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YataiDONNijiiro/Scripts/background/bg_collabs/dan.lua
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2026-09-30 15:29:22 -04:00

181 lines
7.0 KiB
Lua

-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/dan.lua: bg_overlay/bg_overlay_2 tile step + scroll period use x2[1]
local DonBGBase = require("background/bg_objects/donbg/base")
local BGNormal = require("background/bg_objects/bg_normal")
local Footer = require("background/bg_objects/footer")
local ChibiController = require("background/bg_objects/chibi")
local DanInfo = require("background/bg_objects/dan_info")
local COLLAB_PATH = "background/collab/dan"
-- Custom DonBG: DonBG6 draw-shape but with extra bg_overlay_2 scroll
local DanDonBG = setmetatable({}, { __index = DonBGBase })
DanDonBG.__index = DanDonBG
function DanDonBG.new(player_num)
local self = setmetatable({}, DanDonBG)
local base = DonBGBase.new(1, player_num, COLLAB_PATH)
for k, v in pairs(base) do self[k] = v end
self.overlay_move = tex.get_animation(2)
local bg_overlay_info = tex.get_texture_info(self.name, "bg_overlay")
self.bg_overlay_width = bg_overlay_info and bg_overlay_info.x2[1] or 0
local bg_overlay_2_info = tex.get_texture_info(self.name, "bg_overlay_2")
self.bg_overlay_2_width = bg_overlay_2_info and bg_overlay_2_info.x2[1] or 0
self.overlay_move_2 = anim.move(8000, {
total_distance = -self.bg_overlay_2_width, loop = true
})
self._id_bg_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/bg_overlay") or 0
self._id_bg_overlay_2 = tex.get_texture(self.path .. "/" .. self.name .. "/bg_overlay_2") or 0
self._id_overlay_1 = tex.get_texture(self.path .. "/" .. self.name .. "/overlay_1") or 0
self._id_bg_overlay_3 = tex.get_texture(self.path .. "/" .. self.name .. "/bg_overlay_3") or 0
self._id_overlay_2 = tex.get_texture(self.path .. "/" .. self.name .. "/overlay_2") or 0
self._id_layer_a = tex.get_texture(self.path .. "/" .. self.name .. "/layer_a")
self._id_layer_b = tex.get_texture(self.path .. "/" .. self.name .. "/layer_b")
self._id_layer_c = tex.get_texture(self.path .. "/" .. self.name .. "/layer_c")
self._id_layer_d = tex.get_texture(self.path .. "/" .. self.name .. "/layer_d")
self._id_petal = tex.get_texture(self.path .. "/" .. self.name .. "/petal")
-- hand-built five-layer parallax band; missing layers are simply skipped.
local back, front = {}, {}
local function add(list, id, period, vx)
if id == nil then return end
table.insert(list, {
id = id, frame = 0, index = 0, period = period, vx = vx,
n = (period > 0) and (math.ceil(1920 / period) + 1) or 0,
})
end
add(back, self._id_bg, 0, 0) -- static plate (donbg_dojo_1p shape rec 0)
add(back, self._id_layer_a, 1920, -90.0000) -- #6@1 dark cloud silhouettes
add(back, self._id_layer_b, 1920, -72.0450) -- #10@2 outlined cloud bands
add(back, self._id_layer_c, 1920, -65.4918) -- #16@3 seigaiha-filled clouds
-- petals sit between the back and front lists
add(front, self._id_layer_d, 960, -45.0000) -- #27@6 sakura blossom row
-- 段位道場 title (bg_overlay_3) intentionally not drawn
self._layers_back = back
self._layers_front = front
self.states = { normal = {} }
for _, l in ipairs(back) do table.insert(self.states.normal, l) end
for _, l in ipairs(front) do table.insert(self.states.normal, l) end
-- use the hand-built layer list above
self.use_layers = true
return self
end
local PETAL_W, PETAL_H = 480, 240
local PETAL_LOOP_FRAMES = 320
local PETAL_X0, PETAL_Y0 = 2073.0, -218.0
local PETAL_DX, PETAL_DY = -4.36875, 2.321875
local PETAL_GAP = 960.0
-- background.png is 1920x280 pasted at screen y 0 and its row 0 is stage row
-- -2, so screen y = stage y + 2 and the band's bottom edge is screen y 278.
local BAND_Y_CONST = 2.0
local BAND_BOTTOM = 278.0
function DanDonBG:_draw_petals(y)
if self._id_petal == nil then return end
local f = (self.elapsed / (1000.0 / 60.0)) % PETAL_LOOP_FRAMES
local top = (PETAL_Y0 + PETAL_DY * f) - PETAL_H / 2.0 + BAND_Y_CONST + y
if top >= BAND_BOTTOM then return end
local h = BAND_BOTTOM - top
if h > PETAL_H then h = PETAL_H end
local cx = PETAL_X0 + PETAL_DX * f
for i = 0, 1 do
tex.draw_texture(self._id_petal, {
x = cx - i * PETAL_GAP - PETAL_W / 2.0,
y = top,
src = { x = 0, y = 0, width = PETAL_W, height = h },
y2 = h - PETAL_H,
})
end
end
-- petals sit between the back and front layers
function DanDonBG:draw(y)
y = y or 0
self:draw_layers(self._layers_back or {}, 1.0, y)
self:_draw_petals(y)
self:draw_layers(self._layers_front or {}, 1.0, y)
end
function DanDonBG:update(current_time_ms)
DonBGBase.update(self, current_time_ms)
self.overlay_move:update(current_time_ms)
self.overlay_move_2:update(current_time_ms)
end
-- dead code: DonBGBase:draw() uses self.states, not this hook.
function DanDonBG:draw_textures(fade, y, frame)
tex.draw_texture(self._id_bg, { y = y })
tex.draw_texture(self._id_bg_overlay_3)
end
-- Background
local DanBackground = {}
DanBackground.__index = DanBackground
function DanBackground.new(player_num, bpm)
local self = setmetatable({}, DanBackground)
self.donbg = DanDonBG.new(player_num)
self.bg_normal = BGNormal.Base.new(0, COLLAB_PATH)
self.footer = Footer.new(COLLAB_PATH, 0)
self.chibi = ChibiController.new(bpm, COLLAB_PATH, 2)
self.dan_info = DanInfo.new()
return self
end
function DanBackground:update(current_ms, bpm)
self.donbg:update(current_ms)
self.chibi:update(current_ms, bpm)
end
function DanBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
function DanBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
function DanBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
function DanBackground:handle_drumroll(player_num) end
function DanBackground:handle_balloon(player_num) end
function DanBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
self.donbg:set_clear(is_clear)
end
-- engine pushes the live 段位道場 exam state here every frame.
function DanBackground:handle_dan(player_num, state)
self.dan_info:handle(state)
end
function DanBackground:draw_back()
self.bg_normal:draw()
self.donbg:draw()
self.footer:draw()
self.chibi:draw()
end
-- dan soul gauge separator overlay (static, drawn at a hardcoded fade).
function DanBackground:draw_fore()
if not self._gauge_overlay then
self._gauge_overlay = tex.get_texture("game/gauge_dan/overlay") or 0
end
if self._gauge_overlay ~= 0 then
tex.draw_texture(self._gauge_overlay, { fade = 0.15 })
end
end
-- dan condition plate, drawn in the gauge's own layer.
function DanBackground:draw_gauge(player_num)
self.dan_info:draw()
end
function DanBackground:destroy()
self.donbg:destroy()
self.bg_normal:destroy()
self.footer:destroy()
self.chibi:destroy()
end
return DanBackground