-- Generic replay of an exported cabinet backdrop movie (lower half of the screen). -- -- Data: Scripts/background/bg_data/bg_anim/.lua (generated by -- scratchpad/lyric/movie_export.py): `shapes[c] = {w, h, ox, oy}` and `normal`, a -- list of shape instances in depth order, each with the period of its own loop and -- channels tx/ty/sx/sy/rot/a (one number when constant, else one value per frame; -- a = 0 means not placed) plus an optional presence mask `on`/`on_period`. -- `blend = 8` marks a leaf the cabinet draws with the add blend mode (lantern glows). -- Textures: Graphics/background/bga_/s.png. The stage is 1920x540 and is -- drawn at screen y 540; the same schema as the donbg band player. local BGAnim = {} BGAnim.__index = BGAnim local FRAME_MS = 1000.0 / 60.0 local STAGE_Y = 540 local ONE = string.byte("1") function BGAnim.available(name) local ok, data = pcall(require, "background/bg_data/bg_anim/" .. name) return ok and type(data) == "table" and data.normal ~= nil end function BGAnim.new(name, path) local ok, data = pcall(require, "background/bg_data/bg_anim/" .. name) if not ok or type(data) ~= "table" or not data.normal then return nil end local self = setmetatable({}, BGAnim) self.name = name self.subset = "bga_" .. name self.path = path or "background" tex.load_folder(self.path, self.subset) self.data = data self.ids = {} self.elapsed = 0 self.last_ms = nil return self end function BGAnim:id_of(shape) local id = self.ids[shape] if id == nil then id = tex.get_id(self.subset, "s" .. shape) or false self.ids[shape] = id end return id or nil end function BGAnim:update(current_ms) if self.last_ms then local dt = current_ms - self.last_ms if dt > 0 and dt < 500 then self.elapsed = self.elapsed + dt end end self.last_ms = current_ms end local function ch(v, i) if type(v) == "number" then return v end return v[i] end function BGAnim:draw(fade) fade = fade or 1.0 if fade <= 0.002 then return end local frame = math.floor(self.elapsed / FRAME_MS) local list = self.data.normal local shapes = self.data.shapes for k = 1, #list do local e = list[k] local i = (frame % e.period) + 1 local a = ch(e.a, i) if a > 0.002 and e.on then if e.on:byte((frame % e.on_period) + 1) ~= ONE then a = 0 end end if a > 0.002 then local s = shapes[e.shape] local id = s and self:id_of(e.shape) if id then local sx, sy = ch(e.sx, i), ch(e.sy, i) tex.draw_texture(id, { x = ch(e.tx, i), y = STAGE_Y + ch(e.ty, i), x2 = s[1] * (sx - 1), y2 = s[2] * (sy - 1), origin = { s[3] * sx, s[4] * sy }, rotation = ch(e.rot, i), fade = a * fade, blend = (e.blend == 8) and "additive" or nil, -- cabinet add-blended glows }) end end end end function BGAnim:destroy() tex.unload_folder(self.path, self.subset) end return BGAnim