collabs: use the parent's collab scripts with its reworked art #47

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GanYiZhong merged 1 commits from GanYiZhong/YataiDONNijiiro:fix/collab-green-art into main 2026-10-13 04:52:17 +02:00
10 changed files with 81 additions and 1484 deletions

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-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/a3.lua: petal period/tile step use petal_info.x2[1]
local DonBGBase = require("background/bg_objects/donbg/base")
local Dancer = require("background/bg_objects/dancer")
local RendaController = require("background/bg_objects/renda")
local ChibiController = require("background/bg_objects/chibi")
local DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH = "background/collab/a3"
local MAX_DANCERS = 4
-- Custom DonBG: looping screen-width tile scroll
local A3DonBG = setmetatable({}, { __index = DonBGBase })
A3DonBG.__index = A3DonBG
function A3DonBG.new(player_num)
local self = setmetatable({}, A3DonBG)
local base = DonBGBase.new(1, player_num, COLLAB_PATH)
for k, v in pairs(base) do self[k] = v end
self.move = anim.move(10000, { total_distance = -tex.get_screen_width(), loop = true })
return self
end
function A3DonBG:draw_textures(fade, y, frame)
local sw = tex.get_screen_width()
local sc = tex.get_screen_scale()
for i = 0, math.floor(2 * sc) - 1 do
tex.draw_texture(self._id_bg, {
frame = frame,
fade = fade,
x = (i * sw) + self.move.attribute
})
end
end
-- BGNormal: flicker overlay (anim 9) + curtain
local A3BGNormal = {}
A3BGNormal.__index = A3BGNormal
function A3BGNormal.new()
local self = setmetatable({}, A3BGNormal)
self.name = "bg_0"
tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
self.flicker = tex.get_animation(9, "background")
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
self._id_curtain = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/curtain") or 0
return self
end
function A3BGNormal:update(current_time_ms)
self.flicker:update(current_time_ms)
end
function A3BGNormal:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay, { fade = self.flicker.attribute })
tex.draw_texture(self._id_curtain)
end
function A3BGNormal:destroy()
tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name)
end
-- BGFever: extends BGFever4 pattern with petals tiling
local A3BGFever = {}
A3BGFever.__index = A3BGFever
function A3BGFever.new()
local self = setmetatable({}, A3BGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = false
self.horizontal_move = tex.get_animation(16, "background")
self.bg_texture_move = tex.get_animation(17, "background")
local petal_info = tex.get_texture_info(self.name, "petals")
self.petal_width = petal_info and petal_info.x2[1] or 0
self.vertical_move = anim.move(1300, { total_distance = self.petal_width, loop = true })
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
self._id_petals = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/petals") or 0
return self
end
function A3BGFever:start()
self.bg_texture_move:start()
end
function A3BGFever:reset()
self.transitioned = false
end
function A3BGFever:update(current_time_ms)
self.bg_texture_move:update(current_time_ms)
if self.bg_texture_move.is_finished and not self.transitioned then
self.transitioned = true
self.horizontal_move:restart()
end
if self.transitioned then
self.horizontal_move:update(current_time_ms)
end
self.vertical_move:update(current_time_ms)
end
function A3BGFever:draw()
local sc = tex.get_screen_scale()
local w = self.petal_width
tex.draw_texture(self._id_overlay)
for i = 0, math.floor(10 * sc) - 1 do
for j = 0, 1 do
tex.draw_texture(self._id_petals, {
x = (i * w) - self.horizontal_move.attribute,
y = (j * w) + self.vertical_move.attribute
})
end
end
end
function A3BGFever:destroy()
tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
end
-- Custom Dancer: BaseDancer + shadow overlay
local BaseDancer = Dancer.Base
local A3Dancer = setmetatable({}, { __index = BaseDancer })
A3Dancer.__index = A3Dancer
function A3Dancer.new(name, index, bpm, path)
local self = setmetatable({}, A3Dancer)
local base = BaseDancer.new(name, index, bpm, path)
for k, v in pairs(base) do self[k] = v end
self._id_shadow = tex.get_texture(self.path .. "/" .. self.name .. "/shadow") or 0
return self
end
function A3Dancer:draw(x)
BaseDancer.draw(self, x)
tex.draw_texture(self._id_shadow, { x = x, fade = 0.50 })
end
-- Background
local A3Background = {}
A3Background.__index = A3Background
function A3Background.new(player_num, bpm)
local self = setmetatable({}, A3Background)
self.donbg = A3DonBG.new(player_num)
self.bg_normal = A3BGNormal.new()
self.bg_fever = A3BGFever.new()
self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, A3Dancer)
self.renda = RendaController.new(COLLAB_PATH, 0)
self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0)
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(MAX_DANCERS)
return self
end
function A3Background:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_normal:update(current_ms)
self.bg_fever:update(current_ms)
self.dancer:update(current_ms, bpm)
self.renda:update(current_ms)
self.chibi:update(current_ms, bpm)
end
function A3Background:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function A3Background:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function A3Background:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function A3Background:handle_drumroll(player_num) self.renda:add_renda() end
function A3Background:handle_balloon(player_num) end
function A3Background:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function A3Background:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.chibi:draw()
end
function A3Background:draw_fore() end
function A3Background:destroy()
self.donbg:destroy()
self.bg_normal:destroy()
self.bg_fever:destroy()
self.dancer:destroy()
self.renda:destroy()
self.chibi:destroy()
end
return A3Background
-- PyTaikoGreen's a3 collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/a3", 4)
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-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/animal.lua.
