276 lines
14 KiB
Lua
276 lines
14 KiB
Lua
-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/dan.lua: bg_overlay/bg_overlay_2 tile step + scroll period use x2[1]
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local DonBGBase = require("background/bg_objects/donbg/base")
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local BGNormal = require("background/bg_objects/bg_normal")
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local Footer = require("background/bg_objects/footer")
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local ChibiController = require("background/bg_objects/chibi")
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local DanInfo = require("background/bg_objects/dan_info")
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local COLLAB_PATH = "background/collab/dan"
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-- Custom DonBG: DonBG6 draw-shape but with extra bg_overlay_2 scroll
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local DanDonBG = setmetatable({}, { __index = DonBGBase })
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DanDonBG.__index = DanDonBG
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function DanDonBG.new(player_num)
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local self = setmetatable({}, DanDonBG)
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local base = DonBGBase.new(1, player_num, COLLAB_PATH)
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for k, v in pairs(base) do self[k] = v end
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self.overlay_move = tex.get_animation(2)
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local bg_overlay_info = tex.get_texture_info(self.name, "bg_overlay")
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self.bg_overlay_width = bg_overlay_info and bg_overlay_info.x2[1] or 0
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local bg_overlay_2_info = tex.get_texture_info(self.name, "bg_overlay_2")
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self.bg_overlay_2_width = bg_overlay_2_info and bg_overlay_2_info.x2[1] or 0
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self.overlay_move_2 = anim.move(8000, {
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total_distance = -self.bg_overlay_2_width, loop = true
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})
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self._id_bg_overlay = tex.get_id(self.name, "bg_overlay") or 0
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self._id_bg_overlay_2 = tex.get_id(self.name, "bg_overlay_2") or 0
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self._id_overlay_1 = tex.get_id(self.name, "overlay_1") or 0
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self._id_bg_overlay_3 = tex.get_id(self.name, "bg_overlay_3") or 0
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self._id_overlay_2 = tex.get_id(self.name, "overlay_2") or 0
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self._id_layer_a = tex.get_id(self.name, "layer_a")
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self._id_layer_b = tex.get_id(self.name, "layer_b")
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self._id_layer_c = tex.get_id(self.name, "layer_c")
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self._id_layer_d = tex.get_id(self.name, "layer_d")
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self._id_petal = tex.get_id(self.name, "petal")
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-- ROUND 26 (r26-danbg-tiling): DonBGBase:draw() never calls draw_textures
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-- below (that hook does not exist on the base class and is dead code --
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-- true here and in every other bg_collabs/*.lua override, grep shows only
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-- definitions, zero call sites). What it actually renders is
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-- self.states.normal, which DonBGBase.new() just populated from
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-- background/bg_data/donbg.lua's entry for name "0_1" -- generated by
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-- r13-bg's export script from the ARCADE's *plain gameplay* donbg tile
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-- (period=496, vx=-93.29 px/s, an 8 px gradient strip meant to scroll and
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-- wrap every 496 px). Round 19b swapped this folder's `background.png` for
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-- the unrelated 1920x280 donbg_dojo_1p flatten but never touched this
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-- table, so draw_layers was tiling the new full-width art at n=ceil(1920/
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-- 496)+1=5 copies 496 px apart -- exactly the "4-5 vertical seams / sakura
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-- clusters cutting off at boundaries" the user's screenshot showed.
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-- donbg_dojo_1p has no measured scroll (full.py sampled all 10 keyframes
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-- of MC 29, every shape's matrix is identical across frames -- this movie
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-- is not animated in the .nulm at all), so the correct list is exactly
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-- what the dead draw_textures override above already intended: the band
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-- and bg_overlay_3 (round 7's 段位道場 title) each drawn once, period=0.
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-- Bypassing the shared generated table here (instead of hand-editing it)
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-- keeps every OTHER DonBGBase instance -- the plain non-dan gameplay donbg
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-- pool, which legitimately owns and needs that "0_1" period=496 entry --
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-- untouched.
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--
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-- ROUND 76 (r76-gamedan-band-and-autoplay): the "no measured scroll"
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-- sentence above is WRONG, and so is ROUND 35 point 4 which re-derived it.
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-- Both sampled the movie's ROOT node (`#28@0`, character 29) -- which has
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-- only 10 frames and IS constant (tx=960 ty=138 m=[1,0,0,1] on every one of
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-- frames 0..9) -- and never descended into its children. Dumped in full
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-- (`lumen_anim_dump --all --leaves --range 0,1759`, 1760 frames, 47 nodes)
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-- the CHILDREN all scroll, each on its own period:
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-- #6@1 -> -1.500000 px/frame = -90.0000 px/s, wrap 1920 px, loop 1281 f
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-- #10@2 -> -1.200750 px/frame = -72.0450 px/s, wrap 1920 px, loop 1600 f
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-- #16@3 -> -1.091529 px/frame = -65.4918 px/s, wrap 1920 px, loop 1760 f
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-- #27@6 -> -0.750000 px/frame = -45.0000 px/s, wrap 960 px, loop 1281 f
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-- #19@4/#19@5 -> two sakura-petal drifters, 320-frame loop, see below
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-- The picture already changes on FRAME 1 (105,247 px differ from frame 0).
