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

189 lines
7.6 KiB
Lua

local DonBG4 = require("background/bg_objects/donbg/4")
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/kobayashi"
local MAX_DANCERS = 5
local SCREEN_WIDTH = 1280
local KobayashiBGNormal = {}
KobayashiBGNormal.__index = KobayashiBGNormal
function KobayashiBGNormal.new()
local self = setmetatable({}, KobayashiBGNormal)
self.name = "bg_0"
tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
local trim_info = tex.get_texture_info(self.name, "trim")
local trim_frames = (trim_info and trim_info.frame_count) or 1
local trim_textures = {}
for i = 0, trim_frames - 1 do
table.insert(trim_textures, { i * 300, (i + 1) * 300, i })
end
self.trim_blink = anim.texture_change(trim_frames * 300, trim_textures, { loop = true })
self.trim_blink:start()
self.bg_texture = tex.get_texture_info(self.name, "background")
self.trim_texture = tex.get_texture_info(self.name, "trim")
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
self._id_trim = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "trim") or 0
self._id_platform_black = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "platform_black") or 0
self._id_prop1 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "prop1") or 0
self._id_mascot_yellow = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "mascot_yellow") or 0
self._id_prop2 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "prop2") or 0
self._id_platform_blue = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "platform_blue") or 0
self._id_shadow = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "shadow") or 0
self._id_sparkle = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "sparkle") or 0
self._id_singer = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "singer") or 0
return self
end
function KobayashiBGNormal:update(current_time_ms) self.trim_blink:update(current_time_ms) end
function KobayashiBGNormal:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_bg, { mirror = "horizontal", x = self.bg_texture.width })
tex.draw_texture(self._id_trim, { frame = self.trim_blink.attribute })
tex.draw_texture(self._id_trim, {
frame = self.trim_blink.attribute,
mirror = "horizontal",
x = SCREEN_WIDTH - self.trim_texture.width
})
tex.draw_texture(self._id_platform_black)
tex.draw_texture(self._id_shadow)
tex.draw_texture(self._id_platform_blue)
tex.draw_texture(self._id_prop1)
tex.draw_texture(self._id_prop2)
tex.draw_texture(self._id_mascot_yellow)
tex.draw_texture(self._id_singer)
tex.draw_texture(self._id_sparkle)
end
function KobayashiBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end
local KobayashiBGFever = {}
KobayashiBGFever.__index = KobayashiBGFever
function KobayashiBGFever.new()
local self = setmetatable({}, KobayashiBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self._id_prop1 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "prop1") or 0
self._id_platform_blue = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "platform_blue") or 0
self._id_queen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "queen") or 0
self._id_crane_body = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "crane_body") or 0
self._id_crane_wing = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "crane_wing") or 0
return self
end
function KobayashiBGFever:start() end
function KobayashiBGFever:update(current_time_ms) end
function KobayashiBGFever:draw()
tex.draw_texture(self._id_platform_blue)
tex.draw_texture(self._id_prop1)
tex.draw_texture(self._id_crane_wing)
tex.draw_texture(self._id_crane_body)
tex.draw_texture(self._id_queen)
end
function KobayashiBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
-- Background
local KobayashiBackground = {}
KobayashiBackground.__index = KobayashiBackground
function KobayashiBackground.new(player_num, bpm)
local self = setmetatable({}, KobayashiBackground)
self.donbg = DonBG4.new(1, player_num, COLLAB_PATH)
self.bg_normal = KobayashiBGNormal.new()
self.bg_fever = KobayashiBGFever.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)
for i, d in ipairs(self.dancer.dancers) do
if d.index == 4 then
self.dancer.dancers[i], self.dancer.dancers[1] = self.dancer.dancers[1], self.dancer.dancers[i]
break
end
end
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 KobayashiBackground:update(current_ms, bpm)
self.donbg:update(current_ms, bpm)
self.bg_normal: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 KobayashiBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function KobayashiBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function KobayashiBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function KobayashiBackground:handle_drumroll(player_num) self.renda:add_renda() end
function KobayashiBackground:handle_balloon(player_num) self.renda:add_renda() end
function KobayashiBackground: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 KobayashiBackground: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.fever:draw()
self.chibi:draw()
end
function KobayashiBackground:draw_fore() end
function KobayashiBackground: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 KobayashiBackground