local DonBG4 = require("background/bg_objects/donbg/4")
local BGNormal = require("background/bg_objects/bg_normal")
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 DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH = "background/collab/animal"
local MAX_DANCERS = 5
-- BGFever: simple instant-transition, draws only background
local AnimalBGFever = {}
AnimalBGFever.__index = AnimalBGFever
function AnimalBGFever.new()
local self = setmetatable({}, AnimalBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = false
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
return self
end
function AnimalBGFever:start() self.transitioned = true end
function AnimalBGFever:update(current_time_ms) end
function AnimalBGFever:draw() tex.draw_texture(self._id_bg) end
function AnimalBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
-- Background
local AnimalBackground = {}
AnimalBackground.__index = AnimalBackground
function AnimalBackground.new(player_num, bpm)
local self = setmetatable({}, AnimalBackground)
self.donbg = DonBG4.new(5, player_num, "background")
self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
self.bg_fever = AnimalBGFever.new()
self.footer = Footer.new(COLLAB_PATH, 0)
-- class Fever3, folder fever_0
self.fever = Fever.Fever3.new(0, bpm, COLLAB_PATH)
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, 0)
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(MAX_DANCERS)
return self
end
function AnimalBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_fever: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 AnimalBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function AnimalBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function AnimalBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function AnimalBackground:handle_drumroll(player_num) self.renda:add_renda() end
function AnimalBackground:handle_balloon(player_num) end
function AnimalBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function AnimalBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
self.chibi:draw()
end
function AnimalBackground:draw_fore() end
function AnimalBackground: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 AnimalBackground
-- PyTaikoGreen's animal collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/animal", 5)
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-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/buttoburst.lua.
local DonBG4 = require("background/bg_objects/donbg/4")
local BGNormal = require("background/bg_objects/bg_normal")
local Fever = require("background/bg_objects/fever")
local Dancer = require("background/bg_objects/dancer")
local RendaController = require("background/bg_objects/renda")
local ChibiController = require("background/bg_objects/chibi")
local DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH = "background/collab/buttoburst"
local MAX_DANCERS = 4
-- BGFever: instant-transition, draws background + overlay
local ButtoBGFever = {}
ButtoBGFever.__index = ButtoBGFever
function ButtoBGFever.new()
local self = setmetatable({}, ButtoBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = false
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
return self
end
function ButtoBGFever:start() self.transitioned = true end
function ButtoBGFever:update(current_time_ms) end
function ButtoBGFever:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay)
end
function ButtoBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
-- Background
local ButtoBackground = {}
ButtoBackground.__index = ButtoBackground
function ButtoBackground.new(player_num, bpm)
local self = setmetatable({}, ButtoBackground)
self.donbg = DonBG4.new(5, player_num, "background")
self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
self.bg_fever = ButtoBGFever.new()
-- class Fever3, folder fever_0
self.fever = Fever.Fever3.new(0, bpm, COLLAB_PATH)
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, 0)
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(MAX_DANCERS)
return self
end
function ButtoBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_fever: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 ButtoBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function ButtoBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function ButtoBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function ButtoBackground:handle_drumroll(player_num) self.renda:add_renda() end
function ButtoBackground:handle_balloon(player_num) end
function ButtoBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function ButtoBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
self.chibi:draw()
end
function ButtoBackground:draw_fore() end
function ButtoBackground:destroy()
self.donbg:destroy()
self.bg_normal:destroy()
self.bg_fever:destroy()
self.fever:destroy()
self.dancer:destroy()
self.renda:destroy()
self.chibi:destroy()
end
return ButtoBackground
-- PyTaikoGreen's buttoburst collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/buttoburst", 4)
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-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/funassyi.lua: overlay second-copy offset uses overlay_info.x2[1]
local DonBG4 = require("background/bg_objects/donbg/4")
local BGNormal = require("background/bg_objects/bg_normal")
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 DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH = "background/collab/funassyi"
local MAX_DANCERS = 5
-- BGFever: animated slide-in using anims 16-17, then horizontal tile scroll
local FunassyiBGFever = {}
FunassyiBGFever.__index = FunassyiBGFever
function FunassyiBGFever.new()
local self = setmetatable({}, FunassyiBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = false
self.horizontal_move = tex.get_animation(16, "background")
self.bg_texture_move = tex.get_animation(17, "background")
local overlay_info = tex.get_texture_info(self.name, "overlay")
self.overlay_width = overlay_info and overlay_info.x2[1] or 0
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
return self
end
function FunassyiBGFever:start()
self.bg_texture_move:start()
end
function FunassyiBGFever:reset()
self.transitioned = false
end
function FunassyiBGFever:update(current_time_ms)
self.bg_texture_move:update(current_time_ms)
if self.bg_texture_move.is_finished and not self.transitioned then
self.transitioned = true
self.horizontal_move:restart()
end
if self.transitioned then
self.horizontal_move:update(current_time_ms)
end
end
function FunassyiBGFever:draw()
local y = self.bg_texture_move.attribute
tex.draw_texture(self._id_bg, { y = y })
tex.draw_texture(self._id_overlay, { x = -self.horizontal_move.attribute, y = y })
tex.draw_texture(self._id_overlay, { x = self.overlay_width - self.horizontal_move.attribute, y = y })
end
function FunassyiBGFever:destroy()
tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
end
-- Background
local FunassyiBackground = {}
FunassyiBackground.__index = FunassyiBackground
function FunassyiBackground.new(player_num, bpm)
local self = setmetatable({}, FunassyiBackground)
self.donbg = DonBG4.new(1, player_num, COLLAB_PATH)
self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
self.bg_fever = FunassyiBGFever.new()
-- funassyi ships no footer/fever/renda art; use inert stubs.
self.footer = Footer.new(COLLAB_PATH, -1)
self.fever = {
start = function() end, stop = function() end,
update = function() end, draw = function() end,
is_visible = function() return false end,
alpha = function() return 0 end, destroy = function() end,
}
self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH)
self.renda = {
add_renda = function() end, update = function() end,
draw = function() end, destroy = function() end,
}
self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0)
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(MAX_DANCERS)
return self
end
function FunassyiBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_fever: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 FunassyiBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function FunassyiBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function FunassyiBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function FunassyiBackground:handle_drumroll(player_num) self.renda:add_renda() end
function FunassyiBackground:handle_balloon(player_num) end
function FunassyiBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function FunassyiBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
self.chibi:draw()
end
function FunassyiBackground:draw_fore() end
function FunassyiBackground: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 FunassyiBackground
-- PyTaikoGreen's funassyi collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/funassyi", 5)
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-- YataiDONNijiiro: PyTaikoGreen's bg_collabs/gumi.lua, with GumiDonBG filling in PyTaikoGreen's
-- DonBG6 fields (this skin overrides donbg/6).