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-- The band is therefore drawn as the real five-layer parallax it is: an
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-- opaque navy seigaiha plate, two cloud silhouette bands, a seigaiha-filled
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-- cloud band, the falling petals, and a sakura-blossom row.
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--
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-- Fail-soft: any layer whose PNG/texture.json entry is missing is simply
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-- left out; with none of them present this degrades to the bare opaque
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-- plate (background.png is fully opaque, alpha 255/255 everywhere), never
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-- to gaps or to the parent's art.
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local back, front = {}, {}
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local function add(list, id, period, vx)
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if id == nil then return end
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table.insert(list, {
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id = id, frame = 0, index = 0, period = period, vx = vx,
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n = (period > 0) and (math.ceil(1920 / period) + 1) or 0,
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})
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end
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add(back, self._id_bg, 0, 0) -- static plate (donbg_dojo_1p shape rec 0)
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add(back, self._id_layer_a, 1920, -90.0000) -- #6@1 dark cloud silhouettes
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add(back, self._id_layer_b, 1920, -72.0450) -- #10@2 outlined cloud bands
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add(back, self._id_layer_c, 1920, -65.4918) -- #16@3 seigaiha-filled clouds
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-- petals (#19@4/#19@5) are drawn between these two lists -- they sit at
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-- root depths 4 and 5, i.e. under #27@6.
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add(front, self._id_layer_d, 960, -45.0000) -- #27@6 sakura blossom row
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-- ROUND 92 -- user asked for the 段位道場 title not to appear on the play
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-- background (「段位道場這四個字不要出現」). ROUND 7's `bg_overlay_3` draw is
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-- removed rather than the art deleted, so restoring it is one line.
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self._layers_back = back
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self._layers_front = front
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self.states = { normal = {} }
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for _, l in ipairs(back) do table.insert(self.states.normal, l) end
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for _, l in ipairs(front) do table.insert(self.states.normal, l) end
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-- ROUND 60 (r60-collab-fix-all): DonBGBase now routes collab paths through
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-- the draw_textures contract; dan is the one collab whose correct list is
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-- the hand-built states above, so it opts back into the layer path.
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self.use_layers = true
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return self
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end
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-- ROUND 76: the two petal drifters. Root depths 4 and 5 place the SAME shape
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-- record (480x240, nine sakura petals) 960 px apart and walk both of them from
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-- (2073,-218) to (675,525) over 320 frames, then snap back -- measured off the
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-- anim dump, and confirmed by pasting shape record 5 centre-registered at the
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-- dumped (tx,ty) on top of the plate+tile reconstruction: mean abs error
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-- against the cabinet's own render drops from 2.08 to 0.10 at frame 120 and
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-- from 2.61 to 0.37 at frame 1759.
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--
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-- The cabinet clips them to its 1920x276 stage; we have no stage to clip to, so
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-- the bottom half of a petal cluster would otherwise fall out of the band and
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-- over the play area for ~1.7 s of every 5.33 s cycle. `src`+`y2` crops the
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-- draw to the band instead, which is what the stage boundary does.
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local PETAL_W, PETAL_H = 480, 240
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local PETAL_LOOP_FRAMES = 320
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local PETAL_X0, PETAL_Y0 = 2073.0, -218.0
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local PETAL_DX, PETAL_DY = -4.36875, 2.321875
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local PETAL_GAP = 960.0
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-- background.png is 1920x280 pasted at screen y 0 and its row 0 is stage row
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-- -2, so screen y = stage y + 2 and the band's bottom edge is screen y 278.
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local BAND_Y_CONST = 2.0
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local BAND_BOTTOM = 278.0
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function DanDonBG:_draw_petals(y)
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if self._id_petal == nil then return end
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local f = (self.elapsed / (1000.0 / 60.0)) % PETAL_LOOP_FRAMES
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local top = (PETAL_Y0 + PETAL_DY * f) - PETAL_H / 2.0 + BAND_Y_CONST + y
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if top >= BAND_BOTTOM then return end
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local h = BAND_BOTTOM - top
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if h > PETAL_H then h = PETAL_H end
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local cx = PETAL_X0 + PETAL_DX * f
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for i = 0, 1 do
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tex.draw_texture(self._id_petal, {
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x = cx - i * PETAL_GAP - PETAL_W / 2.0,
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y = top,
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src = { x = 0, y = 0, width = PETAL_W, height = h },
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y2 = h - PETAL_H,
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})
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end
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end
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-- ROUND 76: the petals sit between the scrolling cloud bands and the sakura
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-- row, so the draw is split rather than left to DonBGBase:draw(). Dan has no
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-- fever state (states.fever is nil), so none of the base's crossfade paths
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-- applied here anyway.
