Files
PyTaikoGreen/Scripts/background/bg_collabs/imas_sidem.lua
T
2026-10-09 01:24:13 -04:00

205 lines
7.3 KiB
Lua

local DonBGBase = require("background/bg_objects/donbg/base")
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/imas_sidem"
local MAX_DANCERS = 3
-- Custom DonBG: 16*scale tiled background with 8x scale scroll
local ImasSidemDonBG = setmetatable({}, { __index = DonBGBase })
ImasSidemDonBG.__index = ImasSidemDonBG
function ImasSidemDonBG.new(player_num)
local self = setmetatable({}, ImasSidemDonBG)
local base = DonBGBase.new(1, player_num, COLLAB_PATH)
for k, v in pairs(base) do self[k] = v end
local bg_width = self.bg_texture and self.bg_texture.width or 0
local sc = tex.get_screen_scale()
self.move = anim.move(3000, { total_distance = -bg_width * sc * 8, loop = true })
return self
end
function ImasSidemDonBG:draw_textures(fade, y, frame)
local sc = tex.get_screen_scale()
local bg_width = self.bg_texture and self.bg_texture.width or 0
for i = 0, math.floor(16 * sc) - 1 do
tex.draw_texture(self._id_bg, {
frame = frame,
fade = fade,
x = (i * bg_width) + self.move.attribute,
y = y
})
end
end
-- BGNormal: looping 4-frame screen texture change
local ImasSidemBGNormal = {}
ImasSidemBGNormal.__index = ImasSidemBGNormal
function ImasSidemBGNormal.new()
local self = setmetatable({}, ImasSidemBGNormal)
self.name = "bg_0"
tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
self.screen_change = anim.texture_change(8000, {
{ 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 }
}, { loop = true })
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
self._id_screen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "screen") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "overlay") or 0
return self
end
function ImasSidemBGNormal:update(current_time_ms)
self.screen_change:update(current_time_ms)
end
function ImasSidemBGNormal:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_screen, { frame = self.screen_change.attribute })
tex.draw_texture(self._id_overlay)
end
function ImasSidemBGNormal:destroy()
tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name)
end
-- BGFever: same screen texture change + overlay_2; immediately transitioned
local ImasSidemBGFever = {}
ImasSidemBGFever.__index = ImasSidemBGFever
function ImasSidemBGFever.new()
local self = setmetatable({}, ImasSidemBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = true
self.screen_change = anim.texture_change(8000, {
{ 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 }
}, { loop = true })
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
self._id_screen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "screen") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "overlay") or 0
self._id_overlay2 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "overlay_2") or 0
return self
end
function ImasSidemBGFever:start() end -- already transitioned
function ImasSidemBGFever:update(current_time_ms)
self.screen_change:update(current_time_ms)
end
function ImasSidemBGFever:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_screen, { frame = self.screen_change.attribute })
tex.draw_texture(self._id_overlay)
tex.draw_texture(self._id_overlay2)
end
function ImasSidemBGFever:destroy()
tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
end
-- Fever: the line-up with two poses
local SIDEM_FEVER = { rise = 210, bounce = 50, drop = 380, poses = true }
-- Background
local ImasSidemBackground = {}
ImasSidemBackground.__index = ImasSidemBackground
function ImasSidemBackground.new(player_num, bpm)
local self = setmetatable({}, ImasSidemBackground)
self.donbg = ImasSidemDonBG.new(player_num)
self.bg_normal = ImasSidemBGNormal.new()
self.bg_fever = ImasSidemBGFever.new()
self.footer = Footer.new(COLLAB_PATH, 0)
self.fever = Fever.new(bpm, COLLAB_PATH, SIDEM_FEVER)
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, 0)
self.is_clear = false
self.is_rainbow = false
self.last_milestone = 1
return self
end
function ImasSidemBackground:update(current_ms, bpm)
self.donbg:update(current_ms, bpm)
self.bg_normal:update(current_ms)
self.bg_fever:update(current_ms)
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 ImasSidemBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function ImasSidemBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function ImasSidemBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function ImasSidemBackground:handle_drumroll(player_num) self.renda:add_renda() end
function ImasSidemBackground:handle_balloon(player_num) self.renda:add_renda() end
function ImasSidemBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
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 ImasSidemBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
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 ImasSidemBackground:draw_fore() end
function ImasSidemBackground: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 ImasSidemBackground