local DonBG6 = require("background/bg_objects/donbg/6")
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/gumi"
local MAX_DANCERS = 5
local GumiDonBG = setmetatable({}, { __index = DonBG6 })
GumiDonBG.__index = GumiDonBG
function GumiDonBG.new(index, player_num, path)
local self = setmetatable({}, GumiDonBG)
local base = DonBG6.new(index, player_num, path)
for k, v in pairs(base) do self[k] = v end
-- this skin's donbg/6 is its own (a static band) and leaves out what PyTaikoGreen's DonBG6
-- sets for the scrolling overlays that draw_textures below uses
self.overlay_move = self.overlay_move or tex.get_animation(2, "background")
self.overlay_1_texture = self.overlay_1_texture or tex.get_texture_info(self.name, "overlay_1")
self.overlay_2_texture = self.overlay_2_texture or tex.get_texture_info(self.name, "overlay_2")
self._id_overlay_1 = self._id_overlay_1 or tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay_1") or 0
self._id_overlay_2 = self._id_overlay_2 or tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay_2") or 0
return self
end
function GumiDonBG:update(current_time_ms)
DonBG6.update(self, current_time_ms)
if self.overlay_move then self.overlay_move:update(current_time_ms) end
end
function GumiDonBG:draw_textures(fade, y, frame)
for i = 0, 4 do
tex.draw_texture(self._id_bg, {
frame = frame,
fade = fade,
x = (i * self.bg_texture.width) + self.move.attribute,
y = y
})
end
for i = 0, 5, 2 do
tex.draw_texture(self._id_overlay_1, {
frame = frame,
fade = fade,
x = (i * self.overlay_1_texture.width) + self.move.attribute * 3,
y = y
})
end
for i = 0, 4 do
tex.draw_texture(self._id_overlay_2, {
frame = frame,
fade = fade,
x = (i * self.overlay_2_texture.width) + self.move.attribute,
y = self.overlay_move.attribute + y
})
end
end
local GumiBGNormal = {}
GumiBGNormal.__index = GumiBGNormal
function GumiBGNormal.new()
local self = setmetatable({}, GumiBGNormal)
self.name = "bg_0"
tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
local bg_info = tex.get_texture_info(self.name, "background")
local frames = (bg_info and bg_info.frame_count) or 1
local textures = {}
for i = 0, frames - 1 do
table.insert(textures, { i * 500, (i + 1) * 500, i })
end
self.letter_cycle = anim.texture_change(frames * 500, textures, { loop = true })
self.letter_cycle:start()
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
return self
end
function GumiBGNormal:update(current_time_ms) self.letter_cycle:update(current_time_ms) end
function GumiBGNormal:draw()
tex.draw_texture(self._id_bg, { frame = self.letter_cycle.attribute })
end
function GumiBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end
local GumiBGFever = {}
GumiBGFever.__index = GumiBGFever
function GumiBGFever.new()
local self = setmetatable({}, GumiBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = false
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
return self
end
function GumiBGFever:start() end
function GumiBGFever:update(current_time_ms) end
function GumiBGFever:draw() tex.draw_texture(self._id_bg) end
function GumiBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
-- Background
local GumiBackground = {}
GumiBackground.__index = GumiBackground
function GumiBackground.new(player_num, bpm)
local self = setmetatable({}, GumiBackground)
self.donbg = GumiDonBG.new(1, player_num, COLLAB_PATH)
self.bg_normal = GumiBGNormal.new()
self.bg_fever = GumiBGFever.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 GumiBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
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 GumiBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function GumiBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function GumiBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function GumiBackground:handle_drumroll(player_num) self.renda:add_renda() end
function GumiBackground:handle_balloon(player_num) self.renda:add_renda() end
function GumiBackground: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
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 GumiBackground:draw_back()
if self.is_clear then
self.bg_fever:draw()
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
if self.is_rainbow then self.fever:draw() end
self.chibi:draw()
end
function GumiBackground:draw_fore() end
function GumiBackground: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 GumiBackground
+3 -242
View File
@@ -1,242 +1,3 @@
-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/imas.lua.
local DonBGBase = require("background/bg_objects/donbg/base")
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 DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH -- set per-variant in create()
local MAX_DANCERS -- set per-variant in create()
-- Spotlight colors: {r,g,b,a}
local SPOTLIGHT_COLORS = {
{ 0, 255, 255, 255 }, -- cyan
{ 255, 255, 0, 255 }, -- yellow
{ 255, 0, 255, 255 }, -- magenta
{ 0, 255, 255, 255 }, -- cyan
{ 255, 255, 0, 255 }, -- yellow
}
-- BGNormal: flicker fade + 5 alternating spotlights
