201 lines
7.3 KiB
Lua
201 lines
7.3 KiB
Lua
-- YataiDONNijiiro: PyTaikoGreen's bg_collabs/gumi.lua, with GumiDonBG filling in PyTaikoGreen's
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-- DonBG6 fields (this skin overrides donbg/6).
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local DonBG6 = require("background/bg_objects/donbg/6")
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local Fever = require("background/bg_objects/fever")
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local Footer = require("background/bg_objects/footer")
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local Dancer = require("background/bg_objects/dancer")
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local RendaController = require("background/bg_objects/renda")
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local ChibiController = require("background/bg_objects/chibi")
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local COLLAB_PATH = "background/collab/gumi"
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local MAX_DANCERS = 5
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local GumiDonBG = setmetatable({}, { __index = DonBG6 })
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GumiDonBG.__index = GumiDonBG
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function GumiDonBG.new(index, player_num, path)
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local self = setmetatable({}, GumiDonBG)
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local base = DonBG6.new(index, player_num, path)
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for k, v in pairs(base) do self[k] = v end
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-- this skin's donbg/6 is its own (a static band) and leaves out what PyTaikoGreen's DonBG6
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-- sets for the scrolling overlays that draw_textures below uses
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self.overlay_move = self.overlay_move or tex.get_animation(2, "background")
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self.overlay_1_texture = self.overlay_1_texture or tex.get_texture_info(self.name, "overlay_1")
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self.overlay_2_texture = self.overlay_2_texture or tex.get_texture_info(self.name, "overlay_2")
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self._id_overlay_1 = self._id_overlay_1 or tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay_1") or 0
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self._id_overlay_2 = self._id_overlay_2 or tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay_2") or 0
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return self
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end
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function GumiDonBG:update(current_time_ms)
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DonBG6.update(self, current_time_ms)
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if self.overlay_move then self.overlay_move:update(current_time_ms) end
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end
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function GumiDonBG:draw_textures(fade, y, frame)
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for i = 0, 4 do
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tex.draw_texture(self._id_bg, {
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frame = frame,
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fade = fade,
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x = (i * self.bg_texture.width) + self.move.attribute,
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y = y
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})
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end
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for i = 0, 5, 2 do
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tex.draw_texture(self._id_overlay_1, {
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frame = frame,
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fade = fade,
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x = (i * self.overlay_1_texture.width) + self.move.attribute * 3,
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y = y
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})
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end
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for i = 0, 4 do
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tex.draw_texture(self._id_overlay_2, {
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frame = frame,
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fade = fade,
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x = (i * self.overlay_2_texture.width) + self.move.attribute,
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y = self.overlay_move.attribute + y
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})
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end
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end
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local GumiBGNormal = {}
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GumiBGNormal.__index = GumiBGNormal
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function GumiBGNormal.new()
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local self = setmetatable({}, GumiBGNormal)
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self.name = "bg_0"
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tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
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local bg_info = tex.get_texture_info(self.name, "background")
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local frames = (bg_info and bg_info.frame_count) or 1
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local textures = {}
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for i = 0, frames - 1 do
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table.insert(textures, { i * 500, (i + 1) * 500, i })
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end
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self.letter_cycle = anim.texture_change(frames * 500, textures, { loop = true })
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self.letter_cycle:start()
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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return self
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end
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function GumiBGNormal:update(current_time_ms) self.letter_cycle:update(current_time_ms) end
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function GumiBGNormal:draw()
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tex.draw_texture(self._id_bg, { frame = self.letter_cycle.attribute })
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end
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function GumiBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end
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local GumiBGFever = {}
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GumiBGFever.__index = GumiBGFever
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function GumiBGFever.new()
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local self = setmetatable({}, GumiBGFever)
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self.name = "bg_fever_0"
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tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
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self.transitioned = false
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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return self
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end
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function GumiBGFever:start() end
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function GumiBGFever:update(current_time_ms) end
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function GumiBGFever:draw() tex.draw_texture(self._id_bg) end
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function GumiBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
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-- Background
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local GumiBackground = {}
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GumiBackground.__index = GumiBackground
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function GumiBackground.new(player_num, bpm)
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local self = setmetatable({}, GumiBackground)
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self.donbg = GumiDonBG.new(1, player_num, COLLAB_PATH)
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self.bg_normal = GumiBGNormal.new()
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self.bg_fever = GumiBGFever.new()
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self.footer = Footer.new(COLLAB_PATH, -1)
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self.fever = Fever.create(0, bpm, COLLAB_PATH)
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self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH)
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for i, d in ipairs(self.dancer.dancers) do
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if d.index == 4 then
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self.dancer.dancers[i], self.dancer.dancers[1] = self.dancer.dancers[1], self.dancer.dancers[i]
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break
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end
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end
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self.renda = RendaController.new(COLLAB_PATH, 0)
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self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1)
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self.is_clear = false
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self.is_rainbow = false
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self.last_milestone = 1
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return self
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end
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function GumiBackground:update(current_ms, bpm)
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self.donbg:update(current_ms)
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self.bg_normal:update(current_ms)
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self.fever:update(current_ms, bpm)
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self.dancer:update(current_ms, bpm)
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self.renda:update(current_ms)
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self.chibi:update(current_ms, bpm)
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end
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function GumiBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function GumiBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function GumiBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function GumiBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function GumiBackground:handle_balloon(player_num) self.renda:add_renda() end
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function GumiBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
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self.donbg:set_clear(is_clear)
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if is_rainbow and not self.is_rainbow then self.fever:start() end
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self.is_clear = is_clear
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self.is_rainbow = is_rainbow
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local current_milestone
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if is_clear then
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current_milestone = MAX_DANCERS
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else
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current_milestone = math.min(MAX_DANCERS - 1, math.floor(progress * MAX_DANCERS))
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end
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if current_milestone > self.last_milestone then
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for _ = 1, current_milestone - self.last_milestone do self.dancer:add_dancer() end
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self.last_milestone = current_milestone
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elseif current_milestone < self.last_milestone then
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for _ = 1, self.last_milestone - current_milestone do self.dancer:remove_dancer() end
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self.last_milestone = current_milestone
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end
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end
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function GumiBackground:draw_back()
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if self.is_clear then
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self.bg_fever:draw()
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else
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self.bg_normal:draw()
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end
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self.donbg:draw()
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self.renda:draw()
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self.dancer:draw()
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self.footer:draw()
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if self.is_rainbow then self.fever:draw() end
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self.chibi:draw()
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end
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function GumiBackground:draw_fore() end
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function GumiBackground:destroy()
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self.donbg:destroy()
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self.bg_normal:destroy()
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self.bg_fever:destroy()
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self.fever:destroy()
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self.dancer:destroy()
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self.footer:destroy()
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self.renda:destroy()
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self.chibi:destroy()
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end
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return GumiBackground
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