-- YataiDON-HSS override of PyTaikoGreen/entry/costume_menu.lua -- Arcade (reference cabinet) "きせかえをえらぼう!" layout, ported from -- script_lua/entry/costume_select_one.lua (+ setting_base.lua for the red/teal panel and -- common/ControlGuide.lua ControlGuideS for the えらぶ/決定 drum hint). -- Texture NAMES are fixed by the engine (generated from PyTaikoGreen), so arcade art is stored -- under parent names: box_center_1p/2p = panel, box_top_1p = pill, box_bottom_1p = drum hint. -- entry/setting_base settingbase_1p_instance/board_instance -> box_center_1p / box_center_2p -- (drawn by Scripts/entry/player.lua BEFORE the Don, so the Don stands -- inside the panel like the arcade don1p at (498,480); this script signals -- the open menu through __hss_costume_panel[side] = now_ms) -- entry/costume costume_1p_instance (498,540): board_instance/select_instance at -- (0,220): 5 icon_instance_N at x -200..+200 (pitch 100), arrows +-277, -- text_title box 798x126 at (-398,-398) font 54 left-aligned (vertically -- centred in the box -> y 205), guide_instance at (0,337). -- costume_2p_instance is the same at (1422,540) => +924. -- The engine's (x,y) offsets are NOT used for drawing: the arcade positions are absolute -- per side (see skin_config_entry.json which sets entry_costume_menu_1p/2p to (0,0)/(924,0) -- so the C++ costume_select_mode icon row lines up too). All numbers are 1080p pixels. -- -- ROUND 11 — the ROW MODEL is now the arcade's (costume_select_one.lua UpdateIcon): -- * the five icon slots are FIXED and the yellow cursor ring MOVES between them; the row -- only scrolls (`select_offset_`) once the cursor is already at an end. Before this round -- the ring was nailed to the centre slot and the whole list rotated under it. -- * the ◀ / ▶ arrows are visibility flags, not decoration: `arrow_l` is hidden exactly when -- the highlighted item is the first of the list, `arrow_r` when it is the last. -- * cursor pulse, arrow drift and the board fade-in are sampled from the cabinet's own -- timelines via Scripts/anim (ANIM_PIPELINE.md); all three fail soft. -- The arcade's five items ARE our engine's `default / preset_1 / preset_2 / preset_3 / -- random_item` (Don.kPreset_Default / Cool / Cute / Joke / Coice); `costume` and `head_body` -- are YataiDON-only extras, which is why the row is 7 long and pages. -- ROUND 12 — the five preset rows now WORK (C-cos-1/2/3 closed, engine side; see -- ENGINE_BINDINGS.md). They dress the Don while highlighted and commit on don, gated on the -- skin_config flag `costume_preset_slots`. Still not expressible: the no-wrap clamp (C-cos-5) -- and the decide animation (C-cos-4). local anim = require("anim/sampler") CostumeMenu = {} CostumeMenu.__index = CostumeMenu local CX, CY = 498, 540 -- costume_1p_instance root placement local SIDE_OFF_2P = 924 -- costume_2p_instance - costume_1p_instance local PITCH = 100 -- icon_instance pitch local PITCH_CPP = 80 -- C++ CostumeMenu::draw uses ITEM_W = 80 in costume_select_mode local PILL_Y = CY + 220 -- 760 local ARROW_DX = 277 local SLOTS = 5 -- icon_instance_1..5 -- arcade text_title box (100..898, 142..268), font 54, left aligned, vertically centred local TITLE_X, TITLE_Y, TITLE_SIZE = 100, 205, 54 local GUIDE_X, GUIDE_Y = CX, CY + 337 -- (498,877) -- control_guide_s s_menfuchi_kp: select pill at -133, decide pill at +40, text +78 right of each pill local GUIDE_SEL_DX, GUIDE_DEC_DX, GUIDE_TEXT_DY, GUIDE_SIZE = -133 + 78, 40 + 78, 0, 24 -- Cabinet timelines (entry/costume.nulm), exported by scratchpad/anim_export.py: -- costume_cursor sprite 19 `cursor_anim_instance` loop 0..59 (1 s), decide 60..100 -- #13@0 = outer ring (alpha 1 -> 0 @f29 -> 1 @f58) -- #15@1 = inner ring (alpha 1 -> 0.398 @f29 -> 1 @f58) -- costume_arrow sprite 40 `arrow_*_instance` arrow_on 