Files
PyTaikoGreen/Scripts/result/result_player.lua
T
2026-10-12 17:53:11 -04:00

320 lines
14 KiB
Lua

ResultPlayer = {}
ResultPlayer.__index = ResultPlayer
function ResultPlayer.new(player_num, is_2p, has_2p,
gauge_length, difficulty, selected_difficulty,
crown_type, score_diff, score_method,
mod_display, mod_inverse, mod_random, mod_speed)
local self = setmetatable({}, ResultPlayer)
self.player_num = player_num
local timing = tex.timing_offset(player_num)
if timing then
self.timing_text = text.create_raw_text(timing, 20, {255, 255, 255, 255}, {0, 0, 0, 255}, false, 3.0)
end
self.is_2p = is_2p
self.has_2p = has_2p
self.gauge_length = gauge_length
self.difficulty = difficulty
self.selected_difficulty = selected_difficulty
self.crown_type = crown_type
self.score_diff = score_diff
self.score_method = score_method
self.mod_display = mod_display
self.mod_inverse = mod_inverse
self.mod_random = mod_random
self.mod_speed = mod_speed
local ART = { [0] = 0, [1] = 1, [2] = 1, [3] = 2 }
local NORMA = { [0] = 6000, [1] = 7000, [2] = 7000, [3] = 8000 }
local d = math.min(math.max(difficulty, 0), 3)
self.art_index = ART[d]
if gauge_length == 87 then
self.gauge_state = 2
elseif gauge_length / 87.0 * 10000.0 >= NORMA[d] - 0.5 then
self.gauge_state = 1
else
self.gauge_state = 0
end
if self.art_index >= 2 then
self.diff_str = "_hard"
elseif self.art_index >= 1 then
self.diff_str = "_normal"
else
self.diff_str = "_easy"
end
local p = tostring(player_num) .. "p"
self.player_str = p
self.score = ""
self.good = ""
self.ok = ""
self.bad = ""
self.max_combo = ""
self.total_drumroll = ""
self.fade_in_finished_flag = false
self.gauge_started = false
self.score_delay = nil
self.fade_in_started = false
self.rainbow_start_ms = -1.0
self.rainbow_frac = 0.0
-- Sub-objects
self.bottom_chars = BottomCharacters.new()
self.crown_obj = nil
self.crown_msg_obj = nil
self.basin_obj = nil
self.high_score_obj = nil
-- Animations owned by ResultPlayer
self.fade_in_bottom = tex.get_animation(1, "result")
self.gauge_fade_in = tex.get_animation(17, "result")
self.tamashii_fire = tex.get_animation(20, "result")
self.t_grad_clear = tex.get_texture("result/background/gradient_clear")
self.t_grad_fail = tex.get_texture("result/background/gradient_fail")
self.t_overlay = tex.get_texture("result/score/overlay")
self.t_difficulty = tex.get_texture("result/score/difficulty")
self.t_judge_good = tex.get_texture("result/score/judge_good")
self.t_judge_ok = tex.get_texture("result/score/judge_ok")
self.t_judge_bad = tex.get_texture("result/score/judge_bad")
self.t_judge_num = tex.get_texture("result/score/judge_num")
self.t_max_combo = tex.get_texture("result/score/max_combo")
self.t_drumroll = tex.get_texture("result/score/drumroll")
self.t_score_lbl = tex.get_texture("result/score/score")
self.t_score_shinuchi_lbl = tex.get_texture("result/score/score_shinuchi")
self.t_score_num = tex.get_texture("result/score/score_num")
self.t_mod_doron = tex.get_texture("result/score/mod_doron")
self.t_mod_abekobe = tex.get_texture("result/score/mod_abekobe")
self.t_mod_kimagure = tex.get_texture("result/score/mod_kimagure")
self.t_mod_detarame = tex.get_texture("result/score/mod_detarame")
self.t_mod_yonbai = tex.get_texture("result/score/mod_yonbai")
self.t_mod_sanbai = tex.get_texture("result/score/mod_sanbai")
self.t_mod_baisaku = tex.get_texture("result/score/mod_baisaku")
self.gauge = Gauge.new(is_2p, false, self.diff_str,
{ screen = "result", player_str = p, scale = 10.0 / 11.0, footer = true, no_border = true })
local si = tex.get_skin_config("result_judge_margin") or tex.get_skin_config("score_info_counter_margin")
self.sc_score_info_margin = si and si.x or 0
local rs = tex.get_skin_config("result_score_margin")
