ExperimentalGear/scripts/challengeresult.lua

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Lua
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local Easing = require("common.easings");
local Footer = require("components.footer");
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local VolforceWindow = require("components.volforceWindow")
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local resx, resy = game.GetResolution()
local desw = 1080
local desh = 1920
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local scale = 1
local bgSfxPlayed = false;
local BAR_ALPHA = 191;
local HEADER_HEIGHT = 100
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local backgroundImage = gfx.CreateSkinImage("challenge_result/bg.png", 0);
local playerInfoOverlayBgImage = gfx.CreateSkinImage("challenge_result/player_info_overlay_bg.png", 0);
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local headerTitleImage = gfx.CreateSkinImage("challenge_result/header/title.png", 0);
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local username = game.GetSkinSetting("username");
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local appealCardImage = gfx.CreateSkinImage("crew/appeal_card.png", 0);
local danBadgeImage = gfx.CreateSkinImage("dan/inf.png", 0);
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local crewImage = gfx.CreateSkinImage("crew/portrait.png", 0);
local irHeartbeatRequested = false;
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local IRserverName = "";
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-- AUDIO
game.LoadSkinSample("challenge_result.wav")
function resetLayoutInformation()
resx, resy = game.GetResolution()
desw = 1080
desh = 1920
scale = resx / desw
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end
local function handleSfx()
if not bgSfxPlayed then
game.PlaySample("challenge_result.wav", true)
bgSfxPlayed = true
end
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if game.GetButton(game.BUTTON_STA) then
game.StopSample("challenge_result.wav")
end
if game.GetButton(game.BUTTON_BCK) then
game.StopSample("challenge_result.wav")
end
end
local function load_number_image(path)
local images = {}
for i = 0, 9 do
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images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0)
end
return images
end
local function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern)
scale = scale or 1;
kern = kern or 1;
local tw, th = gfx.ImageSize(images[1])
tw = tw * scale;
th = th * scale;
x = x + (tw * (digits - 1)) / 2
y = y - th / 2
for i = 1, digits do
local mul = 10 ^ (i - 1)
local digit = math.floor(num / mul) % 10
local a = alpha
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if is_dim and num < mul then
a = 0.4
end
gfx.BeginPath()
gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
x = x - (tw * kern)
end
end
function drawBackground()
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gfx.BeginPath()
gfx.ImageRect(0, 0, desw, desh, backgroundImage, 1, 0);
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end
function drawHeader()
gfx.BeginPath();
gfx.FillColor(0, 0, 0, BAR_ALPHA);
gfx.Rect(0, 0, desw, HEADER_HEIGHT);
gfx.Fill();
gfx.ClosePath()
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gfx.ImageRect(desw / 2 - 209, HEADER_HEIGHT / 2 - 52, 419, 105, headerTitleImage, 1, 0)
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end
function drawPlayerInfo()
-- Draw crew
gfx.BeginPath()
gfx.ImageRect(460, 215, 522, 362, crewImage, 1, 0);
-- Draw the info bg
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gfx.BeginPath()
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gfx.ImageRect(300, 352, 374 * 0.85, 222 * 0.85, playerInfoOverlayBgImage, 1, 0);
-- Draw appeal card
gfx.BeginPath();
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gfx.ImageRect(145, 364, 103 * 1.25, 132 * 1.25, appealCardImage, 1, 0);
-- Draw description
gfx.FontSize(28)
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gfx.LoadSkinFont("Digital-Serial-Bold.ttf")
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
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gfx.Text("Hellooooooo", 310, 370);
-- Draw username
gfx.FontSize(40)
gfx.Text(username, 310, 413);
-- Draw IR server name
gfx.FontSize(28)
gfx.Text(IRserverName, 310, 453);
-- Draw dan badge
gfx.BeginPath();
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gfx.ImageRect(311, 490, 107 * 1.25, 29 * 1.25, danBadgeImage, 1, 0);
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end
local scoreNumber = load_number_image("score_num");
function drawScorePanelContent()
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game.Log("Drawing scores...", game.LOGGER_INFO) -- debug
for i, chart in ipairs(result.charts) do
if chart.score == nil then
game.Log("Score does not exist? Quitting loop...", game.LOGGER_WARNING)
break
end
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game.Log("#" .. i .. " chart.score: " .. chart.score, game.LOGGER_INFO) -- debug
-- Draw score
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draw_number(250, 150, 1.0, math.floor(chart.score / 10000), 4, scoreNumber, true, 0.40, 1.12)
-- still not sure how ui scaling/layers works in this game, still figuring it out :p
end
end
local IR_HeartbeatResponse = function(res)
if res.statusCode == IRData.States.Success then
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IRserverName = res.body.serverName .. " " .. res.body.irVersion;
else
game.Log("Can't connect to IR!", game.LOGGER_WARNING)
end
end
local IR_Handle = function()
if not irHeartbeatRequested then
IR.Heartbeat(IR_HeartbeatResponse)
irHeartbeatRequested = true;
end
end
function render(deltaTime)
gfx.ResetTransform();
resetLayoutInformation();
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gfx.Scale(scale, scale);
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handleSfx()
IR_Handle()
drawBackground()
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drawPlayerInfo()
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drawScorePanelContent()
drawHeader()
Footer.draw(deltaTime);
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end