The engine's retry flow calls ResultFadeIn:start_reverse; this override of the parent's result_fade_in.lua had no such method, so the result background never closed back over the screen before the retry. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
48 lines
1.5 KiB
Lua
48 lines
1.5 KiB
Lua
-- Result fade-in: the arcade background drawn on top and faded out (animation 15).
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ResultFadeIn = {}
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ResultFadeIn.__index = ResultFadeIn
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local ok_layers, Layers = pcall(require, "result/result_bg_layers")
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if not ok_layers then Layers = nil end
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function ResultFadeIn.new(player_num)
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local self = setmetatable({}, ResultFadeIn)
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self.player_num = player_num
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__hss_result_bg_clear = 0.0 -- first object the result scene builds; clear last run's state
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self.fade_in = tex.get_animation(15, "result")
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self.fade_in:start()
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if Layers then
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local ok, obj = pcall(Layers.new, player_num)
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if ok then self.layers = obj end
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end
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if not self.layers then
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self.t_bg = tex.get_texture(player_num == 3 and "result/background/background_2p"
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or "result/background/background_1p")
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end
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return self
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end
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-- retry: the parent plays the same cover back the other way, closing over the screen
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function ResultFadeIn:start_reverse()
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self.reversed = true
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self.fade_in:restart()
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end
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function ResultFadeIn:update(current_ms)
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self.fade_in:update(current_ms)
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end
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function ResultFadeIn:is_finished()
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return self.fade_in.is_finished
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end
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function ResultFadeIn:draw()
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local fade = self.fade_in.attribute
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if self.reversed then fade = 1 - fade end
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if self.layers then
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self.layers:draw(fade, __hss_result_bg_clear or 0.0)
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elseif self.t_bg then
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tex.draw_texture(self.t_bg, { fade = fade })
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end
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end
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