-- YataiDON-HSS child override of PyTaikoGreen/Scripts/background/background.lua: -- byte-copy of the parent plus the ArcadeGauge overlay (3 hooks, marked below). local DonBG = require("background/bg_objects/donbg") local BGNormal = require("background/bg_objects/bg_normal") local BGFever = require("background/bg_objects/bg_fever") local Fever = require("background/bg_objects/fever") local Footer = require("background/bg_objects/footer") local Dancer = require("background/bg_objects/dancer") local Ending = require("background/bg_objects/ending") local RankBadge = require("background/bg_objects/rank_badge") local RendaController = require("background/bg_objects/renda") local ChibiController = require("background/bg_objects/chibi") local ArcadeGauge = require("background/bg_objects/arcade_gauge") -- child-only local EnsoSkip = require("background/bg_objects/enso_skip") -- child-only local PracticeBackground = require("background/bg_collabs/practice") local TutorialBackground = require("background/bg_collabs/tutorial") local A3Background = require("background/bg_collabs/a3") local AnimalBackground = require("background/bg_collabs/animal") local ButtoBackground = require("background/bg_collabs/buttoburst") local DanBackground = require("background/bg_collabs/dan") local FunassyiBackground = require("background/bg_collabs/funassyi") local ImasBackground = require("background/bg_collabs/imas") local ImasSidemBackground = require("background/bg_collabs/imas_sidem") local OshiriBackground = require("background/bg_collabs/oshiri") -- the collabs PyTaikoGreen added after this file was forked (2026-09-07/09): Green's modules local DQ10Background = require("background/bg_collabs/dq10") local GbBackground = require("background/bg_collabs/gb") local GmtBackground = require("background/bg_collabs/gmt") local GumiBackground = require("background/bg_collabs/gumi") local I7id7Background = require("background/bg_collabs/i7id7") local I7natsuBackground = require("background/bg_collabs/i7natsu") local I7revBackground = require("background/bg_collabs/i7rev") local I7triBackground = require("background/bg_collabs/i7tri") local IaBackground = require("background/bg_collabs/ia") local KobayashiBackground = require("background/bg_collabs/kobayashi") local KumamonBackground = require("background/bg_collabs/kumamon") local LoveliveBackground = require("background/bg_collabs/lovelive") local MarioBackground = require("background/bg_collabs/mario") local Mh3GBackground = require("background/bg_collabs/mh3G") local Mh3rdBackground = require("background/bg_collabs/mh3rd") local MikuBackground = require("background/bg_collabs/miku") local MomocloBackground = require("background/bg_collabs/momoclo") local PzdBackground = require("background/bg_collabs/pzd") local TohoBackground = require("background/bg_collabs/toho") local TonkatsudjBackground = require("background/bg_collabs/tonkatsudj") local ToukenBackground = require("background/bg_collabs/touken") local YmckBackground = require("background/bg_collabs/ymck") local YokaiBackground = require("background/bg_collabs/yokai") local YokaiHatsukoiBackground = require("background/bg_collabs/yokai_hatsukoi") local YokaiMatsuriBackground = require("background/bg_collabs/yokai_matsuri") local YokaiTokorotenBackground = require("background/bg_collabs/yokai_tokoroten") local YokaiYougotaBackground = require("background/bg_collabs/yokai_yougota") local COLLABS = { PRACTICE = { PracticeBackground.new, nil, 1 }, TUTORIAL = { TutorialBackground.new, nil, 1 }, A3 = { A3Background.new, "background/collab/a3", 4 }, ANIMAL = { AnimalBackground.new, "background/collab/animal", 5 }, BUTTOBURST = { ButtoBackground.new, "background/collab/buttoburst", 4 }, DAN = { DanBackground.new, "background/collab/dan", 1 }, FUNASSYI = { FunassyiBackground.new, "background/collab/funassyi", 5 }, IMAS = { ImasBackground.new, "background/collab/imas", 5 }, IMAS_CG = { ImasBackground.new, "background/collab/imas_cg", 3 }, IMAS_ML = { ImasBackground.new, "background/collab/imas_ml", 3 }, IMAS_SIDEM = { ImasSidemBackground.new, "background/collab/imas_sidem", 3 }, OSHIRI = { OshiriBackground.new, "background/collab/oshiri", 5 }, DQ10 = { DQ10Background.new, "background/collab/dq10", 5 }, GB = { GbBackground.new, "background/collab/gb", 5 }, GMT = { GmtBackground.new, "background/collab/gmt", 5 }, GUMI = { GumiBackground.new, "background/collab/gumi", 5 }, I7ID7 = { I7id7Background.new, "background/collab/i7id7", 5 }, I7NATSU = { I7natsuBackground.new, "background/collab/i7natsu", 5 }, I7REV = { I7revBackground.new, "background/collab/i7rev", 5 }, I7TRI = { I7triBackground.new, "background/collab/i7tri", 5 }, IA = { IaBackground.new, "background/collab/ia", 5 }, KOBAYASHI = { KobayashiBackground.new, "background/collab/kobayashi", 5 }, KUMAMON = { KumamonBackground.new, "background/collab/kumamon", 5 }, LOVELIVE = { LoveliveBackground.new, "background/collab/lovelive", 5 }, MARIO = { MarioBackground.new, "background/collab/mario", 5 }, MH3G = { Mh3GBackground.new, "background/collab/mh3G", 5 }, MH3RD = { Mh3rdBackground.new, "background/collab/mh3rd", 5 }, MIKU = { MikuBackground.new, "background/collab/miku", 5 }, MOMOCLO = { MomocloBackground.new, "background/collab/momoclo", 5 }, PZD = { PzdBackground.new, "background/collab/pzd", 5 }, TOHO = { TohoBackground.new, "background/collab/toho", 5 }, TONKATSUDJ = { TonkatsudjBackground.new, "background/collab/tonkatsudj", 1 }, TOUKEN = { ToukenBackground.new, "background/collab/touken", 5 }, YMCK = { YmckBackground.new, "background/collab/ymck", 5 }, YOKAI = { YokaiBackground.new, "background/collab/yokai", 5 }, YOKAI_HATSUKOI = { YokaiHatsukoiBackground.new, "background/collab/yokai_hatsukoi", 5 }, YOKAI_MATSURI = { YokaiMatsuriBackground.new, "background/collab/yokai_matsuri", 5 }, YOKAI_TOKOROTEN = { YokaiTokorotenBackground.new, "background/collab/yokai_tokoroten", 5 }, YOKAI_YOUGOTA = { YokaiYougotaBackground.new, "background/collab/yokai_yougota", 5 }, } Background = {} Background.__index = Background function Background.new(player_num, bpm, scene_preset) local self = setmetatable({}, Background) self.player_num = player_num self.bpm = bpm self.scene_preset = scene_preset self.is_2p = (player_num == 3) -- PlayerNum::TWO_PLAYER tex.load_animations("background") -- child-only: arcade soul-gauge overlay, drawn in draw_fore (in front of the HUD) self.arcade_gauge = ArcadeGauge.new() -- child-only: 演奏スキップ countdown card / dim / banner. self.enso_skip = EnsoSkip.new() _G.g_active_enso_skip = self.enso_skip local entry = (not self.is_2p) and scene_preset and COLLABS[scene_preset] or nil if entry then local ctor, path, max_dancers = entry[1], entry[2], entry[3] if path then self.collab = ctor(player_num, bpm, path, max_dancers) else self.collab = ctor(player_num, bpm) end else -- Standard (non-collab) case local max_dancers = 5 self.max_dancers = max_dancers if self.is_2p then local donbg_index = math.random(1, 6) self.donbg_1 = DonBG.create(1, "background", donbg_index) self.donbg_2 = DonBG.create(2, "background", donbg_index) local skin_cfg = tex.get_skin_config("game_2p_offset") self.p2_y_offset = skin_cfg and skin_cfg.y or 0 self.is_clear_1 = false self.is_clear_2 = false else self.donbg = DonBG.create(player_num, "background") self.bg_normal = BGNormal.create(math.random(0, 4), "background") self.bg_fever = BGFever.create(math.random(0, 3), "background") self.fever = Fever.create(math.random(0, Fever.variant_count("background") - 