local ImasBGNormal = {}
ImasBGNormal.__index = ImasBGNormal
function ImasBGNormal.new(path)
local self = setmetatable({}, ImasBGNormal)
self.name = "bg_0"
self.path = path
tex.load_folder(path, "bg_normal/" .. self.name)
self.overlay_fade = anim.fade(1000, {
initial_opacity = 0.0,
final_opacity = 1.0,
reverse_delay = 500,
delay = 500,
loop = true
})
self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/background") or 0
self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
self._id_spotlight = tex.get_texture(self.path .. "/" .. self.name .. "/spotlight") or 0
return self
end
function ImasBGNormal:update(current_time_ms)
self.overlay_fade:update(current_time_ms)
end
function ImasBGNormal:draw()
local ov = self.overlay_fade.attribute
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay, { fade = ov })
for i = 0, 4 do
local fade = (i % 2 == 0) and math.min(0.5, ov) or math.min(0.5, 1 - ov)
tex.draw_texture(self._id_spotlight, {
index = i, color = SPOTLIGHT_COLORS[i + 1], fade = fade
})
end
end
function ImasBGNormal:destroy()
tex.unload_folder(self.path, "bg_normal/" .. self.name)
end
-- BGFever: same flicker fade + spotlights + orange/green lights
local ImasBGFever = {}
ImasBGFever.__index = ImasBGFever
function ImasBGFever.new(path)
local self = setmetatable({}, ImasBGFever)
self.name = "bg_fever_0"
self.path = path
tex.load_folder(path, "bg_fever/" .. self.name)
self.transitioned = false
self.overlay_fade = anim.fade(1000, {
initial_opacity = 0.0,
final_opacity = 1.0,
reverse_delay = 500,
delay = 500,
loop = true
})
self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/background") or 0
self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
self._id_light_orange = tex.get_texture(self.path .. "/" .. self.name .. "/light_orange") or 0
self._id_light_green = tex.get_texture(self.path .. "/" .. self.name .. "/light_green") or 0
self._id_spotlight = tex.get_texture(self.path .. "/" .. self.name .. "/spotlight") or 0
return self
end
function ImasBGFever:start()
self.transitioned = true
end
function ImasBGFever:update(current_time_ms)
self.overlay_fade:update(current_time_ms)
end
function ImasBGFever:draw()
local ov = self.overlay_fade.attribute
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay, { fade = ov })
tex.draw_texture(self._id_light_orange, { fade = ov })
tex.draw_texture(self._id_light_green, { fade = 1 - ov })
for i = 0, 4 do
local fade = (i % 2 == 0) and math.min(0.5, ov) or math.min(0.5, 1 - ov)
tex.draw_texture(self._id_spotlight, {
index = i, color = SPOTLIGHT_COLORS[i + 1], fade = fade
})
end
end
function ImasBGFever:destroy()
tex.unload_folder(self.path, "bg_fever/" .. self.name)
end
-- Fever: BaseFever + 2-frame texture_change overlay (2-beat cycle)
local ImasFever = setmetatable({}, { __index = Fever.Base })
ImasFever.__index = ImasFever
function ImasFever.new(bpm, path)
local self = setmetatable({}, ImasFever)
local base = Fever.Base.new(0, bpm, path)
for k, v in pairs(base) do self[k] = v end
local total = 120000 / bpm
self.texture_change = anim.texture_change(total, {
{ 0, total / 2, 0 },
{ total / 2, total, 1 }
}, { loop = true })
return self
end
function ImasFever:update(current_time_ms, bpm)
Fever.Base.update(self, current_time_ms, bpm)
self.texture_change:update(current_time_ms)
end
function ImasFever:draw()
local a = self:alpha()
if a <= 0.001 then return end
local y = self.bounce_down.attribute - self.bounce_up.attribute
tex.draw_texture(self._id_overlay, { y = y, frame = self.texture_change.attribute, fade = a })
end
-- Background factory (used for IMAS, IMAS_CG, IMAS_ML)
local ImasBackground = {}
ImasBackground.__index = ImasBackground
function ImasBackground.new(player_num, bpm, path, max_dancers)
local self = setmetatable({}, ImasBackground)
self.donbg = DonBGBase.new(1, player_num, path)
self.bg_normal = ImasBGNormal.new(path)
self.bg_fever = ImasBGFever.new(path)
self.footer = Footer.new(path, 0)
self.fever = ImasFever.new(bpm, path)
self.dancer = Dancer.BaseDancerGroup.new(0, bpm, max_dancers, path)
self.renda = RendaController.new(path, 0)
self.chibi = ChibiController.new(bpm, path, 0)
self.max_dancers = max_dancers
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(max_dancers)
return self
end
function ImasBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_normal:update(current_ms)
self.bg_fever: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 ImasBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function ImasBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function ImasBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function ImasBackground:handle_drumroll(player_num) self.renda:add_renda() end
function ImasBackground:handle_balloon(player_num) end
function ImasBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function ImasBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
self.chibi:draw()
end
function ImasBackground:draw_fore() end
function ImasBackground: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
