The exported clips and backdrop movies were drawn source-over everywhere, but the cabinet places a number of glow layers with its add blend mode: the lantern glows of the lower backdrops (bg_nomal_a_01..05), the crown's radial burst, the score rank plate's effect copy, and the full-combo / donderful letter glows. Drawn source-over, those textures show up as dark or grey patches. - movie_export / clip_export record the placement's blend mode (`blend = 8` on a backdrop leaf, an 8th row value on a clip leaf; the root placement's mode is folded into its group), and bg_anim / clip_player / ending draw such leaves with blend = "additive". Data re-exported; only the blend field changed. - result_crown: the burst copies draw additively; the crown_loop shine sweep is a plain white polygon on the cabinet, so gleam frames 0..2 are white now instead of the atlas colour they were exported with. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
98 lines
3.5 KiB
Lua
98 lines
3.5 KiB
Lua
-- Ending banner (clear / full combo / donderful / fail), replayed from the cabinet
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-- movie data exported by scratchpad/lyric/clip_export.py:
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-- Scripts/game/ending_anim/ending_<kind>.lua -- frames[f+1] = {{shape, tx, ty, sx, sy, rot, a[, 8]}, ...}
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-- (an 8th value 8 marks a leaf the cabinet draws with the add blend mode)
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-- Graphics/game/ending_<kind>_anim/s<c>.png -- one texture per shape
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-- The clip plays once from frame 0 and then loops from `loop_at`, at 60 fps, on the
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-- 1920x264 stage the original places at the lane (screen y 276 for 1P; the 2P
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-- lane adds the skin's game_2p_offset). The engine keeps its own ending
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-- animation running for the sounds and hands the drawing to this object through
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-- Background:handle_ending / draw_ending.
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local Ending = {}
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Ending.__index = Ending
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local FRAME_MS = 1000.0 / 60.0
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local STAGE_Y = 276
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-- the movie root places every ending clip at (1209, 109.5) on its 1920x264 stage;
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-- the exported frames are in clip-local coordinates, so add that placement
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local CLIP_X, CLIP_Y = 1209, 109.5
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local CLIPS = { donderful = "ending_donderful", full_combo = "ending_fullcombo",
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clear = "ending_clear", fail = "ending_fail" }
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function Ending.available(kind)
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local name = CLIPS[kind]
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if not name then return false end
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local ok, data = pcall(require, "game/ending_anim/" .. name)
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return ok and type(data) == "table" and data.frames ~= nil
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end
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function Ending.new(kind, player_num, path)
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local name = CLIPS[kind]
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local ok, data = pcall(require, "game/ending_anim/" .. name)
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if not ok or type(data) ~= "table" or not data.frames then return nil end
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local self = setmetatable({}, Ending)
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self.kind = kind
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self.subset = name .. "_anim"
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self.path = path or "game"
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tex.load_folder(self.path, self.subset)
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self.data = data
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self.ids = {}
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self.t0 = nil
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self.y = STAGE_Y
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if player_num == 2 then
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local off = tex.get_skin_config("game_2p_offset")
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self.y = STAGE_Y + ((off and off.y) or 0)
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end
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return self
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end
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function Ending:id_of(shape)
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local id = self.ids[shape]
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if id == nil then
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id = tex.get_id(self.subset, "s" .. shape) or false
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self.ids[shape] = id
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end
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return id or nil
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end
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function Ending:frame(current_ms)
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if not self.t0 then self.t0 = current_ms end
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local f = math.floor((current_ms - self.t0) / FRAME_MS)
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local n, loop_at = self.data.nframes, self.data.loop_at
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if f >= n then
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local span = n - loop_at
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f = (span > 0) and (loop_at + (f - loop_at) % span) or (n - 1)
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end
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return f
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end
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function Ending:draw(current_ms)
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local rows = self.data.frames[self:frame(current_ms) + 1]
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if not rows then return end
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local shapes = self.data.shapes
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for i = 1, #rows do
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local r = rows[i]
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local s = shapes[r[1]]
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local id = s and self:id_of(r[1])
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if id then
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local sx, sy = r[4], r[5]
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tex.draw_texture(id, {
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x = CLIP_X + r[2],
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y = self.y + CLIP_Y + r[3],
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x2 = s[1] * (sx - 1),
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y2 = s[2] * (sy - 1),
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origin = { s[3] * sx, s[4] * sy },
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rotation = r[6],
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fade = r[7],
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blend = (r[8] == 8) and "additive" or nil, -- cabinet add-blended leaf
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})
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end
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end
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end
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function Ending:destroy()
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tex.unload_folder(self.path, self.subset)
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end
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return Ending
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