-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/buttoburst.lua. local DonBG4 = require("background/bg_objects/donbg/4") local BGNormal = require("background/bg_objects/bg_normal") local Fever = require("background/bg_objects/fever") 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/buttoburst" local MAX_DANCERS = 4 -- BGFever: instant-transition, draws background + overlay local ButtoBGFever = {} ButtoBGFever.__index = ButtoBGFever function ButtoBGFever.new() local self = setmetatable({}, ButtoBGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.transitioned = false self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0 self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0 return self end function ButtoBGFever:start() self.transitioned = true end function ButtoBGFever:update(current_time_ms) end function ButtoBGFever:draw() tex.draw_texture(self._id_bg) tex.draw_texture(self._id_overlay) end function ButtoBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Background local ButtoBackground = {} ButtoBackground.__index = ButtoBackground function ButtoBackground.new(player_num, bpm) local self = setmetatable({}, ButtoBackground) self.donbg = DonBG4.new(5, player_num, "background") self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH) self.bg_fever = ButtoBGFever.new() -- class Fever3, folder fever_0 self.fever = Fever.Fever3.new(0, bpm, COLLAB_PATH) self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH) self.renda = RendaController.new(COLLAB_PATH, 0) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0) self.is_clear = false self.is_rainbow = false -- reference dance_b_* count model self.dancer_model = DancerModel.new(MAX_DANCERS) return self end function ButtoBackground: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 ButtoBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function ButtoBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function ButtoBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function ButtoBackground:handle_drumroll(player_num) self.renda:add_renda() end function ButtoBackground:handle_balloon(player_num) end function ButtoBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress) 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 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 self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress) end function ButtoBackground: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() if self.fever.is_visible and self.fever:is_visible() then self.fever:draw() end self.chibi:draw() end function ButtoBackground:draw_fore() end function ButtoBackground:destroy() self.donbg:destroy() self.bg_normal:destroy() self.bg_fever:destroy() self.fever:destroy() self.dancer:destroy() self.renda:destroy() self.chibi:destroy() end return ButtoBackground