159 lines
5.8 KiB
Lua
159 lines
5.8 KiB
Lua
local DonBG4 = require("background/bg_objects/donbg/4")
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local BGNormal = require("background/bg_objects/bg_normal")
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local Fever = require("background/bg_objects/fever")
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local Footer = require("background/bg_objects/footer")
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local Dancer = require("background/bg_objects/dancer")
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local RendaController = require("background/bg_objects/renda")
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local ChibiController = require("background/bg_objects/chibi")
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local COLLAB_PATH = "background/collab/kumamon"
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local MAX_DANCERS = 5
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-- BGFever: sunburst backdrop with the prefecture map and local produce
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local KumamonBGFever = {}
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KumamonBGFever.__index = KumamonBGFever
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function KumamonBGFever.new()
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local self = setmetatable({}, KumamonBGFever)
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self.name = "bg_fever_0"
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tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
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-- sunburst rays flicker between two frames every half-second, matching
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-- the source movie's 60-frame flicker cycle
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self.ray_flicker = anim.texture_change(1000, { { 0, 500, 0 }, { 500, 1000, 1 } }, { loop = true })
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self.ray_flicker:start()
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-- produce icon strip scrolls right and wraps around (source uses a long
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-- single-image cycle -- a position tween, not a frame-swap animation)
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self.produce_texture = tex.get_texture_info(self.name, "produce")
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self.produce_move = anim.move(8000, { total_distance = self.produce_texture.width, loop = true })
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self.produce_move:start()
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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self._id_rays = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "rays") or 0
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self._id_map = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "map") or 0
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self._id_produce = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "produce") or 0
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return self
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end
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function KumamonBGFever:start() end
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function KumamonBGFever:update(current_time_ms)
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self.ray_flicker:update(current_time_ms)
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self.produce_move:update(current_time_ms)
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end
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function KumamonBGFever:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_rays, { frame = self.ray_flicker.attribute })
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tex.draw_texture(self._id_map)
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local pw = self.produce_texture.width
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local x = -self.produce_move.attribute % pw
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tex.draw_texture(self._id_produce, { x = x - pw })
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tex.draw_texture(self._id_produce, { x = x })
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end
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function KumamonBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
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-- Background
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local KumamonBackground = {}
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KumamonBackground.__index = KumamonBackground
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function KumamonBackground.new(player_num, bpm)
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local self = setmetatable({}, KumamonBackground)
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self.donbg = DonBG4.new(1, player_num, COLLAB_PATH)
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self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
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self.bg_fever = KumamonBGFever.new()
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self.footer = Footer.new(COLLAB_PATH, -1)
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self.fever = Fever.create(0, bpm, COLLAB_PATH)
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self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH)
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for i, d in ipairs(self.dancer.dancers) do
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if d.index == 4 then
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self.dancer.dancers[i], self.dancer.dancers[1] = self.dancer.dancers[1], self.dancer.dancers[i]
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break
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end
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end
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self.renda = RendaController.new(COLLAB_PATH, 0)
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self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1)
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self.is_clear = false
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self.is_rainbow = false
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self.last_milestone = 1
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tex.load_folder(COLLAB_PATH, "dodai")
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self._id_dodai = tex.get_texture(COLLAB_PATH .. "/" .. "dodai" .. "/" .. "dodai") or 0
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return self
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end
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function KumamonBackground:update(current_ms, bpm)
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self.donbg:update(current_ms)
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self.bg_fever:update(current_ms)
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self.fever:update(current_ms, bpm)
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self.dancer:update(current_ms, bpm)
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self.renda:update(current_ms)
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self.chibi:update(current_ms, bpm)
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end
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function KumamonBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function KumamonBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function KumamonBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function KumamonBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function KumamonBackground:handle_balloon(player_num) self.renda:add_renda() end
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function KumamonBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
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self.donbg:set_clear(is_clear)
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if is_rainbow and not self.is_rainbow then self.fever:start() end
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self.is_clear = is_clear
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self.is_rainbow = is_rainbow
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local current_milestone
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if is_clear then
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current_milestone = MAX_DANCERS
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else
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current_milestone = math.min(MAX_DANCERS - 1, math.floor(progress * MAX_DANCERS))
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end
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if current_milestone > self.last_milestone then
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for _ = 1, current_milestone - self.last_milestone do self.dancer:add_dancer() end
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self.last_milestone = current_milestone
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elseif current_milestone < self.last_milestone then
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for _ = 1, self.last_milestone - current_milestone do self.dancer:remove_dancer() end
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self.last_milestone = current_milestone
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end
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end
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function KumamonBackground:draw_back()
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if self.is_clear then
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self.bg_fever:draw()
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else
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self.bg_normal:draw()
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end
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tex.draw_texture(self._id_dodai)
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self.donbg:draw()
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self.renda:draw()
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self.dancer:draw()
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self.footer:draw()
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if self.is_rainbow then self.fever:draw() end
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self.chibi:draw()
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end
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function KumamonBackground:draw_fore() end
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function KumamonBackground:destroy()
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self.donbg:destroy()
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self.bg_normal:destroy()
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self.bg_fever:destroy()
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self.fever:destroy()
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self.dancer:destroy()
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self.footer:destroy()
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self.renda:destroy()
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self.chibi:destroy()
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tex.unload_folder(COLLAB_PATH, "dodai")
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end
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return KumamonBackground
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