1), bpm, "background") self.dancer = Dancer.create(math.random(0, 20), bpm, "background", max_dancers) self.footer = Footer.new("background", math.random(0, 2)) end local renda_index = math.random(0, 2) self.renda = RendaController.new("background", renda_index) if self.is_2p then self.renda_2 = RendaController.new("background", renda_index, self.p2_y_offset) end self.chibi = ChibiController.new(bpm, "background") self.is_clear = false self.is_rainbow = false self.clear_progress = nil end return self end function Background:update(current_ms, bpm) self.bpm = bpm self.enso_skip:update(current_ms) if self.collab then self.collab:update(current_ms, bpm) else if self.is_2p then self.donbg_1:update(current_ms) self.donbg_2:update(current_ms) else self.donbg:update(current_ms) self.bg_normal:update(current_ms) self.bg_fever:update(current_ms) self.fever:update(current_ms, bpm) self.dancer:update(current_ms, bpm) end self.renda:update(current_ms) if self.renda_2 then self.renda_2:update(current_ms) end self.chibi:update(current_ms, bpm) end end function Background:handle_good(player_num) if self.collab then self.collab:handle_good(player_num) else self.chibi:add_chibi(player_num, false) end end function Background:handle_ok(player_num) if self.collab then self.collab:handle_ok(player_num) else self.chibi:add_chibi(player_num, false) end end function Background:handle_bad(player_num) if self.collab then self.collab:handle_bad(player_num) else self.chibi:add_chibi(player_num, true) end end function Background:handle_drumroll(player_num) if self.collab then self.collab:handle_drumroll(player_num) else if player_num == 2 and self.renda_2 then self.renda_2:add_renda() else self.renda:add_renda() end end end function Background:handle_balloon(player_num) if self.collab then self.collab:handle_balloon(player_num) end end function Background:handle_dan(player_num, state) if self.collab and self.collab.handle_dan then self.collab:handle_dan(player_num, state) end end function Background:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress, flash) -- child-only self.arcade_gauge:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress, flash) if self.collab then self.collab:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress) elseif self.is_2p then -- Update each player's donbg clear state independently if player_num == 1 then self.donbg_1:set_clear(is_clear) self.is_clear_1 = is_clear elseif player_num == 2 then self.donbg_2:set_clear(is_clear) self.is_clear_2 = is_clear end self.is_clear = self.is_clear_1 or self.is_clear_2 self.is_rainbow = is_rainbow else self.donbg:set_clear(is_clear) if is_clear and not self.is_clear then self.bg_fever:start() end if not is_clear and self.is_clear then self.bg_fever:stop() end if is_rainbow and not self.is_rainbow then self.fever:start() end if not is_rainbow and self.is_rainbow then self.fever:stop() end self.is_clear = is_clear self.is_rainbow = is_rainbow self:handle_dancer_count(progress, is_clear, clear_progress) end end local GAUGE_MAX = 87.0 local CLEAR_STARTS = { 52, 60, 69 } -- easy / normal / hard+oni local CLEAR_DEFAULT = 69 / GAUGE_MAX -- 0.79310 function Background:handle_dancer_count(progress, is_clear, clear_progress) if not self.dancer or not self.dancer.set_dancer_count then return end if clear_progress and clear_progress > 0 then self.clear_progress = clear_progress elseif is_clear and not self.clear_progress then -- The engine flips is_clear at gauge_length > clear_start - 1, so the -- progress at the flip is just under clear_start/87; pick the first -- threshold at or above it. local p = progress or 0 for _, cs in ipairs(CLEAR_STARTS) do if p < cs / GAUGE_MAX + 0.0005 then self.clear_progress = cs / GAUGE_MAX break