Files
PyTaikoGreen/Scripts/background/bg_collabs/i7id7.lua
T
2026-10-08 21:21:18 -04:00

204 lines
7.9 KiB
Lua

local DonBGBase = require("background/bg_objects/donbg/base")
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/i7id7"
local MAX_DANCERS = 5
local I7id7DonBG = setmetatable({}, { __index = DonBGBase })
I7id7DonBG.__index = I7id7DonBG
function I7id7DonBG.new(index, player_num, path)
local self = setmetatable({}, I7id7DonBG)
local base = DonBGBase.new(index, player_num, path)
for k, v in pairs(base) do self[k] = v end
self.move = anim.move(6000, { total_distance = -self.bg_texture.width, loop = true })
self.move:start()
return self
end
local I7id7BGNormal = {}
I7id7BGNormal.__index = I7id7BGNormal
function I7id7BGNormal.new()
local self = setmetatable({}, I7id7BGNormal)
self.name = "bg_0"
tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
self.pulse = anim.texture_change(500, { { 0, 250, 0 }, { 250, 500, 1 } }, { loop = true })
self.pulse:start()
local members_info = tex.get_texture_info(self.name, "members")
local members_frames = (members_info and members_info.frame_count) or 1
local members_textures = {}
for i = 0, members_frames - 1 do
table.insert(members_textures, { i * 1500, (i + 1) * 1500, i })
end
self.member_cycle = anim.texture_change(members_frames * 1500, members_textures, { loop = true })
self.member_cycle:start()
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
self._id_equalizer = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "equalizer") or 0
self._id_rig = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rig") or 0
self._id_rim = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rim") or 0
self._id_members = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "members") or 0
self._id_glow = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "glow") or 0
return self
end
function I7id7BGNormal:update(current_time_ms)
self.pulse:update(current_time_ms)
self.member_cycle:update(current_time_ms)
end
function I7id7BGNormal:draw()
tex.draw_texture(self._id_equalizer, { frame = self.pulse.attribute })
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_glow)
tex.draw_texture(self._id_members, { frame = self.member_cycle.attribute })
tex.draw_texture(self._id_rig)
tex.draw_texture(self._id_rim)
end
function I7id7BGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end
local I7id7BGFever = {}
I7id7BGFever.__index = I7id7BGFever
function I7id7BGFever.new()
local self = setmetatable({}, I7id7BGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
local members_info = tex.get_texture_info(self.name, "members")
local members_frames = (members_info and members_info.frame_count) or 1
local members_textures = {}
for i = 0, members_frames - 1 do
table.insert(members_textures, { i * 1500, (i + 1) * 1500, i })
end
self.member_cycle = anim.texture_change(members_frames * 1500, members_textures, { loop = true })
self.member_cycle:start()
local logo_info = tex.get_texture_info(self.name, "logo")
local logo_frames = (logo_info and logo_info.frame_count) or 1
local logo_textures = {}
for i = 0, logo_frames - 1 do
table.insert(logo_textures, { i * 400, (i + 1) * 400, i })
end
self.logo_flicker = anim.texture_change(logo_frames * 400, logo_textures, { loop = true })
self.logo_flicker:start()
self._id_floor_gold = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "floor_gold") or 0
self._id_confetti = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "confetti") or 0
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
self._id_rig = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rig") or 0
self._id_rim = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rim") or 0
self._id_members = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "members") or 0
self._id_glow = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "glow") or 0
self._id_rays = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rays") or 0
self._id_logo = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "logo") or 0
return self
end
function I7id7BGFever:start() end
function I7id7BGFever:update(current_time_ms)
self.member_cycle:update(current_time_ms)
self.logo_flicker:update(current_time_ms)
end
function I7id7BGFever:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_rays)
tex.draw_texture(self._id_glow)
tex.draw_texture(self._id_members, { frame = self.member_cycle.attribute })
tex.draw_texture(self._id_logo, { frame = self.logo_flicker.attribute })
tex.draw_texture(self._id_rig)
tex.draw_texture(self._id_floor_gold)
tex.draw_texture(self._id_rim)
tex.draw_texture(self._id_confetti)
end
function I7id7BGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
-- Background
local I7id7Background = {}
I7id7Background.__index = I7id7Background
function I7id7Background.new(player_num, bpm)
local self = setmetatable({}, I7id7Background)
self.donbg = I7id7DonBG.new(1, player_num, COLLAB_PATH)
self.bg_normal = I7id7BGNormal.new()
self.bg_fever = I7id7BGFever.new()
self.footer = Footer.new(COLLAB_PATH, -1)
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.last_milestone = 1
return self
end
function I7id7Background:update(current_ms, bpm)
self.donbg:update(current_ms, bpm)
self.bg_normal:update(current_ms)
self.dancer:update(current_ms, bpm)
self.renda:update(current_ms)
self.chibi:update(current_ms, bpm)
end
function I7id7Background:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function I7id7Background:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function I7id7Background:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function I7id7Background:handle_drumroll(player_num) self.renda:add_renda() end
function I7id7Background:handle_balloon(player_num) self.renda:add_renda() end
function I7id7Background:handle_gauge(player_num, progress, is_clear, is_rainbow)
self.donbg:set_clear(is_clear)
self.is_clear = is_clear
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 I7id7Background:draw_back()
self.bg_normal:draw()
if self.is_clear then self.bg_fever:draw() end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
self.chibi:draw()
end
function I7id7Background:draw_fore() end
function I7id7Background:destroy()
self.donbg:destroy()
self.bg_normal:destroy()
self.bg_fever:destroy()
self.dancer:destroy()
self.footer:destroy()
self.renda:destroy()
self.chibi:destroy()
end
return I7id7Background