-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/bg_fever.lua -- -- ROUND 12. The cabinet's gogo/clear backdrop is -- enso/background/bg_fever_a_{01,02,03}.nulm: a 1920x540 stage (the lower half -- of the screen, same anchor as bg_nomal) made of one static plate plus one to -- three named `scroll_*_mc` strips, each sliding at a constant px/frame with a -- fixed repeat period. There is no flipbook anywhere in it, so the whole rig -- ports as: plate + per-strip {tile, period, px/s}, replayed here. -- -- The measured numbers live in Scripts/background/bg_data/bg_fever.lua, -- generated by scratchpad/r12bg/bgfever.py. If that table is missing this -- falls back to drawing the static plate only -- never to the parent's art, -- because Graphics/background/bg_fever/* is fully ours (every texture name the -- generated id map declares is either a shipped layer or an 8x8 transparent -- stub). local ok, DATA = pcall(require, "background/bg_data/bg_fever") if not ok or type(DATA) ~= "table" then DATA = {} end -- per-element replay of the cabinet movie (koi, fans, tops... each on its own -- loop) when bg_data/bg_anim/bg_fever_N.lua has been exported; the layer lists -- above stay as the fallback. The rise/fall wipe is still this file's fade. local ok_anim, BGAnim = pcall(require, "background/bg_objects/bg_anim") if not ok_anim or type(BGAnim) ~= "table" then BGAnim = nil end local ArcadeBGFever = {} ArcadeBGFever.__index = ArcadeBGFever -- The cabinet wipes normal->fever over `normal_fever` (root frames 1..29 at -- 60 fps). We cannot reproduce the wipe with one texture, so it is a fade of -- the same length, and `transitioned` flips when it ends -- that is the flag -- background.lua uses to stop drawing bg_normal underneath. -- -- ROUND 52 (r52-lua-divergence-fixes): the wipe now runs on BOTH edges and is -- re-triggerable, matching the reference build `EnsoGraphicBgFever::Process` -- (EnsoGraphicBgFever.obj.c:297-308): the cached flag at +88 is compared -- against `IsNormaClear` EVERY frame, and each change of state GotoAndPlay's a -- clip -- `normal_fever` on the rising edge, `fever_normal` on the falling -- edge. The old `started`/`transitioned` one-way latch meant only the FIRST -- clear ever wiped and a gauge dropping below the norma hard-cut the fever -- backdrop in a single frame. `stop()` is the falling-edge clip (a fade of -- the same 29-frame length, from wherever the current fade sits, so an edge -- mid-wipe reverses smoothly), and `start()` re-arms after it. -- `is_visible()` is the new flag background.lua uses to keep drawing this -- object while the exit fade is still alive. local TRANSITION_MS = 29000 / 60 function ArcadeBGFever.new(index, path) local self = setmetatable({}, ArcadeBGFever) self.name = "bg_fever_" .. index self.path = path or "background" tex.load_folder(self.path, "bg_fever/" .. self.name) self.transitioned = false self.started = false self.elapsed = 0 self.last_ms = nil self.fade = anim.fade(TRANSITION_MS, { initial_opacity = 0.0, final_opacity = 1.0, loop = false }) self.anim = nil if BGAnim and (path or "background") == "background" then self.anim = BGAnim.new(self.name, path) end self.layers = {} local d = DATA[self.name] if d and d.layers then for _, l in ipairs(d.layers) do local id = tex.get_texture(self.path .. "/" .. self.name .. "/" .. l.tex) if id then local period = l.period or 0 table.insert(self.layers, { id = id, period = period, vx = l.vx or 0, -- enough copies to cover 1920 px whatever the phase n = (period > 0) and (math.ceil(1920 / period) + 1) or 0 }) end end end if #self.layers == 0 then -- fail soft: the generated table is missing or named textures this -- folder does not have. Draw the one name every slot ships. local id = tex.get_texture(self.path .. "/" .. self.name .. "/background") if id then table.insert(self.layers, {id = id, period = 0, vx = 0, n = 0}) end end return self end function ArcadeBGFever:start() if self.started then return end self.started = true self.transitioned = false -- `normal_fever`: wipe in from wherever the (possibly mid-exit) fade sits. local from = self.fade and self.fade.attribute or 0.0 self.fade = anim.fade(TRANSITION_MS, { initial_opacity = from, final_opacity = 1.0, loop = false }) self.fade:start() end -- ROUND 52: falling edge (`fever_normal`). Re-arms start() for the next clear. function ArcadeBGFever:stop() if not self.started then return end self.started = false self.transitioned = false local from = self.fade and self.fade.attribute or 1.0 self.fade = anim.fade(TRANSITION_MS, { initial_opacity = from, final_opacity = 0.0, loop = false }) self.fade:start() end -- ROUND 52: true while anything of this backdrop is on screen -- entering, -- steady, or exiting. background.lua draws bg_normal beneath whenever the -- fever plate is not yet (or no longer) fully opaque. function ArcadeBGFever:is_visible() if self.started then return true end return (self.fade.attribute or 0) > 0.001 and not self.fade.is_finished end function ArcadeBGFever:update(current_time_ms) if self.last_ms then local dt = current_time_ms - self.last_ms if dt > 0 and dt < 500 then self.elapsed = self.elapsed + dt end end self.last_ms = current_time_ms if self.anim then self.anim:update(current_time_ms) end if not self.transitioned then self.fade:update(current_time_ms) if self.started and self.fade.is_finished then self.transitioned = true end end end function ArcadeBGFever:draw() local fade = self.transitioned and 1.0 or self.fade.attribute if self.anim then self.anim:draw(fade) return end -- back to front, in the cabinet's own depth order: the static art is NOT -- all behind the strips (bg_fever_a_02's spinning tops sit in front of an -- opaque checker strip), so the order in the table is load-bearing. for _, l in ipairs(self.layers) do if l.period > 0 then local off = (self.elapsed / 1000.0) * l.vx off = off % l.period if off > 0 then off = off - l.period end for i = 0, l.n do tex.draw_texture(l.id, { x = off + i * l.period, fade = fade }) end else tex.draw_texture(l.id, { fade = fade }) end end end function ArcadeBGFever:destroy() tex.unload_folder(self.path, "bg_fever/" .. self.name) if self.anim then self.anim:destroy() end end local BGFever = {} BGFever.Base = ArcadeBGFever BGFever.Arcade = ArcadeBGFever function BGFever.create(index, path) return ArcadeBGFever.new(index, path) end return BGFever