end end self.clear_progress = self.clear_progress or CLEAR_DEFAULT end local cp = self.clear_progress or CLEAR_DEFAULT local r = (progress or 0) / cp local n = math.floor(2 * r + 3) if n < 3 then n = 3 elseif n > 5 then n = 5 end -- is_clear flips one gauge unit early; honour it so the fifth dancer and the -- クリア state arrive on the same frame. if is_clear then n = 5 end self.dancer:set_dancer_count(n) end function Background:draw_back() if self.collab then self.collab:draw_back() else if not self.is_2p then if self.bg_fever:is_visible() then if not self.bg_fever.transitioned then self.bg_normal:draw() end self.bg_fever:draw() else self.bg_normal:draw() end end if self.is_2p then self.donbg_1:draw(0) self.donbg_2:draw(self.p2_y_offset) else self.donbg:draw() end self.renda:draw() if self.renda_2 then self.renda_2:draw() end if not self.is_2p then self.dancer:draw() -- footer (dai band) paints after the crowd so it rises from behind it. self.footer:draw() if self.fever:is_visible() then self.fever:draw() end end self.chibi:draw() end end -- child-only. The engine only calls this when the skin declares it -- (Background::wants_skip), and it then suppresses its own skip_counter text. function Background:handle_skip(player_num, state) self.enso_skip:handle(state) end -- Ending banner (engine hook): the cabinet clip for the result kind -- ("clear" / "full_combo" / "donderful" / "fail") replaces the engine's drawing -- when its exported data exists; otherwise the engine keeps drawing its own. function Background:handle_ending(player_num, kind) self.endings = self.endings or {} if self.collab and self.collab.handle_ending then self.collab:handle_ending(player_num, kind) end if Ending.available(kind) then self.endings[player_num] = Ending.new(kind, player_num, "game") end end function Background:draw_ending(player_num) local e = self.endings and self.endings[player_num] if e then e:draw(tex.get_current_ms()) end end -- Running score (engine hook): the 粋 / 雅 / 極 plate at the player panel's top-left -- appears as each rank line is crossed (information/score `scorerank_Np`). function Background:handle_score(player_num, score) if self.collab and self.collab.handle_score then self.collab:handle_score(player_num, score) end if not RankBadge.available() then return end self.rank_badges = self.rank_badges or {} local b = self.rank_badges[player_num] if not b then b = RankBadge.new(player_num, "game") self.rank_badges[player_num] = b end b:set_score(score, tex.get_current_ms()) end -- child-only: repaint the arcade gauge for the lane whose engine gauge just drew. function Background:draw_gauge(player_num) self.arcade_gauge:draw_one(player_num) if self.collab and self.collab.draw_gauge then self.collab:draw_gauge(player_num) end end function Background:draw_fore() if self.collab then self.collab:draw_fore() end if self.rank_badges then local now = tex.get_current_ms() for _, b in pairs(self.rank_badges) do b:draw(now) end end end function Background:destroy() if _G.g_active_enso_skip == self.enso_skip then _G.g_active_enso_skip = nil end if self.endings then for _, e in pairs(self.endings) do e:destroy() end self.endings = nil end if self.rank_badges then for _, b in pairs(self.rank_badges) do b:destroy() end self.rank_badges = nil end if self.collab then self.collab:destroy() else if self.is_2p then self.donbg_1:destroy() self.donbg_2:destroy() else self.donbg:destroy() self.bg_normal:destroy() self.bg_fever:destroy() self.fever:destroy() self.dancer:destroy() self.footer:destroy() end self.renda:destroy() -- renda_2 shares the same texture folder; unload_folder is dedup-keyed -- so the second destroy is a safe no-op. if self.renda_2 then self.renda_2:destroy() end self.chibi:destroy() end end