Background
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local I7revBackground = {}
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I7revBackground.__index = I7revBackground
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function I7revBackground.new(player_num, bpm)
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local self = setmetatable({}, I7revBackground)
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self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH)
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self.bg_normal = I7revBGNormal.new()
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self.bg_fever = I7revBGFever.new()
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self.footer = Footer.new(COLLAB_PATH, -1)
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self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH)
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self.renda = RendaController.new(COLLAB_PATH, 0)
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self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1)
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self.is_clear = 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 I7revBackground:update(current_ms, bpm)
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self.donbg:update(current_ms)
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self.bg_normal:update(current_ms)
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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 I7revBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function I7revBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function I7revBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function I7revBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function I7revBackground:handle_balloon(player_num) self.renda:add_renda() end
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function I7revBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
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self.donbg:set_clear(is_clear)
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self.is_clear = is_clear
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local current_milestone
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if is_clear then
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current_milestone = MAX_DANCERS
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else
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current_milestone = math.min(MAX_DANCERS - 1, math.floor(progress * MAX_DANCERS))
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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 I7revBackground:draw_back()
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self.bg_normal:draw()
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if self.is_clear then self.bg_fever:draw() 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.chibi:draw()
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end
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function I7revBackground:draw_fore() end
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function I7revBackground: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.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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return I7revBackground
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