-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/fever.lua: bounce total_distance 50*screen_scale local FEVER_EDGE_MS = 29000 / 60 local BaseFever = {} BaseFever.__index = BaseFever function BaseFever.new(index, bpm, path) local self = setmetatable({}, BaseFever) self.name = "fever_" .. index self.path = path or "background" tex.load_folder(self.path, "fever/" .. self.name) local half_beat = (60000 / bpm) / 2 self.bounce_up = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_out = "quadratic"}) self.bounce_down = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_in = "quadratic", delay = half_beat}) self._id_overlay_l = tex.get_texture(self.path .. "/" .. self.name .. "/overlay_l") self._id_overlay_r = tex.get_texture(self.path .. "/" .. self.name .. "/overlay_r") self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") self.active = false self.edge_fade = anim.fade(FEVER_EDGE_MS, {initial_opacity = 0.0, final_opacity = 0.0}) return self end function BaseFever:start() if self.active then return end self.active = true local from = self.edge_fade and self.edge_fade.attribute or 0.0 self.edge_fade = anim.fade(FEVER_EDGE_MS, {initial_opacity = from, final_opacity = 1.0}) self.edge_fade:start() self.bounce_up:start() self.bounce_down:start() end -- Falling edge (`fever_normal`); re-arms start(). function BaseFever:stop() if not self.active then return end self.active = false local from = self.edge_fade and self.edge_fade.attribute or 1.0 self.edge_fade = anim.fade(FEVER_EDGE_MS, {initial_opacity = from, final_opacity = 0.0}) self.edge_fade:start() end function BaseFever:is_visible() if self.active then return true end return (self.edge_fade.attribute or 0) > 0.001 and not self.edge_fade.is_finished end function BaseFever:alpha() if self.active and self.edge_fade.is_finished then return 1.0 end return self.edge_fade.attribute or 0.0 end function BaseFever:update(current_time_ms, bpm) self.edge_fade:update(current_time_ms) self.bounce_up:update(current_time_ms) self.bounce_down:update(current_time_ms) if self.bounce_down.is_finished then local half_beat = (60000 / bpm) / 2 self.bounce_up = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_out = "quadratic"}) self.bounce_down = anim.move(half_beat, {total_distance = 50 * tex.get_screen_scale(), ease_in = "quadratic", delay = half_beat}) self.bounce_up:start() self.bounce_down:start() end end function BaseFever:destroy() tex.unload_folder(self.path, "fever/" .. self.name) end local Fever0 = setmetatable({}, {__index = BaseFever}) Fever0.__index = Fever0 function Fever0.new(index, bpm, path) local self = setmetatable({}, Fever0) local base = BaseFever.new(index, bpm, path) for k, v in pairs(base) do self[k] = v end return self end function Fever0:draw() local a = self:alpha() if a <= 0.001 then return end local y = self.bounce_down.attribute - self.bounce_up.attribute -- fail soft when the folder shipped no art if self._id_overlay_l then tex.draw_texture(self._id_overlay_l, {y = y, fade = a}) end if self._id_overlay_r then tex.draw_texture(self._id_overlay_r, {y = y, fade = a}) end end -- Fever1 and Fever2 share the same draw as Fever0 local Fever1 = setmetatable({}, {__index = Fever0}) Fever1.__index = Fever1 function Fever1.new(index, bpm, path) local self = setmetatable({}, Fever1) local base = BaseFever.new(index, bpm, path) for k, v in pairs(base) do self[k] = v end return self end function Fever1:draw() Fever0.draw(self) end local Fever2 = setmetatable({}, {__index = Fever0}) Fever2.__index = Fever2 function Fever2.new(index, bpm, path) local self = setmetatable({}, Fever2) local base = BaseFever.new(index, bpm, path) for k, v in pairs(base) do self[k] = v end return self end function Fever2:draw() Fever0.draw(self) end local Fever3 = setmetatable({}, {__index = BaseFever}) Fever3.__index = Fever3 function Fever3.new(index, bpm, path) local self = setmetatable({}, Fever3) local base = BaseFever.new(index, bpm, path) for k, v in pairs(base) do self[k] = v end return self end function Fever3:draw() local a = self:alpha() if a <= 0.001 then return end -- fail soft on a missing fever folder if not self._id_overlay then return end local y = self.bounce_down.attribute - self.bounce_up.attribute tex.draw_texture(self._id_overlay, {y = y, fade = a}) end local FeverAnim = require("background/bg_objects/fever_anim") local Fever = {} Fever.Base = BaseFever Fever.Anim = FeverAnim Fever.Fever0 = Fever0 Fever.Fever1 = Fever1 Fever.Fever2 = Fever2 Fever.Fever3 = Fever3 -- The cabinet's random pool holds two crowds, fever_effect1 and fever_effect2 -- (fever_effect0 exists but is never drawn from). When their exported movie data -- is present that pool is the whole choice; otherwise the four flat overlays. local ANIM_POOL = { 1, 2 } local function anim_ready(path) if (path or "background") ~= "background" then return false end for _, n in ipairs(ANIM_POOL) do if not FeverAnim.available(n) then return false end end return true end function Fever.variant_count(path) if anim_ready(path) then return #ANIM_POOL end return 4 end function Fever.create(index, bpm, path) if anim_ready(path) then local crowd = FeverAnim.new(ANIM_POOL[(index % #ANIM_POOL) + 1], bpm, path) if crowd then return crowd end end local map = {Fever0, Fever1, Fever2, Fever3} return map[(index % 4) + 1].new(index % 4, bpm, path) end return Fever