self.sc_result_score_margin = rs and rs.x or 0
local r2 = tex.get_skin_config("result_2p_offset")
self.sc_result_2p_offset = r2 and r2.y or 0
return self
end
function ResultPlayer:update(current_ms, fade_in_finished,
score, good, ok, bad, max_combo, total_drumroll)
self.fade_in_finished_flag = fade_in_finished
self.score = score
self.good = good
self.ok = ok
self.bad = bad
self.max_combo = max_combo
self.total_drumroll = total_drumroll
if fade_in_finished and not self.gauge_started then
self.gauge_started = true
self.gauge_fade_in:start()
self.tamashii_fire:start()
self.bottom_chars:start()
end
if self.gauge_started then
if self.gauge_state == 2 then
if self.rainbow_start_ms < 0 then self.rainbow_start_ms = current_ms end
self.rainbow_frac = math.fmod((current_ms - self.rainbow_start_ms) / 75.0, 8.0)
end
self.tamashii_fire:update(current_ms)
self.gauge_fade_in:update(current_ms)
if self.gauge_fade_in.is_finished and self.score_delay == nil then
self.score_delay = current_ms + 1883
end
end
if self.score_delay ~= nil and current_ms > self.score_delay and not self.fade_in_started then
self.fade_in_started = true
self.fade_in_bottom:start()
end
self.fade_in_bottom:update(current_ms)
if self.fade_in_started then
self.bottom_chars:update(current_ms, self.gauge_state)
end
if self.bottom_chars:is_finished() then
if self.gauge_state >= 1 and not self.crown_obj then
self.crown_obj = ResultCrown.new(self.crown_type, self.is_2p)
if self.crown_type == 1 or self.crown_type == 2 then
audio.play_sound("full_combo_voice_" .. tostring(self.player_num) .. "p", "voice")
end
elseif self.gauge_state == 0 and not self.crown_msg_obj then
local frame = (self.gauge_length < 87.0 / 2.0) and 0 or 1
self.crown_msg_obj = ResultCrownMessage.new(frame, self.is_2p)
if frame == 0 then
if ResultBasin then self.basin_obj = ResultBasin.new(self.is_2p) end
audio.play_sound("max_fail_voice_" .. tostring(self.player_num) .. "p", "voice")
else
audio.play_sound("fail_voice_" .. tostring(self.player_num) .. "p", "voice")
end
end
end
if self.crown_obj then
self.crown_obj:update(current_ms)
if self.crown_obj:is_settled() and not self.crown_msg_obj then
local frame = (self.gauge_state == 2) and 3 or 2
self.crown_msg_obj = ResultCrownMessage.new(frame, self.is_2p)
if frame == 2 then
audio.play_sound("clear_voice_" .. tostring(self.player_num) .. "p", "voice")
else
audio.play_sound("max_clear_voice_" .. tostring(self.player_num) .. "p", "voice")
end
end
end
if self.crown_msg_obj then
self.crown_msg_obj:update(current_ms)
end
if self.basin_obj then
self.basin_obj:update(current_ms)
self.chara_miss_loop = self.basin_obj.landed -- read by ResultPlayer::update (C++)
end
if not self.high_score_obj and self.score_diff > 0 and self.good ~= "" then
self.high_score_obj = HighScoreIndicator.new(self.score_diff, self.is_2p)
end
if self.high_score_obj then
self.high_score_obj:update(current_ms)
end
end
function ResultPlayer:draw()
local p_idx = self.is_2p and 1 or 0
if self.fade_in_started then
local fade_val = math.min(0.4, self.fade_in_bottom.attribute)
if self.is_2p then
if self.gauge_state == 0 then
if self.t_grad_fail then tex.draw_texture(self.t_grad_fail, { fade = fade_val }) end
else
if self.t_grad_clear then tex.draw_texture(self.t_grad_clear, { fade = fade_val }) end
end
else
local y = (self.sc_result_2p_offset ~= 0) and (self.has_2p and 1.0 or 0.0) or 0.0
if self.gauge_state == 0 then
if self.t_grad_fail then tex.draw_texture(self.t_grad_fail, { y = y, fade = fade_val }) end
else
if self.t_grad_clear then tex.draw_texture(self.t_grad_clear, { y = y, fade = fade_val }) end
end
end
end
if self.t_overlay then tex.draw_texture(self.t_overlay, { color = { 255, 255, 255, 192 }, index = p_idx }) end
