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YataiDONNijiiro/Scripts/background/bg_objects/bg_anim.lua
T
TaikoZhongandClaude Opus 5.5 f239bc156c background: cabinet backdrops for the collab presets
Collab songs (#SCENEPRESET) now get their own cabinet backdrop, replayed by
the same objects as the default backdrop instead of the parent's collab art:

  miku, toho, gumi, ia, lovelive, i7 (id7 / tri / rev / natsu), imas
  (765 / cg / ml / sidem), yo-kai (base / matsuri / hatsukoi / tokoroten /
  yougota), mario, a3

Each preset is a pack in bg_data/collab_packs.lua naming its parts: donbg
band (1P and 2P), normal and clear backdrops, troupe, stand under the
troupe, drumroll effect and soul-max crowd.  Shared parts (the i7, imas
and yo-kai families) are shared the way the cabinet shares them.  A pack is
used only when every part it names is present, otherwise the preset falls
back to the collab script as before.  Packs also apply in 2P (donbg bands).

The objects take a part name where they took a random index:
DonBG.create_named, BGNormal.create_named, BGFever.create_named,
ArcadeDancerGroup.new("<name>"), Fever.Anim.new("<name>").  New:
renda_clip.lua (each hit replays one of the effect's parts along its own
path), and a beat-synced BGAnim for the whole-troupe dancer movies (i7,
a3).  Collab troupes stand in fixed positions (lead in the centre) and
grow from 1 to the full troupe with the gauge.

Exported placements may now mirror: bg_anim, donbg and dancer data carry a
mirror flag (drawn with mirror = horizontal and the origin moved to the
other side of the png).  Existing data has no flag and draws as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 15:55:05 +08:00

105 lines
3.4 KiB
Lua

-- Replays an exported cabinet backdrop movie (lower half of the screen).
-- Data: background/bg_data/bg_anim/<name>.lua; textures: bga_<name>/s<c>.png.
local BGAnim = {}
BGAnim.__index = BGAnim
local FRAME_MS = 1000.0 / 60.0
local STAGE_Y = 540
local ONE = string.byte("1")
function BGAnim.available(name)
local ok, data = pcall(require, "background/bg_data/bg_anim/" .. name)
return ok and type(data) == "table" and data.normal ~= nil
end
function BGAnim.new(name, path)
local ok, data = pcall(require, "background/bg_data/bg_anim/" .. name)
if not ok or type(data) ~= "table" or not data.normal then return nil end
local self = setmetatable({}, BGAnim)
self.name = name
self.subset = "bga_" .. name
self.path = path or "background"
tex.load_folder(self.path, self.subset)
self.data = data
self.ids = {}
self.elapsed = 0
self.last_ms = nil
return self
end
function BGAnim:id_of(shape)
local id = self.ids[shape]
if id == nil then
id = tex.get_texture(self.path .. "/" .. self.subset .. "/s" .. shape) or false
self.ids[shape] = id
end
return id or nil
end
-- beat_frames: replay on the song's beat instead of the wall clock, one beat per
-- beat_frames movie frames (the collab dancer movies are authored at 40 frames a beat)
function BGAnim:set_beat(beat_frames)
self.beat_frames = beat_frames
end
function BGAnim:update(current_ms, bpm)
if self.last_ms then
local dt = current_ms - self.last_ms
if dt > 0 and dt < 500 then
if self.beat_frames and bpm and bpm > 0 then
dt = dt * FRAME_MS / ((60000 / bpm) / self.beat_frames)
end
self.elapsed = self.elapsed + dt
end
end
self.last_ms = current_ms
end
local function ch(v, i)
if type(v) == "number" then return v end
return v[i]
end
function BGAnim:draw(fade)
fade = fade or 1.0
if fade <= 0.002 then return end
local frame = math.floor(self.elapsed / FRAME_MS)
local list = self.data.normal
local shapes = self.data.shapes
for k = 1, #list do
local e = list[k]
local i = (frame % e.period) + 1
local a = ch(e.a, i)
if a > 0.002 and e.on then
if e.on:byte((frame % e.on_period) + 1) ~= ONE then a = 0 end
end
if a > 0.002 then
local s = shapes[e.shape]
local id = s and self:id_of(e.shape)
if id then
local sx, sy = ch(e.sx, i), ch(e.sy, i)
-- mir: a mirroring placement; the texture flips inside its rect, so the
-- origin moves to the other side of the png
local mir = e.mir and ch(e.mir, i) == 1
tex.draw_texture(id, {
x = ch(e.tx, i),
y = STAGE_Y + ch(e.ty, i),
x2 = s[1] * (sx - 1),
y2 = s[2] * (sy - 1),
origin = { (mir and (s[1] - s[3]) or s[3]) * sx, s[4] * sy },
rotation = ch(e.rot, i),
fade = a * fade,
mirror = mir and "horizontal" or nil,
blend = (e.blend == 8) and "additive" or nil, -- cabinet add-blended glows
})
end
end
end
end
function BGAnim:destroy()
tex.unload_folder(self.path, self.subset)
end
return BGAnim