258 lines
10 KiB
Lua
258 lines
10 KiB
Lua
-- YataiDON-HSS override of PyTaikoGreen/background/bg_objects/bg_normal.lua: petal spawn band 260/540 *screen_scale
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local BGNormalBase = {}
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BGNormalBase.__index = BGNormalBase
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function BGNormalBase.new(index, path)
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local self = setmetatable({}, BGNormalBase)
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self.name = "bg_" .. index
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self.path = path or "background"
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tex.load_folder(self.path, "bg_normal/" .. self.name)
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self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/background") or 0
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return self
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end
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function BGNormalBase:update(current_time_ms) end
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function BGNormalBase:draw()
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tex.draw_texture(self._id_bg)
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end
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function BGNormalBase:destroy()
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tex.unload_folder(self.path, "bg_normal/" .. self.name)
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end
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-- Index 0 and 1: background + flicker overlay (animation 9)
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local BGNormal01 = setmetatable({}, {__index = BGNormalBase})
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BGNormal01.__index = BGNormal01
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function BGNormal01.new(index, path)
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local self = setmetatable({}, BGNormal01)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(9)
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
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return self
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end
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function BGNormal01:update(current_time_ms)
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self.flicker:update(current_time_ms)
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end
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function BGNormal01:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_overlay, {fade = self.flicker.attribute})
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end
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-- Index 2: stadium lights with flicker (animation 10)
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local BGNormal2 = setmetatable({}, {__index = BGNormalBase})
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BGNormal2.__index = BGNormal2
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function BGNormal2.new(index, path)
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local self = setmetatable({}, BGNormal2)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(10)
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self._id_center = tex.get_texture(self.path .. "/" .. self.name .. "/center") or 0
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
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self._id_lamps = tex.get_texture(self.path .. "/" .. self.name .. "/lamps") or 0
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self._id_light_orange = tex.get_texture(self.path .. "/" .. self.name .. "/light_orange") or 0
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self._id_light_red = tex.get_texture(self.path .. "/" .. self.name .. "/light_red") or 0
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self._id_light_green = tex.get_texture(self.path .. "/" .. self.name .. "/light_green") or 0
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self._id_light_yellow = tex.get_texture(self.path .. "/" .. self.name .. "/light_yellow") or 0
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self._id_side_l = tex.get_texture(self.path .. "/" .. self.name .. "/side_l") or 0
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self._id_side_l_2 = tex.get_texture(self.path .. "/" .. self.name .. "/side_l_2") or 0
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self._id_side_r = tex.get_texture(self.path .. "/" .. self.name .. "/side_r") or 0
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return self
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end
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function BGNormal2:update(current_time_ms)
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self.flicker:update(current_time_ms)
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end
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function BGNormal2:draw()
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local f = self.flicker.attribute
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_center)
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tex.draw_texture(self._id_overlay)
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tex.draw_texture(self._id_lamps, {index = 0})
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tex.draw_texture(self._id_lamps, {index = 1, mirror = "horizontal"})
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tex.draw_texture(self._id_light_orange, {index = 0, fade = f})
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tex.draw_texture(self._id_light_orange, {index = 1, fade = f})
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tex.draw_texture(self._id_light_red, {fade = f})
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tex.draw_texture(self._id_light_green, {fade = f})
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tex.draw_texture(self._id_light_orange, {index = 2, fade = f})
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tex.draw_texture(self._id_light_yellow, {index = 0, fade = f})
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tex.draw_texture(self._id_light_yellow, {index = 1, fade = f})
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tex.draw_texture(self._id_side_l)
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tex.draw_texture(self._id_side_l_2)
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tex.draw_texture(self._id_side_r)
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end
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-- Index 3: cherry blossoms with turtle and petals (animations 11, 12, 13)
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local function new_petal(screen_scale, screen_width, screen_height)
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local spawn_point
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repeat
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spawn_point = math.random(0, math.floor(screen_width))
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until spawn_point < 260 * screen_scale or spawn_point > 540 * screen_scale
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local duration = math.random(1400, 2000)
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local dist_x = math.random(math.floor(-300 * screen_scale), math.floor(300 * screen_scale))
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local petal = {
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spawn_point = spawn_point,
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move_x = anim.move(duration, {total_distance = dist_x}),
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move_y = anim.move(duration, {total_distance = math.floor(screen_height / 2)})
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}
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petal.move_x:start()
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petal.move_y:start()
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return petal
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end
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local BGNormal3 = setmetatable({}, {__index = BGNormalBase})
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BGNormal3.__index = BGNormal3
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function BGNormal3.new(index, path)
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local self = setmetatable({}, BGNormal3)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(11)
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self.turtle_move = tex.get_animation(12)
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self.turtle_change = tex.get_animation(13)
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self.screen_scale = tex.get_screen_scale()
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self.screen_width = tex.get_screen_width()
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self.screen_height = tex.get_screen_height()
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self.petals = {}
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for _ = 1, 5 do
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table.insert(self.petals, new_petal(self.screen_scale, self.screen_width, self.screen_height))
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end
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self._id_chara = tex.get_texture(self.path .. "/" .. self.name .. "/chara") or 0
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self._id_turtle = tex.get_texture(self.path .. "/" .. self.name .. "/turtle") or 0
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self._id_overlay= tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
