-- YataiDON-HSS: arcade result background (lumen 000_default/result/result_bg: main_mc "1p_l" / "2p"). -- -- ROUND 11: this is no longer one flat plate. `result_bg_layers.lua` draws the arcade's 14 layers -- (2 sky halves, Mt Fuji, 11 drifting cloud bars) and the header band on top of them, off the -- exported timeline `Scripts/anim/result_bg.lua`. The success ("clear") variant cross-fades in on -- the same clock, driven by `__hss_result_bg_clear`, which `result_player.lua` publishes from the -- same `fade_in_bottom` animation that draws `result/background/footer_1p` (now just the fireworks -- and sparkles, since the clear sky / Fuji / clouds are live layers). ResultBackground = {} ResultBackground.__index = ResultBackground -- FAIL SOFT: a broken layer module must not take the result screen down with it. local ok_layers, Layers = pcall(require, "result/result_bg_layers") if not ok_layers then Layers = nil end function ResultBackground.new(player_num, width) local self = setmetatable({}, ResultBackground) self.player_num = player_num self.width = width __hss_result_bg_clear = 0.0 -- DAN_RESULT builds no ResultFadeIn, so reset here too if Layers then local ok, obj = pcall(Layers.new, player_num) if ok then self.layers = obj end end if not self.layers then -- last resort: the sky plate alone, static, exactly as rounds 2-10 drew it self.t_bg = tex.load_texture(player_num == 3 and "result/background/background_2p" or "result/background/background_1p") end return self end function ResultBackground:draw() if self.layers then self.layers:draw(1.0, __hss_result_bg_clear or 0.0) elseif self.t_bg then tex.draw_texture(self.t_bg) end end