148 lines
4.7 KiB
Lua
148 lines
4.7 KiB
Lua
-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/bg_fever.lua.
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-- The gogo/clear backdrop is a static plate plus scrolling strips, wiped in/out
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-- over a fixed-length fade; falls back to the plate only when data is missing.
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local ok, DATA = pcall(require, "background/bg_data/bg_fever")
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if not ok or type(DATA) ~= "table" then DATA = {} end
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-- per-element replay of the cabinet movie when bg_data/bg_anim/bg_fever_N.lua
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-- has been exported; the layer lists above stay as the fallback.
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local ok_anim, BGAnim = pcall(require, "background/bg_objects/bg_anim")
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if not ok_anim or type(BGAnim) ~= "table" then BGAnim = nil end
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local ArcadeBGFever = {}
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ArcadeBGFever.__index = ArcadeBGFever
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local TRANSITION_MS = 29000 / 60 -- normal<->fever wipe length
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function ArcadeBGFever.new(index, path)
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local self = setmetatable({}, ArcadeBGFever)
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self.name = "bg_fever_" .. index
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self.path = path or "background"
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tex.load_folder(self.path, "bg_fever/" .. self.name)
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self.transitioned = false
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self.started = false
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self.elapsed = 0
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self.last_ms = nil
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self.fade = anim.fade(TRANSITION_MS, {
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initial_opacity = 0.0,
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final_opacity = 1.0,
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loop = false
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})
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self.anim = nil
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if BGAnim and (path or "background") == "background" then
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self.anim = BGAnim.new(self.name, path)
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end
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self.layers = {}
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local d = DATA[self.name]
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if d and d.layers then
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for _, l in ipairs(d.layers) do
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local id = tex.get_texture(self.path .. "/" .. self.name .. "/" .. l.tex)
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if id then
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local period = l.period or 0
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table.insert(self.layers, {
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id = id,
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period = period,
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vx = l.vx or 0,
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-- enough copies to cover 1920 px whatever the phase
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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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end
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end
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if #self.layers == 0 then
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-- fail soft: draw the one name every slot ships
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local id = tex.get_texture(self.path .. "/" .. self.name .. "/background")
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if id then table.insert(self.layers, {id = id, period = 0, vx = 0, n = 0}) end
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end
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return self
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end
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function ArcadeBGFever:start()
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if self.started then return end
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self.started = true
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self.transitioned = false
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-- `normal_fever`: wipe in from wherever the (possibly mid-exit) fade sits
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local from = self.fade and self.fade.attribute or 0.0
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self.fade = anim.fade(TRANSITION_MS, {
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initial_opacity = from,
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final_opacity = 1.0,
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loop = false
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})
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self.fade:start()
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end
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-- Falling edge (`fever_normal`); re-arms start() for the next clear.
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function ArcadeBGFever:stop()
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if not self.started then return end
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self.started = false
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self.transitioned = false
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local from = self.fade and self.fade.attribute or 1.0
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self.fade = anim.fade(TRANSITION_MS, {
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initial_opacity = from,
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final_opacity = 0.0,
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loop = false
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})
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self.fade:start()
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end
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-- True while anything of this backdrop is on screen (entering, steady, or exiting).
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function ArcadeBGFever:is_visible()
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if self.started then return true end
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return (self.fade.attribute or 0) > 0.001 and not self.fade.is_finished
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end
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function ArcadeBGFever:update(current_time_ms)
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if self.last_ms then
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local dt = current_time_ms - self.last_ms
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if dt > 0 and dt < 500 then self.elapsed = self.elapsed + dt end
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end
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self.last_ms = current_time_ms
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if self.anim then self.anim:update(current_time_ms) end
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if not self.transitioned then
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self.fade:update(current_time_ms)
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if self.started and self.fade.is_finished then self.transitioned = true end
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end
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end
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function ArcadeBGFever:draw()
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local fade = self.transitioned and 1.0 or self.fade.attribute
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if self.anim then
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self.anim:draw(fade)
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return
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end
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-- back to front, in the cabinet's own depth order (load-bearing)
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for _, l in ipairs(self.layers) do
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if l.period > 0 then
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local off = (self.elapsed / 1000.0) * l.vx
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off = off % l.period
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if off > 0 then off = off - l.period end
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for i = 0, l.n do
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tex.draw_texture(l.id, { x = off + i * l.period, fade = fade })
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end
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else
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tex.draw_texture(l.id, { fade = fade })
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end
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end
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end
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function ArcadeBGFever:destroy()
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tex.unload_folder(self.path, "bg_fever/" .. self.name)
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if self.anim then self.anim:destroy() end
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end
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local BGFever = {}
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BGFever.Base = ArcadeBGFever
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BGFever.Arcade = ArcadeBGFever
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function BGFever.create(index, path)
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return ArcadeBGFever.new(index, path)
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end
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return BGFever
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