ExperimentalGear/scripts/songselect/songwheel.lua

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Lua
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require('common')
local Easing = require('common.easing')
local Background = require('components.background')
local common = require('common.common')
local Numbers = require('common.numbers')
local VolforceCalc = require('components.volforceCalc')
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local backgroundImage = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX | gfx.IMAGE_REPEATY)
local dataPanelImage = gfx.CreateSkinImage("song_select/data_bg_overlay.png", 1)
local dataGlowOverlayImage = gfx.CreateSkinImage("song_select/data_panel/data_glow_overlay.png", 1)
local gradeBgImage = gfx.CreateSkinImage("song_select/data_panel/grade_bg.png", 1)
local badgeBgImage = gfx.CreateSkinImage("song_select/data_panel/clear_badge_bg.png", 1)
local effectedBgImage = gfx.CreateSkinImage("song_select/data_panel/effected_bg.png", 1)
local illustratedBgImage = gfx.CreateSkinImage("song_select/data_panel/illust_bg.png", 1)
local songPlateBg = gfx.CreateSkinImage("song_select/plate/bg.png", 1)
local songPlateBottomBarOverlayImage = gfx.CreateSkinImage("song_select/plate/bottom_bar_overlay.png", 1)
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local scoreBoardBarBgImage = gfx.CreateSkinImage("song_select/textboard.png", 1)
local crownImage = gfx.CreateSkinImage("song_select/crown.png", 1)
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local laserAnimBaseImage = gfx.CreateSkinImage("song_select/laser_anim.png", 1)
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local top50OverlayImage = gfx.CreateSkinImage("song_select/top50.png", 1)
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local top50JacketOverlayImage = gfx.CreateSkinImage("song_select/top50_jacket.png", 1)
local diffCursorImage = gfx.CreateSkinImage("song_select/level_cursor.png", 1)
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local filterInfoBgImage = gfx.CreateSkinImage("song_select/filter_info_bg.png", 1)
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local sortInfoBgImage = gfx.CreateSkinImage("song_select/sort_info_bg.png", 1)
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local searchBgImage = gfx.CreateSkinImage("song_select/search_bg.png", 1)
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local searchActiveImage = gfx.CreateSkinImage("song_select/search_active.png", 1)
local searchInfoPanelImage = gfx.CreateSkinImage("song_select/search_info_panel.png", 1)
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local defaultJacketImage = gfx.CreateSkinImage("song_select/loading.png", 0)
local difficultyLabelImages = {
gfx.CreateSkinImage("song_select/plate/difficulty_labels/novice.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/advanced.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/exhaust.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/maximum.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/infinite.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/gravity.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/heavenly.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/vivid.png", 1),
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}
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local badgeImages = {
gfx.CreateSkinImage("song_select/medal/nomedal.png", 1),
gfx.CreateSkinImage("song_select/medal/played.png", 1),
gfx.CreateSkinImage("song_select/medal/clear.png", 1),
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gfx.CreateSkinImage("song_select/medal/hard.png", 1),
gfx.CreateSkinImage("song_select/medal/uc.png", 1),
gfx.CreateSkinImage("song_select/medal/puc.png", 1),
}
local cursorImages = {
gfx.CreateSkinImage("song_select/cursor.png", 1), -- Effective rate or fallback
gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- Excessive rate
gfx.CreateSkinImage("song_select/cursor_perm.png", 1), -- Premissive rate
gfx.CreateSkinImage("song_select/cursor_blast.png", 1), -- Blastive rate
}
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local gradeCutoffs = {
D = 0000000,
C = 7000000,
B = 8000000,
A = 8700000,
A_P = 9000000,
AA = 9300000,
AA_P = 9500000,
AAA = 9700000,
AAA_P = 9800000,
S = 9900000,
}
local gradeImages = {
S = gfx.CreateSkinImage("common/grades/S.png", 0),
AAA_P = gfx.CreateSkinImage("common/grades/AAA+.png", 0),
AAA = gfx.CreateSkinImage("common/grades/AAA.png", 0),
AA_P = gfx.CreateSkinImage("common/grades/AA+.png", 0),
AA = gfx.CreateSkinImage("common/grades/AA.png", 0),
A_P = gfx.CreateSkinImage("common/grades/A+.png", 0),
A = gfx.CreateSkinImage("common/grades/A.png", 0),
B = gfx.CreateSkinImage("common/grades/B.png", 0),
C = gfx.CreateSkinImage("common/grades/C.png", 0),
D = gfx.CreateSkinImage("common/grades/D.png", 0),
none = gfx.CreateSkinImage("common/grades/none.png", 0),
}
local difficultyLabelUnderImages = {
