Files
PyTaikoGreen/Scripts/background/bg_collabs/pzd.lua
T
2026-10-08 21:21:18 -04:00

198 lines
6.3 KiB
Lua

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, 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 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
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: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()
self.fever:draw()
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