5..19, tx 0 -> 2.35 outward, looping -- costume_board sprite 51 `costume_1p_instance` fade_in 5..15 (alpha 0 -> 1, scale 0.9 -> 1) local CURSOR_ANIM = anim.safe("anim/costume_cursor") local ARROW_ANIM = anim.safe("anim/costume_arrow") local BOARD_ANIM = anim.safe("anim/costume_board") local CURSOR_LOOP_F = 60 -- `decide` starts at 60; the loop is 0..59 local ARROW_F0, ARROW_LOOP_F = 5, 15 local BOARD_F0, BOARD_F1 = 5, 15 __hss_costume_panel = __hss_costume_panel or {} -- ROUND 11 — the board fade-in also has to reach the red/teal panel, which player.lua draws -- (before the Don, so the Don stands inside it). Alpha only: scaling the panel would need the -- Don scaled and re-centred with it, and the arcade's 0.9 -> 1.0 board scale is one frame of -- polish against that risk. Consumers must treat a missing entry as "fully opaque". __hss_costume_fade = __hss_costume_fade or {} -- ROUND 6 (item 36) — costume-change smoke. `costume_select_one.lua` StartSmoke() plays -- `smoke_instance` "smoke_in" every time the Don's costume is swapped; in YataiDON the swap -- happens in CostumeMenu::handle_input (EntryPlayer::handle_input rebuilds the Chara3D as soon -- as `costume_icon_index` / `pick_stage` changes), and every one of those moves plays a hit -- sound. Lua has no input hook, but `audio.is_sound_playing` is bound, so a rising edge on -- don/kat while `costume_select_mode` is true is exactly the frame the costume changed. -- Scripts/entry/player.lua draws the smoke over the Don from this timestamp. __hss_costume_smoke = __hss_costume_smoke or {} -- Engine order (CostumeMenu::ITEMS, costume_menu.h) — do NOT permute: `selected_index` moves -- +-1 through THIS order, so any re-ordering of the row would make the cursor jump around it. local ITEM_KEYS = { "costume", "default", "head_body", "preset_1", "preset_2", "preset_3", "random_item", } local GUIDE_TEXT = { ja = { "えらぶ", "決定" }, en = { "Move", "Confirm" }, zh = { "選擇", "決定" }, } local function detect_lang(s) if s:find("[\227-\239]") then -- kana block (U+3040..U+30FF) => ja, otherwise CJK => zh if s:find("\227[\129-\131]") then return "ja" end return "zh" end return "en" end local function clamp(v, lo, hi) if v < lo then return lo end if v > hi then return hi end return v end function CostumeMenu.new(is_2p, text_str, title_x, title_y) local self = setmetatable({}, CostumeMenu) self.is_2p = is_2p self.side = is_2p and 1 or 0 self.off = is_2p and SIDE_OFF_2P or 0 local suffix = is_2p and "2p" or "1p" self.panel = tex.load_texture("entry/costume_select/box_center_" .. suffix) -- drawn by player.lua self.pill = tex.load_texture("entry/costume_select/box_top_1p") -- icon-row pill self.guide = tex.load_texture("entry/costume_select/box_bottom_1p") -- えらぶ/決定 drum hint self.item_box = tex.load_texture("entry/costume_select/item_box_" .. suffix) self.item_box_hl = tex.load_texture("entry/costume_select/item_box_highlighted") self.blue_arrow = tex.load_texture("entry/costume_select/blue_arrow") -- keep the parent's names the C++ looks up loaded tex.load_texture("entry/costume_select/text_highlight_" .. suffix) self.items = {} for _, key in ipairs(ITEM_KEYS) do local id = tex.load_texture("entry/costume_select/" .. key) local info = tex.get_texture_info("costume_select", key) self.items[#self.items + 1] = { id = id, width = info and info.x2[1] or 84, height = info and info.y2[1] or 84, } end self.ib_info = tex.get_texture_info("costume_select", "item_box_" .. suffix) self.hl_info = tex.get_texture_info("costume_select", "item_box_highlighted") self.arr_info = tex.get_texture_info("costume_select", "blue_arrow") -- arcade: font 54 white, outline 6 (renderer default = black); thickness here is x1.5 on screen self.title_text = text.create_raw_text(text_str, TITLE_SIZE, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false, 