-- "きせかえをえらぼう!" costume picker (5 fixed slots, moving cursor, scrolling window). 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 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 {} -- shared with player.lua (which draws the panel under the Don); missing entry = fully opaque __hss_costume_fade = __hss_costume_fade or {} -- costume-change smoke timestamp (drawn by player.lua over the Don) __hss_costume_smoke = __hss_costume_smoke or {} -- do not reorder: selected_index walks this exact order local ITEM_KEYS = { "costume", "default", "head_body", "preset_1", "preset_2", "preset_3", "random_item", } 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.get_texture("entry/costume_select/box_center_" .. suffix) -- drawn by player.lua self.pill = tex.get_texture("entry/costume_select/box_top_1p") -- icon-row pill self.guide = tex.get_texture("entry/costume_select/box_bottom_1p") -- えらぶ/決定 drum hint self.item_box = tex.get_texture("entry/costume_select/item_box_" .. suffix) self.item_box_hl = tex.get_texture("entry/costume_select/item_box_highlighted") self.blue_arrow = tex.get_texture("entry/costume_select/blue_arrow") self.th_info = tex.get_texture_info("costume_select", "text_highlight_" .. suffix) self.items = {} for _, key in ipairs(ITEM_KEYS) do local id = tex.get_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") -- font 54 white, outline 6 (thickness 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) -- guide words from skin_config (guide_select_label / guide_decide_label) self.guide_sel = text.create_raw_text(tex.skin_text("guide_select_label"), GUIDE_SIZE, { 30, 30, 30, 255 }, { 30, 30, 30, 255 }, false, 0, 1.0) self.guide_dec = text.create_raw_text(tex.skin_text("guide_decide_label"), GUIDE_SIZE, { 30, 30, 30, 255 }, { 30, 30, 30, 255 }, false, 0, 1.0) self.costume_select_mode = false -- 0-based cursor and scroll 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 -- top-left of the menu panel (1P left, 2P right) function CostumeMenu:position() return { self.is_2p and 924 or 0, 0 } 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 (alpha only) 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 -- icons sit still, cursor moves; the window scrolls only at an end (a wrap snaps to that end) 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 -- preset_seq bumps whenever a preset row dresses the Don; its edges fire the change smoke 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 -- C++ draws a wrapping window centred on the icon, so the ring sits mid-row 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) 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 -- free-running 60-frame pulse; only the yellow rim breathes 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, name) local fade = __hss_costume_fade[self.side] or 1.0 -- looping outward drift, 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 -- hide an arrow 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 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 }) -- name banner for the cursor's icon (costume/head/body pick only) if self.th_info then local banner_cx, banner_cy = self.th_info.x[1] + x, self.th_info.y[1] + y if name then if self.name_str ~= name then self.name_str = name self.name_text = text.create_raw_text(name, 32, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false) end self.name_text:draw({ x = banner_cx - self.name_text.width / 2, y = banner_cy - self.name_text.height / 2, fade = fade }) else self.name_str, self.name_text = nil, nil end end end