-
Notifications
You must be signed in to change notification settings - Fork 6
bottom_characters
Animates two characters that slide up from the bottom of the result screen. Reacts to the clear state with different poses and flower effects. Used by player in single-player mode (hidden in 2P layout).
| Member | Type | Description |
|---|---|---|
move_up |
MoveAnimation* |
Entry slide-up (slot 7) |
move_down |
MoveAnimation* |
Initial settle-down after entry (slot 8); completion signals is_finished()
|
bounce_up |
MoveAnimation* |
Looping bounce upward on clear (slot 9) |
bounce_down |
MoveAnimation* |
Looping bounce downward on clear (slot 10) |
move_center |
MoveAnimation* |
Center character slide-in on clear (slot 11) |
c_bounce_up |
MoveAnimation* |
Looping bounce for the center character — up (slot 12) |
c_bounce_down |
MoveAnimation* |
Looping bounce for the center character — down (slot 13) |
flower_up |
MoveAnimation* |
Flower petals rise animation (slot 14) |
state |
optional<ResultState> |
Current clear state; set by the first update() call |
flower_index |
int |
Current flower texture frame (0 → 1 → 2 over ~750 ms) |
flower_start |
optional<double> |
Timestamp when the flower animation began |
chara_0_index |
int |
Frame index for character 0 (0 = idle, 1 = clear, 2 = fail) |
chara_1_index |
int |
Frame index for character 1 |
void start();Starts move_up, move_down, c_bounce_up, and c_bounce_down. Called by player the moment FadeIn completes.
void update(ResultState state);Sets the character frame indices based on state. On CLEAR or RAINBOW: starts the bounce and center-character animations once, begins the flower animation, and advances flower_index through frames 0→1→2 at ~333 ms and ~449 ms after the flower starts. All move/bounce animations are advanced and the clear bounces loop by restarting when bounce_down or c_bounce_down finish.
void draw();Calls draw_flowers(), then:
- On
RAINBOW: drawsBOTTOM::CHARA_CENTERdisplaced by the center-character bounce offset. - Draws
BOTTOM::CHARA_0andBOTTOM::CHARA_1at a combined vertical offset from all four move/bounce animations.
bool is_finished();Returns true when move_down->is_finished. player watches this to decide when to create ResultCrown.
Building
libs
- animation
- audio
- config
- filesystem
- global_data
- input
- logging
- ray
- scores
- screen
- script
- song_parser
- text
- texture
- video
- webcam
libs/parsers
objects
objects/game
- player
- background
- gauge
- judgment
- combo
- branch_indicator
- ending_animations
- gogo_time
- fireworks
- song_info
- transition
- result_transition
- judge_counter
- score_counter
- score_counter_animation
- balloon_counter
- drumroll_counter
- kusudama_counter
- drum_hit_effect
- lane_hit_effect
- gauge_hit_effect
- combo_announce
- note_arc
objects/global
objects/title
objects/entry
objects/settings
objects/result
objects/song_select
- player
- navigator
- box_base
- box_song
- box_folder
- neiro
- modifier
- ura_switch
- diff_sort
- search_box
- dan_transition
- genre_bg
- score_history
- song_select_script
scenes