-- Export the factory and the ImasFever class (reused by imas_sidem)
local Imas = {}
Imas.new = ImasBackground.new
Imas.ImasFever = ImasFever
-- Callable as a collab constructor: Imas.new(player_num, bpm, path, max_dancers)
setmetatable(Imas, {
__call = function(_, player_num, bpm, path, max_dancers)
return ImasBackground.new(player_num, bpm, path, max_dancers)
end
})
return Imas
-- PyTaikoGreen's imas collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/imas", 5)
+3 -221
View File
@@ -1,221 +1,3 @@
-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/imas_sidem.lua: bg tile step/scroll period use bg_texture.x2[1] (no extra *sc)
local DonBGBase = require("background/bg_objects/donbg/base")
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 DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH = "background/collab/imas_sidem"
local MAX_DANCERS = 3
-- Custom DonBG: 16*scale tiled background with 8x scale scroll
local ImasSidemDonBG = setmetatable({}, { __index = DonBGBase })
ImasSidemDonBG.__index = ImasSidemDonBG
function ImasSidemDonBG.new(player_num)
local self = setmetatable({}, ImasSidemDonBG)
local base = DonBGBase.new(1, player_num, COLLAB_PATH)
for k, v in pairs(base) do self[k] = v end
local bg_width = self.bg_texture and self.bg_texture.x2[1] or 0
local sc = tex.get_screen_scale()
self.move = anim.move(3000, { total_distance = -bg_width * 8, loop = true })
return self
end
function ImasSidemDonBG:draw_textures(fade, y, frame)
local sc = tex.get_screen_scale()
local bg_width = self.bg_texture and self.bg_texture.x2[1] or 0
for i = 0, math.floor(16 * sc) - 1 do
tex.draw_texture(self._id_bg, {
frame = frame,
fade = fade,
x = (i * bg_width) + self.move.attribute,
y = y
})
end
end
-- BGNormal: looping 4-frame screen texture change
local ImasSidemBGNormal = {}
ImasSidemBGNormal.__index = ImasSidemBGNormal
function ImasSidemBGNormal.new()
local self = setmetatable({}, ImasSidemBGNormal)
self.name = "bg_0"
tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
self.screen_change = anim.texture_change(8000, {
{ 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 }
}, { loop = true })
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
self._id_screen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/screen") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
return self
end
function ImasSidemBGNormal:update(current_time_ms)
self.screen_change:update(current_time_ms)
end
function ImasSidemBGNormal:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_screen, { frame = self.screen_change.attribute })
tex.draw_texture(self._id_overlay)
end
function ImasSidemBGNormal:destroy()
tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name)
end
-- BGFever: same screen texture change + overlay_2; immediately transitioned
local ImasSidemBGFever = {}
ImasSidemBGFever.__index = ImasSidemBGFever
function ImasSidemBGFever.new()
local self = setmetatable({}, ImasSidemBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = true
self.screen_change = anim.texture_change(8000, {
{ 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 }
}, { loop = true })
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
self._id_screen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/screen") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
self._id_overlay2 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay_2") or 0
return self
end
function ImasSidemBGFever:start() end -- already transitioned
function ImasSidemBGFever:update(current_time_ms)
self.screen_change:update(current_time_ms)
end
function ImasSidemBGFever:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_screen, { frame = self.screen_change.attribute })
tex.draw_texture(self._id_overlay)
tex.draw_texture(self._id_overlay2)
end
function ImasSidemBGFever:destroy()
tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
end
-- Fever: same 2-frame overlay as imas collab (2-beat cycle)
local ImasSidemFever = setmetatable({}, { __index = Fever.Base })
ImasSidemFever.__index = ImasSidemFever
function ImasSidemFever.new(bpm)
local self = setmetatable({}, ImasSidemFever)
local base = Fever.Base.new(0, bpm, COLLAB_PATH)
for k, v in pairs(base) do self[k] = v end
local total = 120000 / bpm
self.texture_change = anim.texture_change(total, {
{ 0, total / 2, 0 },
{ total / 2, total, 1 }
}, { loop = true })
return self
end
function ImasSidemFever:update(current_time_ms, bpm)
Fever.Base.update(self, current_time_ms, bpm)
self.texture_change:update(current_time_ms)
end
function ImasSidemFever:draw()
local a = self:alpha()
if a <= 0.001 then return end
local y = self.bounce_down.attribute - self.bounce_up.attribute
tex.draw_texture(self._id_overlay, { y = y, frame = self.texture_change.attribute, fade = a })
end
-- Background
local ImasSidemBackground = {}
ImasSidemBackground.__index = ImasSidemBackground
function ImasSidemBackground.new(player_num, bpm)
local self = setmetatable({}, ImasSidemBackground)
self.donbg = ImasSidemDonBG.new(player_num)