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function DanDonBG:draw(y)
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y = y or 0
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self:draw_layers(self._layers_back or {}, 1.0, y)
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self:_draw_petals(y)
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self:draw_layers(self._layers_front or {}, 1.0, y)
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end
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function DanDonBG:update(current_time_ms)
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DonBGBase.update(self, current_time_ms)
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self.overlay_move:update(current_time_ms)
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self.overlay_move_2:update(current_time_ms)
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end
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-- ROUND 19 (r19-dan): `background.png` is now the arcade's own
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-- `enso_dani/enso/donbg/donbg_dojo_1p.nulm` band (measured/flattened,
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-- scratchpad/r19dn/bake -- 1920x280, navy seigaiha + sakura petals), not the
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-- inherited PyTaikoGreen 8px gradient strip. The old tiled overlay draws below
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-- (bg_overlay/bg_overlay_2/overlay_1/overlay_2, all still PyTaikoGreen's
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-- orange-diagonal art since no arcade source for THOSE specific layers was
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-- found) are dropped so they don't paint the wrong pattern back on top; the
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-- new band is one static image, not a scrolling composite, so nothing here
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-- depends on `self.move` / `self.overlay_move*` any more. `bg_overlay_3`
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-- (round 7's 段位道場 title placement) is unchanged and still drawn.
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--
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-- ROUND 26 (r26-danbg-tiling): DEAD CODE -- DonBGBase:draw() (base.lua) only
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-- ever calls draw_layers(self.states...), it has no call to draw_textures on
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-- any DonBGBase subclass anywhere in this repo. This method's intent (band +
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-- bg_overlay_3, each once) is now what DanDonBG.new() builds directly into
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-- self.states above, which IS on the real draw path. Left in place only so a
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-- future reader sees what round 19's author meant to happen; do not rely on
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-- this function running.
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function DanDonBG:draw_textures(fade, y, frame)
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tex.draw_texture(self._id_bg, { y = y })
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tex.draw_texture(self._id_bg_overlay_3)
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end
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-- Background
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local DanBackground = {}
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DanBackground.__index = DanBackground
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function DanBackground.new(player_num, bpm)
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local self = setmetatable({}, DanBackground)
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self.donbg = DanDonBG.new(player_num)
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self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
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self.footer = Footer.new(COLLAB_PATH, 0)
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self.chibi = ChibiController.new(bpm, COLLAB_PATH, 2)
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self.dan_info = DanInfo.new()
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return self
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end
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function DanBackground:update(current_ms, bpm)
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self.donbg:update(current_ms)
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self.chibi:update(current_ms, bpm)
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end
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function DanBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function DanBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function DanBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function DanBackground:handle_drumroll(player_num) end
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function DanBackground:handle_balloon(player_num) end
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function DanBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
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self.donbg:set_clear(is_clear)
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end
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-- ROUND 14 engine binding (ENGINE_BINDINGS.md): DanGameScreen::update pushes the
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-- live 段位道場 exam state here every frame. See background/bg_objects/dan_info.lua
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-- for what is drawn with it and why the rest of the panel is still the engine's.
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function DanBackground:handle_dan(player_num, state)
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self.dan_info:handle(state)
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end
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function DanBackground:draw_back()
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self.bg_normal:draw()
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self.donbg:draw()
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self.footer:draw()
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self.chibi:draw()
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end
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-- ROUND 7: the dan soul gauge's separator overlay is drawn by gauge.cpp at a hardcoded
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-- fade 0.15; the arcade composites the same 6 px black bands at 0.30 (MAPPING_hud ROUND 5c,
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-- shape 33 colour-transform alpha 77/256). GameDanScreen::draw() runs draw_fore() after the
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-- gauge, so one more pass at 0.15 composites to 1-(1-0.15)^2 = 0.2775. The overlay is static
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-- (it does not depend on the fill), so this needs no gauge state - which is just as well,
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-- because Player::update takes the dan_gauge branch and never calls Background:handle_gauge.
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function DanBackground:draw_fore()
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if not self._gauge_overlay then
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self._gauge_overlay = tex.load_texture("game/gauge_dan/overlay") or 0
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end
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if self._gauge_overlay ~= 0 then
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tex.draw_texture(self._gauge_overlay, { fade = 0.15 })
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end
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end
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-- ROUND 90 (r90-danplate-brown-and-place): the 魂ゲージ condition plate MOVED out
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-- of draw_fore() into the gauge's own draw slot. On the cabinet it is
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-- `gauge_border`, a child of `gauge_mc` inside tamashii_gauge.nulm, and the reference build's
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-- datatable/enso_post.bin target 2 puts that whole movie at draw-order row 10 of
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-- 29 -- below the notes and below every HUD readout. draw_fore() runs after
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-- Player::draw()'s draw_notes(), so from there the plate painted OVER the notes
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-- (user report 「魂guage那個白色的景,不應該把音符蓋過去」).
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-- DanGameScreen::draw() calls Background::draw_gauge(P1) right after
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-- dan_gauge.draw(); background.lua forwards it here.
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function DanBackground:draw_gauge(player_num)
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self.dan_info:draw()
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end
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function DanBackground:destroy()
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self.donbg:destroy()
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self.bg_normal:destroy()
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self.footer:destroy()
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self.chibi:destroy()
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end
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return DanBackground
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