-- 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_id(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_id(self.name, "background") or 0 self._id_overlay = tex.get_id(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), BaseDancer.new(self.name, 1, bpm), BaseDancer.new(self.name, 1, bpm), BaseDancer.new(self.name, 1, bpm), BaseDancer.new(self.name, 1, bpm), } 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) -- ROUND 60 (r60-collab-fix-all): Fever.create(3, ...) used index 3 both -- as the class selector AND the folder suffix, loading fever/fever_3 -- -- which no collab ships (the art is fever/fever_0/overlay.png). The load -- failed ("No textures loaded"), _id_overlay stayed 0, and at 魂-max the -- draw painted texture id 0 (whatever sheet owns that id) bouncing over -- the band. Class Fever3 (single-overlay draw), 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 -- ROUND 52 (r52-lua-divergence-fixes): reference dance_b_* count model -- (collab_dancer_model.lua) replaces the pre-R18 milestone counter. 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 -- ROUND 52: no renda on balloons/kusudama -- the reference build RendaEffect fires for -- note kinds 6/9 (drumrolls) only; see background.lua. 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) -- ROUND 52: both edges, re-triggerable (the reference build BgFever/FeverEffect::Process). 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 -- ROUND 52: reference dance_b_* model, symmetric every frame. 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() -- ROUND 52: covers the exit ramp, not just the raw flag. 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