4, 2.0) local lang = detect_lang(text_str) local gt = GUIDE_TEXT[lang] or GUIDE_TEXT.ja self.guide_sel = text.create_raw_text(gt[1], GUIDE_SIZE, { 30, 30, 30, 255 }, { 30, 30, 30, 255 }, false, 0, 1.0) self.guide_dec = text.create_raw_text(gt[2], GUIDE_SIZE, { 30, 30, 30, 255 }, { 30, 30, 30, 255 }, false, 0, 1.0) self.costume_select_mode = false -- arcade cursor_idx_ (1..5, here 0-based) and select_offset_ self.cursor = 0 self.offset = 0 self.prev_index = nil self.now_ms = tex.get_current_ms() self.open_ms = self.now_ms __hss_costume_panel[self.side] = self.now_ms __hss_costume_fade[self.side] = 0 return self end function CostumeMenu:update(current_ms) self.now_ms = current_ms -- keep the panel flag alive while this menu exists (player.lua draws the panel under the Don) __hss_costume_panel[self.side] = current_ms -- costume-change smoke (see the __hss_costume_smoke note above) local hit = audio.is_sound_playing("don") or audio.is_sound_playing("kat") if self.costume_select_mode then if not self.was_select_mode then -- entering the icon picker rebuilds the Chara3D straight away (chara_index = -1) __hss_costume_smoke[self.side] = current_ms elseif hit and not self.hit_prev then __hss_costume_smoke[self.side] = current_ms end end self.was_select_mode = self.costume_select_mode self.hit_prev = hit end -- board fade-in: `costume_1p_instance` label fade_in (f5..f15), alpha only (see __hss_costume_fade) function CostumeMenu:board_fade() local f = BOARD_F0 + (self.now_ms - self.open_ms) * 0.06 if f >= BOARD_F1 then return 1.0 end local _, a = BOARD_ANIM:at("board_instance", f) if a == nil then return 1.0 end return a end -- arcade UpdateIcon: the icons sit still and the cursor moves; the window only scrolls when -- the cursor is already parked at an end. `selected_index` is the engine's absolute item index -- and it WRAPS (`(i +- 1 + n) % n`), which the arcade never does — a wrap therefore snaps the -- window to the corresponding end instead of stepping. function CostumeMenu:track_cursor(selected_index, n) local max_offset = math.max(0, n - SLOTS) local prev = self.prev_index if prev == nil then self.offset = clamp(selected_index - 2, 0, max_offset) elseif selected_index == prev then -- nothing moved elseif selected_index == (prev + 1) % n then if prev == n - 1 then -- wrapped last -> first self.offset = 0 elseif selected_index > self.offset + SLOTS - 1 then self.offset = self.offset + 1 end elseif selected_index == (prev - 1 + n) % n then if prev == 0 then -- wrapped first -> last self.offset = max_offset elseif selected_index < self.offset then self.offset = self.offset - 1 end else -- unexpected jump: re-centre self.offset = clamp(selected_index - 2, 0, max_offset) end self.offset = clamp(self.offset, 0, max_offset) self.cursor = clamp(selected_index - self.offset, 0, SLOTS - 1) self.offset = selected_index - self.cursor -- keep offset+cursor == selected_index self.prev_index = selected_index end -- centre of slot i (0..4) in screen px function CostumeMenu:slot_center(i) if self.costume_select_mode then -- match the C++ icon row: base = item_box x + engine x, ITEM_W = 80 local base = self.ib_info.x[1] + self.engine_x return base + i * PITCH_CPP + PITCH_CPP / 2, self.ib_info.y[1] + self.engine_y + PITCH_CPP / 2 end return CX + self.off + (i - 2) * PITCH, PILL_Y end -- ROUND 12 — `preset_seq` is the engine's 5th draw_bg argument (CostumeMenu::draw), added -- with the working preset/random slots. It bumps every time a preset row dressed the Don: -- landing on `default/preset_1..3` (a one-off change, the set's draw is sticky for the visit), -- landing on `random_item` (a FRESH uniform draw over the whole wardrobe every single time, -- so the Don visibly changes outfit on each landing), and leaving