Files
PyTaikoGreen/Scripts/title/bana_advert.lua
T
2026-10-21 22:14:26 -04:00

465 lines
19 KiB
Lua

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,
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