self.bg_normal = ImasSidemBGNormal.new()
self.bg_fever = ImasSidemBGFever.new()
self.footer = Footer.new(COLLAB_PATH, 0)
self.fever = ImasSidemFever.new(bpm)
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, 0)
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(MAX_DANCERS)
return self
end
function ImasSidemBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_normal:update(current_ms)
self.bg_fever: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 ImasSidemBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function ImasSidemBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function ImasSidemBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function ImasSidemBackground:handle_drumroll(player_num) self.renda:add_renda() end
function ImasSidemBackground:handle_balloon(player_num) end
function ImasSidemBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function ImasSidemBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
self.chibi:draw()
end
function ImasSidemBackground:draw_fore() end
function ImasSidemBackground: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 ImasSidemBackground
-- PyTaikoGreen's imas_sidem collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/imas_sidem", 3)
+3 -203
View File
@@ -1,203 +1,3 @@
-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/oshiri.lua: bg tile step/scroll period use bg_texture.x2[1] (no extra *sc)
local DonBGBase = require("background/bg_objects/donbg/base")
local BGNormal = require("background/bg_objects/bg_normal")
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 DancerModel = require("background/bg_objects/collab_dancer_model")
local COLLAB_PATH = "background/collab/oshiri"
local MAX_DANCERS = 5
-- Custom DonBG: 16*scale wide tiled background + 3 overlay rows per tile
local OshiriDonBG = setmetatable({}, { __index = DonBGBase })
OshiriDonBG.__index = OshiriDonBG
function OshiriDonBG.new(player_num)
local self = setmetatable({}, OshiriDonBG)
local base = DonBGBase.new(1, player_num, COLLAB_PATH)
for k, v in pairs(base) do self[k] = v end
local bg_width = self.bg_texture and self.bg_texture.x2[1] or 0
local sc = tex.get_screen_scale()
self.move = anim.move(20000, { total_distance = -bg_width * 8, loop = true })
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
return self
end
function OshiriDonBG:draw_textures(fade, y, frame)
local sc = tex.get_screen_scale()
local bg_width = self.bg_texture and self.bg_texture.x2[1] or 0
for i = 0, math.floor(16 * sc) - 1 do
tex.draw_texture(self._id_bg, {
frame = frame,
fade = fade,
x = (i * bg_width) + self.move.attribute,
y = y
})
for j = 0, 2 do
tex.draw_texture(self._id_overlay, {
frame = frame,
fade = fade,
x = (i * bg_width) + self.move.attribute,
y = y + (j * 70 * sc)
})
end
end
end
-- BGFever: looping 3-frame overlay; immediately transitioned on start
local OshiriBGFever = {}
OshiriBGFever.__index = OshiriBGFever
function OshiriBGFever.new()
local self = setmetatable({}, OshiriBGFever)
self.name = "bg_fever_0"
tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
self.transitioned = false
self.overlay_texture_change = anim.texture_change(2049, {
{ 0, 683, 0 }, { 683, 1366, 1 }, { 1366, 2049, 2 }
}, { loop = true })
self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
return self
end
function OshiriBGFever:start()
self.transitioned = true
end
function OshiriBGFever:update(current_time_ms)
self.overlay_texture_change:update(current_time_ms)
end
function OshiriBGFever:draw()
tex.draw_texture(self._id_bg)
tex.draw_texture(self._id_overlay, { frame = self.overlay_texture_change.attribute })
end
function OshiriBGFever:destroy()
tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
end
-- Custom DancerGroup: fixed variant assignment (0, 1, 1, 1, 1), no shuffle
local OshiriDancerGroup = setmetatable({}, { __index = Dancer.BaseDancerGroup })
OshiriDancerGroup.__index = OshiriDancerGroup
function OshiriDancerGroup.new(bpm)
local self = setmetatable({}, OshiriDancerGroup)
self.name = "dancer_0"
self.active_count = 0
self.path = COLLAB_PATH
tex.load_folder(COLLAB_PATH, "dancer/" .. self.name)
self.spawn_positions = { 2, 1, 3, 0, 4 }
self.active_dancers = {}
self.max_dancers = MAX_DANCERS
local BaseDancer = Dancer.Base
self.dancers = {
BaseDancer.new(self.name, 0, bpm, self.path),
BaseDancer.new(self.name, 1, bpm, self.path),
BaseDancer.new(self.name, 1, bpm, self.path),
BaseDancer.new(self.name, 1, bpm, self.path),
BaseDancer.new(self.name, 1, bpm, self.path),
}
self.needs_initial_dancer = true
return self
end
function OshiriDancerGroup:update(current_time_ms, bpm)
if self.needs_initial_dancer then
self.needs_initial_dancer = false
self:add_dancer()
end
Dancer.BaseDancerGroup.update(self, current_time_ms, bpm)
end
-- Background
local OshiriBackground = {}
OshiriBackground.__index = OshiriBackground
function OshiriBackground.new(player_num, bpm)
local self = setmetatable({}, OshiriBackground)
self.donbg = OshiriDonBG.new(player_num)
self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