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self._id_petal = tex.get_texture(self.path .. "/" .. self.name .. "/petal") or 0
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return self
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end
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function BGNormal3:update(current_time_ms)
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self.flicker:update(current_time_ms)
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self.turtle_move:update(current_time_ms)
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self.turtle_change:update(current_time_ms)
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for i = #self.petals, 1, -1 do
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local petal = self.petals[i]
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petal.move_x:update(current_time_ms)
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petal.move_y:update(current_time_ms)
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if petal.move_y.is_finished then
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table.remove(self.petals, i)
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table.insert(self.petals, new_petal(self.screen_scale, self.screen_width, self.screen_height))
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end
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end
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end
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function BGNormal3:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_chara)
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tex.draw_texture(self._id_turtle, {
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frame = self.turtle_change.attribute,
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x = self.turtle_move.attribute
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})
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tex.draw_texture(self._id_overlay)
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for _, petal in ipairs(self.petals) do
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tex.draw_texture(self._id_petal, {
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x = petal.spawn_point + petal.move_x.attribute,
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y = self.screen_height / 2 + petal.move_y.attribute,
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fade = 0.75
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})
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end
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end
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-- Index 4: paper lanterns with flicker (animation 14)
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local BGNormal4 = setmetatable({}, {__index = BGNormalBase})
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BGNormal4.__index = BGNormal4
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local GLOW_HALF_MS = 25000 / 60 -- 25 cabinet frames
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function BGNormal4.new(index, path)
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local self = setmetatable({}, BGNormal4)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.glow_phase_ms = 0
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self.glow_last_ms = nil
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self._id_paper_lamp = tex.get_texture(self.path .. "/" .. self.name .. "/paper_lamp") or 0
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self._id_light_overlay= tex.get_texture(self.path .. "/" .. self.name .. "/light_overlay") or 0
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/overlay") or 0
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self._id_lamp_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/lamp_overlay") or 0
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self._id_lamp = tex.get_texture(self.path .. "/" .. self.name .. "/lamp") or 0
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return self
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end
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function BGNormal4:update(current_time_ms)
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if self.glow_last_ms then
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local dt = current_time_ms - self.glow_last_ms
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if dt > 0 then
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self.glow_phase_ms = (self.glow_phase_ms + dt) % (2 * GLOW_HALF_MS)
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end
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end
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self.glow_last_ms = current_time_ms
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end
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-- {scale, mirrored} index 0..9 == texture.json light_overlay entry 0..9
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local BG4_GLOW = {
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{0.95, true}, {1.25, true}, {1.00, true}, {1.15, true}, {0.90, true},
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{0.90, false}, {1.10, false}, {1.05, false}, {1.25, false}, {1.00, false},
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}
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function BGNormal4:draw()
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tex.draw_texture(self._id_bg)
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for i = 0, 9 do
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tex.draw_texture(self._id_paper_lamp, {frame = 9 - i, index = i})
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end
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local p = self.glow_phase_ms / GLOW_HALF_MS -- 0..2
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if p > 1 then p = 2 - p end -- triangle 0..1..0
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local ga = 0.5 - p * (0.5 - 0.164) -- 0.5 dim to 0.164, back
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if ga < 0 then ga = 0 elseif ga > 1 then ga = 1 end
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for i = 0, 9 do
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local g = BG4_GLOW[i + 1]
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tex.draw_texture(self._id_light_overlay, {
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index = i, fade = ga, scale = g[1], blend = "additive",
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mirror = g[2] and "horizontal" or "none",
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})
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end
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-- shape 8 (the eave glow) and shape 3 (the stone-lantern glows) are additive at
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-- full alpha on the cabinet, not 0.75 alpha-blended.
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tex.draw_texture(self._id_overlay, {blend = "additive"})
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tex.draw_texture(self._id_lamp_overlay, {index = 0, blend = "additive"})
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tex.draw_texture(self._id_lamp_overlay, {index = 1, blend = "additive"})
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tex.draw_texture(self._id_lamp, {index = 0})
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tex.draw_texture(self._id_lamp, {index = 1})
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end
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local BGNormal = {}
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BGNormal.Base = BGNormalBase
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BGNormal.BGNormal2 = BGNormal2
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-- Exact replay of the cabinet movie when bg_data/bg_anim/bg_N.lua is exported;
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-- the hand-built classes below 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 BGNormalAnim = {}
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BGNormalAnim.__index = BGNormalAnim
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function BGNormalAnim.new(index, path)
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local anim = BGAnim.new("bg_" .. index, path)
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if not anim then return nil end
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return setmetatable({ anim = anim, name = "bg_" .. index }, BGNormalAnim)
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end
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function BGNormalAnim:update(current_time_ms) self.anim:update(current_time_ms) end
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function BGNormalAnim:draw() self.anim:draw(1.0) end
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function BGNormalAnim:destroy() self.anim:destroy() end
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function BGNormal.create(index, path)
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if BGAnim and (path or "background") == "background" and BGAnim.available("bg_" .. index) then
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local obj = BGNormalAnim.new(index, path)
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if obj then return obj end
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end
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local map = {BGNormal01, BGNormal01, BGNormal2, BGNormal3, BGNormal4}
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return map[index + 1].new(index, path)
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end
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return BGNormal
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