if self.t_difficulty then tex.draw_texture(self.t_difficulty, { frame = self.selected_difficulty, index = p_idx }) end
if not self.has_2p then self.bottom_chars:draw() end
if self.t_judge_good then tex.draw_texture(self.t_judge_good, { index = p_idx }) end
if self.t_judge_ok then tex.draw_texture(self.t_judge_ok, { index = p_idx }) end
if self.t_judge_bad then tex.draw_texture(self.t_judge_bad, { index = p_idx }) end
if self.t_max_combo then tex.draw_texture(self.t_max_combo, { index = p_idx }) end
if self.t_drumroll then tex.draw_texture(self.t_drumroll, { index = p_idx }) end
self:draw_score_info()
self:draw_total_score()
if self.crown_obj then self.crown_obj:draw() end
if self.crown_msg_obj then self.crown_msg_obj:draw() end
self:draw_modifiers()
if self.high_score_obj then self.high_score_obj:draw() end
end
function ResultPlayer:draw_front()
if self.basin_obj then self.basin_obj:draw() end
end
function ResultPlayer:draw_gauge()
if not self.gauge_started then return end
local clear_points = ({ 6000, 7000, 8000 })[self.art_index + 1] -- easy / normal+hard / oni norma
-- gauge_length is 0-87; the epsilon keeps a whole cell from flooring one short
local points = self.gauge_length / 87.0 * 10000.0 + 1e-6
self.gauge:draw_result(self.is_2p and 1 or 0, self.gauge_fade_in.attribute, points, 10000, clear_points,
self.gauge_state >= 1, self.gauge_state == 2, self.rainbow_frac, math.floor(self.tamashii_fire.attribute))
end
function ResultPlayer:draw_score_info()
local scores = { self.good, self.ok, self.bad, self.max_combo, self.total_drumroll }
local p_idx = self.is_2p and 1 or 0
for j, s in ipairs(scores) do
if s ~= "" and self.t_judge_num then
local n = math.floor(tonumber(s) or 0)
local str = tostring(n)
for i = 1, #str do
local d = tonumber(string.sub(str, #str - i + 1, #str - i + 1)) or 0
tex.draw_texture(self.t_judge_num, {
frame = d,
x = -((i - 1) * self.sc_score_info_margin),
index = (j - 1) + p_idx * 5,
})
end
end
end
end
function ResultPlayer:draw_total_score()
if not self.fade_in_finished_flag then return end
local p_idx = self.is_2p and 1 or 0
if self.timing_text then
local info = tex.get_texture_info("score", "score_shinuchi_" .. tex.language())
or tex.get_texture_info("score", "score_shinuchi_ja")
if info then
self.timing_text:draw({ x = info.x[p_idx + 1], y = info.y[p_idx + 1] })
end
end
if self.score_method then
if self.t_score_shinuchi_lbl then tex.draw_texture(self.t_score_shinuchi_lbl, { index = p_idx }) end
else
if self.t_score_lbl then tex.draw_texture(self.t_score_lbl, { index = p_idx }) end
end
if self.score ~= "" and self.t_score_num then
local n = math.floor(tonumber(self.score) or 0)
local str = tostring(n)
for i = 1, #str do
local d = tonumber(string.sub(str, #str - i + 1, #str - i + 1)) or 0
tex.draw_texture(self.t_score_num, {
frame = d,
x = -((i - 1) * self.sc_result_score_margin),
index = p_idx,
})
end
end
end
function ResultPlayer:draw_modifiers()
local p_idx = self.is_2p and 1 or 0
if self.mod_display and self.t_mod_doron then tex.draw_texture(self.t_mod_doron, { index = p_idx }) end
if self.mod_inverse and self.t_mod_abekobe then tex.draw_texture(self.t_mod_abekobe, { index = p_idx }) end
if self.mod_random == 1 and self.t_mod_kimagure then
tex.draw_texture(self.t_mod_kimagure, { index = p_idx })
elseif self.mod_random == 2 and self.t_mod_detarame then
tex.draw_texture(self.t_mod_detarame, { index = p_idx })
end
if self.mod_speed >= 40 and self.t_mod_yonbai then
tex.draw_texture(self.t_mod_yonbai, { index = p_idx })
elseif self.mod_speed >= 30 and self.t_mod_sanbai then
tex.draw_texture(self.t_mod_sanbai, { index = p_idx })
elseif self.mod_speed > 10 and self.t_mod_baisaku then
tex.draw_texture(self.t_mod_baisaku, { index = p_idx })
end
end