self.bg_fever = OshiriBGFever.new()
self.footer = Footer.new(COLLAB_PATH, 0)
-- class Fever3, folder fever_0
self.fever = Fever.Fever3.new(0, bpm, COLLAB_PATH)
self.dancer = OshiriDancerGroup.new(bpm)
self.renda = RendaController.new(COLLAB_PATH, 0)
self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0)
self.is_clear = false
self.is_rainbow = false
-- reference dance_b_* count model
self.dancer_model = DancerModel.new(MAX_DANCERS)
return self
end
function OshiriBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.bg_fever: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 OshiriBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function OshiriBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function OshiriBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function OshiriBackground:handle_drumroll(player_num) self.renda:add_renda() end
function OshiriBackground:handle_balloon(player_num) end
function OshiriBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
self.donbg:set_clear(is_clear)
if is_clear and not self.is_clear then self.bg_fever:start() end
if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
if is_rainbow and not self.is_rainbow then self.fever:start() end
if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
self.is_clear = is_clear
self.is_rainbow = is_rainbow
self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
end
function OshiriBackground:draw_back()
if self.is_clear then
if not self.bg_fever.transitioned then
self.bg_normal:draw()
self.bg_fever:draw()
else
self.bg_fever:draw()
end
else
self.bg_normal:draw()
end
self.donbg:draw()
self.renda:draw()
self.dancer:draw()
self.footer:draw()
if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
self.chibi:draw()
end
function OshiriBackground:draw_fore() end
function OshiriBackground: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 OshiriBackground
-- PyTaikoGreen's oshiri collab backdrop (its art and script) with this skin's collab dancer count
-- and balloon handling; see background/bg_objects/collab_parent.lua.
return require("background/bg_objects/collab_parent").extend("background/bg_collabs/oshiri", 5)
@@ -36,13 +36,17 @@ function CollabDancerModel:target(progress, is_clear, clear_progress)
return n
end
-- Drives a BaseDancerGroup-shaped object to the target count.
-- Drives a dancer group to the target count: one with set_count (the parent's A3 troupe) is
-- told the count; a BaseDancerGroup-shaped one is grown, and shrunk with leave_dancer (the
-- dancer walks off) where it has one.
function CollabDancerModel:apply(group, progress, is_clear, clear_progress)
local n = self:target(progress, is_clear, clear_progress)
if group.set_count then group:set_count(n) return end
local cur = group.active_count or 0
if cur <= 0 then return end
local n = self:target(progress, is_clear, clear_progress)
for _ = 1, n - cur do group:add_dancer() end
for _ = 1, cur - n do group:remove_dancer() end
local leave = group.leave_dancer or group.remove_dancer
for _ = 1, cur - n do leave(group) end
end
return CollabDancerModel
@@ -0,0 +1,53 @@
-- A collab backdrop taken from the parent skin (its art and its script), with this skin's
-- collab behaviour on top: the dance_b_* dancer-count model and no drumroll burst on balloons.
-- The parent's script is loaded from its own file, so its requires resolve to the parent's
-- background objects, which its art is laid out for.
local DancerModel = require("background/bg_objects/collab_dancer_model")
-- the parent skin's copy of a script: the second match on package.path (the first is this skin's)
local function load_parent(name)
local seen = false
for tmpl in package.path:gmatch("[^;]+") do
local chunk = loadfile((tmpl:gsub("%?", name)))
if chunk then
if seen then return chunk end
seen = true
end
end
end
-- stands in for the dancers while the parent's handle_gauge runs, so its own count is inert
local NO_DANCERS = {
add_dancer = function() end, remove_dancer = function() end,
leave_dancer = function() end, set_count = function() end,
}
local CollabParent = {}
-- name: module name ("background/bg_collabs/animal"); max_dancers: the troupe size when the
-- engine's collab table gives none
function CollabParent.extend(name, max_dancers)
local chunk = assert(load_parent(name), name .. ": the parent skin has no such script")
local Class = chunk(name)
local base_new, base_gauge = Class.new, Class.handle_gauge
function Class.new(player_num, bpm, path, max)
local self = base_new(player_num, bpm, path, max)
self.dancer_model = DancerModel.new(max or max_dancers)
return self
end
function Class:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
local dancers = self.dancer
self.dancer = NO_DANCERS
base_gauge(self, player_num, progress, is_clear, is_rainbow, clear_progress)
self.dancer = dancers
if dancers then self.dancer_model:apply(dancers, progress, is_clear, clear_progress) end
end
function Class:handle_balloon(player_num) end
return Class
end
return CollabParent