ExperimentalGear/scripts/gameplay/hitfx.lua

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require 'common.globals'
local Dimensions = require 'common.dimensions'
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local Animation = require 'api.animation'
local Animations = {
Crit = Animation.new('gameplay/hit_animation_frames/critical_taps', {
centered = true,
}),
Near = Animation.new('gameplay/hit_animation_frames/near_taps', {
centered = true,
}),
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HoldCrit = Animation.new('gameplay/hit_animation_frames/hold_critical', {
centered = true,
loop = true,
}),
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HoldDome = Animation.new('gameplay/hit_animation_frames/hold_dome', {
centered = true,
loop = true,
loopPoint = 10
}),
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HoldEnd = Animation.new('gameplay/hit_animation_frames/hold_end', {
centered = true,
}),
HoldInner = Animation.new('gameplay/hit_animation_frames/hold_inner', {
centered = true,
loop = true,
}),
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};
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---@class HoldStateTable
---@field Crit AnimationState
---@field Dome AnimationState
---@field End AnimationState
---@field Inner AnimationState
---@type HoldStateTable[]
local holdStateTables = {}
for i = 1, 6 do
holdStateTables[i] = {
Crit = Animations.HoldCrit:createState(),
Dome = Animations.HoldDome:createState(),
End = Animations.HoldEnd:createState(),
Inner = Animations.HoldInner:createState()
}
end
---@type AnimationState[]
local tapStates = {}
local HitFX = { };
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local function setupLaneTransform(lanePosition, critCenterX, critCenterY)
local critLine = gameplay.critLine;
local x = critCenterX + (critLine.line.x2 - critLine.line.x1) * lanePosition;
local y = critCenterY + (critLine.line.y2 - critLine.line.y1) * lanePosition;
Dimensions.setUpTransforms(x, y, -critLine.rotation);
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end
function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors)
local baseHitSize = 325;
for i = 1, 6 do
local hitSize = baseHitSize;
if (i > 4) then
hitSize = hitSize * 1.5;
end
local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2);
local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2
if (i == 5) then
lanePosition = -track.GetCurrentLaneXPos(6) - laneWidth / 2
end
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-- Holds
local isHeld = gameplay.noteHeld[i]
local holdStates = holdStateTables[i]
local isAnimationPlaying = holdStates.Dome.running
if isHeld and not isAnimationPlaying then
holdStates.Crit:restart()
holdStates.Dome:restart()
holdStates.Inner:restart()
end
if not isHeld and isAnimationPlaying then
holdStates.Crit:stop()
holdStates.Dome:stop()
holdStates.Inner:stop()
holdStates.End:restart()
end
setupLaneTransform(lanePosition, critCenterX, critCenterY)
holdStates.Inner:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
holdStates.Dome:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
holdStates.Crit:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
holdStates.End:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
-- Taps
local tapState = tapStates[i]
if tapState then
tapState:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize,
});
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end
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gfx.ResetTransform()
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end
end
function HitFX.TriggerAnimation(name, lane)
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tapStates[lane] = Animations[name]:start();
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end
return HitFX;