-- YataiDON-HSS: arcade msg_L_mc / msg_R_mc bubbles (perfect/success/near/miss) baked as -- crown/message frames. 0..3 = left bubble (miss, near, success, perfect), 4..7 = right bubble -- (tail on the other side) for 2P. -- -- ROUND 15 — the pop is the CABINET's, not PyTaikoGreen's. -- Until now this replayed `result/animation.json` ids 21/22/23: scale 0 -> 1.15 over 166.67 ms -- (ease-out quad), 1.15 -> 1.0 over 66.67 ms, alpha 0 -> 1 over 166.67 ms. The cabinet's -- `msg_L_mc` (result/result.nulm sprite 283) plays the SAME nine frames for all four states -- (labels perfect 5 / success 35 / near 65 / miss 95) and they are a different shape: -- f0..f4 scale 0.500 -> 0.806 -> 1.025 -> 1.156 -> 1.200, alpha 0 -> .438 -> .75 -> .938 -> 1 -- f4..f9 scale 1.200 -> 1.192 -> 1.168 -> 1.128 -> 1.072 -> 1.000, alpha 1 -- i.e. it starts at HALF size (not zero), overshoots to 1.20 (not 1.15) in 66.7 ms (not 166.7), -- and is fully open at 150 ms instead of 233 ms. The numbers come from -- `Scripts/anim/result_msg.lua`, exported by scratchpad/anim_export.py (ANIM_PIPELINE.md); -- nothing here is fitted by eye. -- -- The bubble PNGs no longer bake the message in -- text is drawn separately with -- `text.create_text`, sharing the bubble's pop scale/fade so the two still move as one. -- (The cabinet fades its TEXT in separately, five frames behind the bubble art; we don't -- replicate that stagger here -- the exported sample table only covers the "success" label -- range MSG_F0..MSG_F1, so sampling f-4 near f0 would land before that range starts.) ResultCrownMessage = {} ResultCrownMessage.__index = ResultCrownMessage local F = 1000 / 60 -- FAIL SOFT (ROUND 8 rule): a missing or malformed generated table must degrade to "no pop", -- never take the result screen down at require time. local _ok, msg_anim = pcall(require, "anim/sampler") if not _ok then msg_anim = { safe = function() local n = {} n.at = function() return nil end; n.get = function() return nil end n.label = function() return nil end; n.has = function() return false end n.first = function() return 0 end; n.last = function() return 0 end return n end } end local MSG = msg_anim.safe("anim/result_msg") local MSG_TRACK = "#277@0" local MSG_F0 = MSG:label("success") or 35 -- the exported range starts here local MSG_F1 = math.max(MSG_F0, MSG:last()) -- frame (pre is_2p offset) is the judgement: 0 miss, 1 near, 2 success, 3 perfect -- (result_player.lua's gauge_state/gauge_length -> frame mapping). local MSG_KEY = { [0] = "crown_message_miss", [1] = "crown_message_near", [2] = "crown_message_success", [3] = "crown_message_perfect", } -- Bubble centres, from Graphics/result/crown/texture.json's "message" entries -- (1P x=410, 2P x=989, both y=626) plus half the bubble art's canvas size (520x340, -- unchanged from the original baked PNGs) -- the anchor `tex.draw_texture(..., -- center = true)` scales around. local MSG_W, MSG_H = 520, 340 local MSG_CENTER = { { 410 + MSG_W / 2, 626 + MSG_H / 2 }, -- 1P { 989 + MSG_W / 2, 626 + MSG_H / 2 }, -- 2P } function ResultCrownMessage.new(frame, is_2p) local self = setmetatable({}, ResultCrownMessage) self.t0 = tex.get_current_ms() self.now = self.t0 self.frame = frame + (is_2p and 4 or 0) self.is_2p = is_2p self.t_msg = tex.load_texture("result/crown/message") local key = MSG_KEY[frame] self.t_text = key and text.create_text(key, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false, 4, 2) or nil return self end function ResultCrownMessage:update(current_ms) self.now = current_ms end function ResultCrownMessage:draw() if not self.t_msg then return end local f = MSG_F0 + (self.now - self.t0) * 0.06 if f > MSG_F1 then f = MSG_F1 end local scale = MSG:get(MSG_TRACK, f, "sx") or 1.0 local fade = MSG:get(MSG_TRACK, f, "a") or 1.0 if fade <= 0 then return end tex.draw_texture(self.t_msg, { frame = self.frame, scale = scale, center = true, fade = fade, index = self.is_2p and 1 or 0, }) local t = self.t_text if t and t.width and t.width > 0 then local c = MSG_CENTER[self.is_2p and 2 or 1] local w, h = t.width * scale, t.height * scale t:draw({ x = c[1] - w / 2, y = c[2] - h / 2, x2 = w - t.width, y2 = h - t.height, fade = fade, }) end end