the row for `costume` / -- `head_body` (the preview is dropped and the Don goes back to his saved outfit). -- The arcade fires `smoke_instance` "smoke_in" on exactly those `UpdateDon()` calls, so the -- seq edge drives the same smoke the sub-list already uses. Skins that predate the argument -- just get `nil` here, which is why every use is guarded. function CostumeMenu:draw_bg(x, y, selected_index, costume_select_mode, preset_seq) if preset_seq and preset_seq ~= self.preset_seq then if self.preset_seq ~= nil then __hss_costume_smoke[self.side] = tex.get_current_ms() end self.preset_seq = preset_seq end self.costume_select_mode = costume_select_mode self.engine_x, self.engine_y = x, y self.now_ms = tex.get_current_ms() __hss_costume_panel[self.side] = self.now_ms local fade = self:board_fade() __hss_costume_fade[self.side] = fade local n = #self.items if costume_select_mode then -- the engine's own costume list: C++ draws a wrapping 5-wide window CENTRED on -- costume_icon_index, so the ring belongs on the middle slot there. self.cursor, self.offset, self.prev_index = 2, 0, nil else self:track_cursor(selected_index, n) end -- the panel itself is drawn by player.lua (under the Don); see header tex.draw_texture(self.pill, { x = self.off, fade = fade }) local hw = self.ib_info.x2[1] / 2 local hlw = self.hl_info.x2[1] / 2 -- cursor_anim `loop`: free-running 60-frame pulse, not restarted by a cursor move. -- Our ring is ONE baked texture (outer #13 + inner #15 unioned), so it follows the inner -- ring's curve — the one that never reaches 0 — and the opaque hexagon base is drawn -- underneath it so only the yellow rim breathes (LUA_CAPABILITIES C-cos-6). local pulse = CURSOR_ANIM:at("#15@1", (self.now_ms * 0.06) % CURSOR_LOOP_F) or 1.0 for i = 0, SLOTS - 1 do local cx, cy = self:slot_center(i) tex.draw_texture(self.item_box, { x = cx - hw - self.ib_info.x[1], y = cy - hw - self.ib_info.y[1], fade = fade }) if i == self.cursor then tex.draw_texture(self.item_box_hl, { x = cx - hlw - self.hl_info.x[1], y = cy - hlw - self.hl_info.y[1], fade = fade * pulse, }) end end if not costume_select_mode then for i = 0, SLOTS - 1 do local item = self.items[self.offset + i + 1] if item and item.id then local cx, cy = self:slot_center(i) tex.draw_texture(item.id, { x = cx - item.width / 2, y = cy - item.height / 2, fade = fade }) end end end end function CostumeMenu:draw_fg(x, y) local fade = __hss_costume_fade[self.side] or 1.0 -- arrow_on: a looping 15-frame outward drift of 2.35 px, alpha 1 (NOT a fade pulse). local drift = ARROW_ANIM:at("#38@0", ARROW_F0 + (self.now_ms * 0.06) % ARROW_LOOP_F) or 0.0 -- arcade UpdateIcon: each arrow is hidden exactly when there is nothing further that way. local index = self.offset + self.cursor local show_l = self.costume_select_mode or index > 0 local show_r = self.costume_select_mode or index < #self.items - 1 -- texture.json already puts the arrow at the right end (CX+277); x below is the delta if show_r then tex.draw_texture(self.blue_arrow, { x = self.off + drift, fade = fade }) end if show_l then tex.draw_texture(self.blue_arrow, { mirror = "horizontal", x = self.off - 2 * ARROW_DX - drift, fade = fade }) end -- title, top-left inside the panel (arcade text box 100..898 x 142..268, left aligned) self.title_text:draw({ x = TITLE_X + self.off, y = TITLE_Y - self.title_text.height / 2, fade = fade }) -- えらぶ / 決定 drum hint under the panel tex.draw_texture(self.guide, { x = self.off, fade = fade }) local gx, gy = GUIDE_X + self.off, GUIDE_Y + GUIDE_TEXT_DY self.guide_sel:draw({ x = gx + GUIDE_SEL_DX - self.guide_sel.width / 2, y = gy - self.guide_sel.height / 2, fade = fade }) self.guide_dec:draw({ x = gx + GUIDE_DEC_DX - self.guide_dec.width / 2, y = gy - self.guide_dec.height / 2, fade = fade }) end