Files
PyTaikoGreen/Scripts/background/bg_collabs/dq10.lua
T
2026-09-20 13:37:46 -04:00

242 lines
8.1 KiB
Lua

local DonBGBase = require("background/bg_objects/donbg/base")
local BGNormal = require("background/bg_objects/bg_normal")
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/dq10"
local MAX_DANCERS = 5
local SPARKLE_SCALE = 0.446
local SPARKLE_FRAME_MS = 33
local SPARKLE_CYCLE_MS = 2000
local WORLD_WIDTH = 1280
local WORLD_TOP = 308
local WORLD_HEIGHT = 360
local NIGHT_FADE_MS = 500
local DQ10BGFever = {}
DQ10BGFever.__index = DQ10BGFever
function DQ10BGFever.new()
local self = setmetatable({}, DQ10BGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.sparkle_info = tex.get_texture_info(self.name, "sparkle")
self._id_night = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "overlay") or 0
self._id_sparkle = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "sparkle") or 0
self.night_fade = anim.fade(NIGHT_FADE_MS, { initial_opacity = 0, final_opacity = 1 })
local sparkle_frame_count = (self.sparkle_info and self.sparkle_info.frame_count) or 16
local burst_textures = {}
for i = 0, sparkle_frame_count - 1 do
table.insert(burst_textures, { i * SPARKLE_FRAME_MS, (i + 1) * SPARKLE_FRAME_MS, i })
end
table.insert(burst_textures, { sparkle_frame_count * SPARKLE_FRAME_MS, SPARKLE_CYCLE_MS, -1 })
self.sparkle_change = anim.texture_change(SPARKLE_CYCLE_MS, burst_textures, { loop = true })
self.sparkle_change:start()
self.sparkle_was_idle = true
self:reroll_sparkle_position()
return self
end
function DQ10BGFever:reroll_sparkle_position()
local margin = math.ceil(((self.sparkle_info and self.sparkle_info.width or 256) * 0.5) * SPARKLE_SCALE)
self.sparkle_x = math.random(margin, WORLD_WIDTH - margin)
self.sparkle_y = math.random(WORLD_TOP + margin, WORLD_TOP + WORLD_HEIGHT - margin)
end
function DQ10BGFever:start()
self.night_fade:start()
end
function DQ10BGFever:update(current_time_ms)
self.night_fade:update(current_time_ms)
self.sparkle_change:update(current_time_ms)
local is_idle = self.sparkle_change.attribute < 0
if is_idle and not self.sparkle_was_idle then
self:reroll_sparkle_position()
end
self.sparkle_was_idle = is_idle
end
function DQ10BGFever:draw()
if self.night_fade.attribute <= 0 then return end
tex.draw_texture(self._id_night, { fade = self.night_fade.attribute })
if self.night_fade.is_finished and self.sparkle_change.attribute >= 0 then
local half = (self.sparkle_info and self.sparkle_info.width or 256) * 0.5
tex.draw_texture(self._id_sparkle, {
frame = self.sparkle_change.attribute,
center = true,
scale = SPARKLE_SCALE,
blend = "additive",
x = self.sparkle_x - half,
y = self.sparkle_y - half
})
end
end
function DQ10BGFever:destroy()
tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
end
local FEVER_STAGES = 6
local FEVER_FADE_MS = 500
local FEVER_DON_TIMES_MS = { 70966, 71941, 72917, 77343, 79326 }
local DQ10Fever = {}
DQ10Fever.__index = DQ10Fever
function DQ10Fever.new()
local self = setmetatable({}, DQ10Fever)
self.name = "fever_0"
tex.load_folder(COLLAB_PATH, "fever/" .. self.name)
self._id_stage = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "stage") or 0
self.stage = 0
self.next_trigger = 1
self.fade = nil
self.fading_to = nil
return self
end
function DQ10Fever:pulse()
if self.stage >= FEVER_STAGES then return end
if self.fading_to then self.stage = self.fading_to end
self.fading_to = self.stage + 1
self.fade = anim.fade(FEVER_FADE_MS, { initial_opacity = 0, final_opacity = 1 })
self.fade:start()
end
local CHART_OFFSET_MS = -3715 - 975
function DQ10Fever:update(current_time_ms)
if not self.epoch_zero then self.epoch_zero = current_time_ms end
local ms_from_start = (current_time_ms - self.epoch_zero) + CHART_OFFSET_MS
while self.next_trigger <= #FEVER_DON_TIMES_MS
and ms_from_start >= FEVER_DON_TIMES_MS[self.next_trigger] do
self:pulse()
self.next_trigger = self.next_trigger + 1
end
if self.fade then
self.fade:update(current_time_ms)
if self.fade.is_finished then
self.stage = self.fading_to
self.fading_to = nil
self.fade = nil
end
end
end
function DQ10Fever:draw()
if self.stage > 0 then
tex.draw_texture(self._id_stage, { frame = self.stage - 1 })
end
if self.fading_to then
tex.draw_texture(self._id_stage, { frame = self.fading_to - 1, fade = self.fade.attribute })
end
end
function DQ10Fever:destroy()
tex.unload_folder(COLLAB_PATH, "fever/" .. self.name)
end
-- Background
local DQ10Background = {}
DQ10Background.__index = DQ10Background
function DQ10Background.new(player_num, bpm)
local self = setmetatable({}, DQ10Background)
self.donbg = DonBGBase.new(1, player_num, COLLAB_PATH)
self.donbg.move = anim.move(6000, { total_distance = -self.donbg.bg_texture.width, loop = true })
self.donbg.move:start()
self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
self.bg_fever = DQ10BGFever.new()
self.footer = Footer.new(COLLAB_PATH, 0)
self.fever = DQ10Fever.new()
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
self.balloon_pulsed = false
return self
end
function DQ10Background:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_fever:update(current_ms)
self.fever:update(current_ms)
self.dancer:update(current_ms, bpm)
self.renda:update(current_ms)
self.chibi:update(current_ms, bpm)
end
function DQ10Background:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function DQ10Background:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function DQ10Background:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function DQ10Background:handle_drumroll(player_num) self.renda:add_renda() end
function DQ10Background:handle_balloon(player_num)
self.renda:add_renda()
if not self.balloon_pulsed then
self.balloon_pulsed = true
self.fever:pulse()
end
end
function DQ10Background: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
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 DQ10Background:draw_back()
self.bg_normal:draw()
self.bg_fever:draw()
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
self.fever:draw()
self.chibi:draw()
end
function DQ10Background:draw_fore() end
function DQ10Background: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 DQ10Background