197 lines
6.2 KiB
Lua
197 lines
6.2 KiB
Lua
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/pzd"
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local MAX_DANCERS = 5
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local PzdDonBG = {}
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PzdDonBG.__index = PzdDonBG
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local TILE_W = 244
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local TILES_X = 6
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local COMBO_KEYS = { "combo0", "combo1", "combo2", "combo3", "combo4" }
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local CYCLE_MS = 1600
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local DROP_MS = 300
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local HOLD_MS = 700
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local FADE_MS = CYCLE_MS - DROP_MS - HOLD_MS
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local DROP_DISTANCE = 60
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function PzdDonBG.new(index, player_num, path)
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local self = setmetatable({}, PzdDonBG)
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self.name = string.format("%d_%d", index - 1, player_num)
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self.path = path
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tex.load_folder(path, "donbg/" .. self.name)
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self._id_tile = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "tile") or 0
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self._id_orbs = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "orbs") or 0
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self._id_combo = {}
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for i, key in ipairs(COMBO_KEYS) do
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self._id_combo[i] = tex.get_texture(self.path .. "/" .. self.name .. "/" .. key) or 0
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end
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self.is_clear = false
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self.current_ms = 0
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self.clear_start_ms = 0
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return self
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end
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function PzdDonBG:set_clear(is_clear)
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if is_clear and not self.is_clear then
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self.clear_start_ms = self.current_ms
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end
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self.is_clear = is_clear
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end
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function PzdDonBG:update(current_time_ms)
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self.current_ms = current_time_ms
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end
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function PzdDonBG:draw()
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for i = 0, TILES_X - 1 do
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tex.draw_texture(self._id_tile, { x = i * TILE_W })
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end
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if not self.is_clear then
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for i = 0, TILES_X - 1 do
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tex.draw_texture(self._id_orbs, { x = i * TILE_W })
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end
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return
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end
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local elapsed = math.max(0, self.current_ms - self.clear_start_ms)
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local cycle_pos = elapsed % CYCLE_MS
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local frame_idx = math.floor(elapsed / CYCLE_MS) % #COMBO_KEYS + 1
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local y_off, fade
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if cycle_pos < DROP_MS then
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y_off = -DROP_DISTANCE * (1 - cycle_pos / DROP_MS)
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fade = 1.0
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elseif cycle_pos < DROP_MS + HOLD_MS then
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y_off = 0
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fade = 1.0
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else
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y_off = 0
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fade = 1.0 - (cycle_pos - DROP_MS - HOLD_MS) / FADE_MS
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end
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local id = self._id_combo[frame_idx]
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for i = 0, TILES_X - 1 do
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tex.draw_texture(id, { x = i * TILE_W, y = y_off, fade = fade })
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end
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end
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function PzdDonBG:destroy() tex.unload_folder(self.path, "donbg/" .. self.name) end
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local PzdBGFever = {}
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PzdBGFever.__index = PzdBGFever
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function PzdBGFever.new()
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local self = setmetatable({}, PzdBGFever)
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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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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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self._id_sparkle = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "sparkle") or 0
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return self
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end
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function PzdBGFever:start() end
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function PzdBGFever:update(current_time_ms) end
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function PzdBGFever:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_sparkle)
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end
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function PzdBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
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-- Background
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local PzdBackground = {}
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PzdBackground.__index = PzdBackground
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function PzdBackground.new(player_num, bpm)
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local self = setmetatable({}, PzdBackground)
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self.donbg = PzdDonBG.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 = PzdBGFever.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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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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return self
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end
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function PzdBackground:update(current_ms, bpm)
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self.donbg: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 PzdBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function PzdBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function PzdBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function PzdBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function PzdBackground:handle_balloon(player_num) self.renda:add_renda() end
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function PzdBackground: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 PzdBackground: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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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 PzdBackground:draw_fore() end
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function PzdBackground: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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end
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return PzdBackground
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