-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/a3.lua: petal period/tile step use petal_info.x2[1] local DonBGBase = require("background/bg_objects/donbg/base") 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/a3" local MAX_DANCERS = 4 -- Custom DonBG: looping screen-width tile scroll local A3DonBG = setmetatable({}, { __index = DonBGBase }) A3DonBG.__index = A3DonBG function A3DonBG.new(player_num) local self = setmetatable({}, A3DonBG) local base = DonBGBase.new(1, player_num, COLLAB_PATH) for k, v in pairs(base) do self[k] = v end self.move = anim.move(10000, { total_distance = -tex.get_screen_width(), loop = true }) return self end function A3DonBG:draw_textures(fade, y, frame) local sw = tex.get_screen_width() local sc = tex.get_screen_scale() for i = 0, math.floor(2 * sc) - 1 do tex.draw_texture(self._id_bg, { frame = frame, fade = fade, x = (i * sw) + self.move.attribute }) end end -- BGNormal: flicker overlay (anim 9) + curtain local A3BGNormal = {} A3BGNormal.__index = A3BGNormal function A3BGNormal.new() local self = setmetatable({}, A3BGNormal) self.name = "bg_0" tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name) self.flicker = tex.get_animation(9) self._id_bg = tex.get_id(self.name, "background") or 0 self._id_overlay = tex.get_id(self.name, "overlay") or 0 self._id_curtain = tex.get_id(self.name, "curtain") or 0 return self end function A3BGNormal:update(current_time_ms) self.flicker:update(current_time_ms) end function A3BGNormal:draw() tex.draw_texture(self._id_bg) tex.draw_texture(self._id_overlay, { fade = self.flicker.attribute }) tex.draw_texture(self._id_curtain) end function A3BGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end -- BGFever: extends BGFever4 pattern with petals tiling -- Uses anims 16-18 for slide-in (same as BGFever3/Python BGFever4), -- then a new looping vertical_move (duration 1300 = anim 15 duration) for petals. local A3BGFever = {} A3BGFever.__index = A3BGFever function A3BGFever.new() local self = setmetatable({}, A3BGFever) self.name = "bg_fever_0" tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name) self.transitioned = false self.horizontal_move = tex.get_animation(16) self.bg_texture_move_down = tex.get_animation(17) self.bg_texture_move_up = tex.get_animation(18) local petal_info = tex.get_texture_info(self.name, "petals") self.petal_width = petal_info and petal_info.x2[1] or 0 self.vertical_move = anim.move(1300, { total_distance = self.petal_width, loop = true }) self._id_overlay = tex.get_id(self.name, "overlay") or 0 self._id_petals = tex.get_id(self.name, "petals") or 0 return self end function A3BGFever:start() self.bg_texture_move_down:start() self.bg_texture_move_up:start() end -- ROUND 52: falling-edge re-arm -- the next start() replays the slide-in -- (anim:start() rewinds; BaseAnimation::start -> restart). function A3BGFever:reset() self.transitioned = false end function A3BGFever:update(current_time_ms) self.bg_texture_move_down:update(current_time_ms) self.bg_texture_move_up:update(current_time_ms) if self.bg_texture_move_up.is_finished and not self.transitioned then self.transitioned = true self.horizontal_move:restart() end if self.transitioned then self.horizontal_move:update(current_time_ms) end self.vertical_move:update(current_time_ms) end function A3BGFever:draw() local sc = tex.get_screen_scale() local w = self.petal_width tex.draw_texture(self._id_overlay) for i = 0, math.floor(10 * sc) - 1 do for j = 0, 1 do tex.draw_texture(self._id_petals, { x = (i * w) - self.horizontal_move.attribute, y = (j * w) + self.vertical_move.attribute }) end end end function A3BGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end -- Custom Dancer: BaseDancer + shadow overlay local BaseDancer = Dancer.Base local A3Dancer = setmetatable({}, { __index = BaseDancer }) A3Dancer.__index = A3Dancer function A3Dancer.new(name, index, bpm) local self = setmetatable({}, A3Dancer) local base = BaseDancer.new(name, index, bpm) for k, v in pairs(base) do self[k] = v end self._id_shadow = tex.get_id(self.name, "shadow") or 0 return self end function A3Dancer:draw(x) BaseDancer.draw(self, x) tex.draw_texture(self._id_shadow, { x = x, fade = 0.50 }) end -- Background local A3Background = {} A3Background.__index = A3Background function A3Background.new(player_num, bpm) local self = setmetatable({}, A3Background) self.donbg = A3DonBG.new(player_num) self.bg_normal = A3BGNormal.new() self.bg_fever = A3BGFever.new() self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH, A3Dancer) self.renda = RendaController.new(COLLAB_PATH, 0) self.chibi = ChibiController.new(bpm, COLLAB_PATH, 0) self.is_clear = false self.is_rainbow = false -- ROUND 52 (r52-lua-divergence-fixes): reference dance_b_* count model (see -- collab_dancer_model.lua). The old pre-R18 milestone counter and the -- 3-dancer pre-seed are gone: the troupe is an absolute function of the -- gauge every frame, starting at 1 (EnsoGraphicDancer.obj.c:2741). self.dancer_model = DancerModel.new(MAX_DANCERS) return self end function A3Background:update(current_ms, bpm) self.donbg:update(current_ms) self.bg_normal:update(current_ms) self.bg_fever:update(current_ms) self.dancer:update(current_ms, bpm) self.renda:update(current_ms) self.chibi:update(current_ms, bpm) end function A3Background:handle_good(player_num) self.chibi:add_chibi(player_num, false) end function A3Background:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end function A3Background:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end function A3Background:handle_drumroll(player_num) self.renda:add_renda() end -- ROUND 52: no renda on balloons/kusudama -- the reference build RendaEffect::Process fires -- for note kinds 6/9 (drumrolls) only; see background.lua's note. function A3Background:handle_balloon(player_num) end function A3Background:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress) self.donbg:set_clear(is_clear) -- ROUND 52: both edges, re-triggerable (the reference build BgFever::Process). 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 self.is_clear = is_clear self.is_rainbow = is_rainbow -- ROUND 52: reference dance_b_* model, symmetric every frame. self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress) end function A3Background: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() self.chibi:draw() end function A3Background:draw_fore() end function A3Background:destroy() self.donbg:destroy() self.bg_normal:destroy() self.bg_fever:destroy() self.dancer:destroy() self.renda:destroy() self.chibi:destroy() end return A3Background