gfx.CreateSkinImage("songtransition/difficulty_labels/nov.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/adv.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/exh.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/mxm.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/inf.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/grv.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/hvn.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/vvd.png", 0),
}
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game.LoadSkinSample('song_wheel/cursor_change.wav');
game.LoadSkinSample('song_wheel/diff_change.wav');
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local scoreNumbers = Numbers.load_number_image("score_num")
local difficultyNumbers = Numbers.load_number_image("diff_num")
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local LEADERBOARD_PLACE_NAMES = {
'1st',
'2nd',
'3rd',
'4th',
}
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local songPlateHeight = 172;
local selectedIndex = 1;
local selectedDifficulty = 1;
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local jacketCache = {}
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local top50diffs = {}
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local irRequestStatus = 1; -- 0=unused, 1=not requested, 2=loading, others are status codes
local irRequestTimeout = 2
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local irLeaderboard = {}
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local irLeaderboardsCache = {}
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local transitionScrollScale = 0;
local transitionScrollOffsetY = 0;
local scrollingUp = false;
local transitionAfterscrollScale = 0;
local transitionAfterscrollDataOverlayAlpha = 0;
local transitionAfterscrollGradeAlpha = 0;
local transitionAfterscrollBadgeAlpha = 0;
local transitionAfterscrollTextSongTitle = 0;
local transitionAfterscrollTextSongArtist = 0;
local transitionAfterscrollDifficultiesAlpha = 0;
local transitionJacketBgScrollScale = 0;
local transitionJacketBgScrollAlpha = 0;
local transitionJacketBgScrollPosX = 0;
--search
local searchPreviousActiveState = false;
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local searchInfoPreviousActiveState = false;
local transitionSearchEnterScale = 0;
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local transitionSearchInfoEnterScale = 0;
local transitionSearchBackgroundAlpha = 0;
local transitionSearchbarOffsetY = 0;
local transitionSearchInfoOffsetY = 0;
local transitionLaserScale = 0;
local transitionLaserY = 0;
-- Flash transition (animation)
-- Used for flashing the badges
-- 0 = minimum brightness; 0.5 = maximum brightness; 1 = minimum brightness again
local transitionFlashScale = 0;
local transitionFlashAlpha = 1;
local isFilterWheelActive = false;
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local transitionLeaveScale = 0;
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local transitionLeaveReappearTimer = 0;
local TRANSITION_LEAVE_DURATION = 0.1;
-- Window variables
local resX, resY
-- Aspect Ratios
local landscapeWidescreenRatio = 16 / 9
local landscapeStandardRatio = 4 / 3
local portraitWidescreenRatio = 9 / 16
-- Portrait sizes
local fullX, fullY
local desw = 1080
local desh = 1920
local resolutionChange = function(x, y)
resX = x
resY = y
fullX = portraitWidescreenRatio * y
fullY = y
game.Log('resX:' .. resX .. ' // resY:' .. resY .. ' // fullX:' .. fullX .. ' // fullY:' .. fullY, game.LOGGER_ERROR);
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end
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function getCorrectedIndex(from, offset)
total = #songwheel.songs;
if (math.abs(offset) > total) then
if (offset < 0) then
offset = offset + total*math.floor(math.abs(offset)/total);
else
offset = offset - total*math.floor(math.abs(offset)/total);
end
end
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index = from + offset;
if index < 1 then
index = total + (from+offset) -- this only happens if the offset is negative
end;
if index > total then
indexesUntilEnd = total - from;
index = offset - indexesUntilEnd -- this only happens if the offset is positive
end;
return index;
end;
function getJacketImage(song)
if not jacketCache[song.id] or jacketCache[song.id]==defaultJacketImage then
jacketCache[song.id] = gfx.LoadImageJob(song.difficulties[
math.min(selectedDifficulty, #song.difficulties)
].jacketPath, defaultJacketImage, 500, 500);
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end
return jacketCache[song.id];
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end
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function getGradeImageForScore(score)
local gradeImage = gradeImages.none;
local bestGradeCutoff = 0;
for gradeName, scoreCutoff in pairs(gradeCutoffs) do
if scoreCutoff <= score then
if scoreCutoff > bestGradeCutoff then
gradeImage = gradeImages[gradeName];
bestGradeCutoff = scoreCutoff;
end
end
end
return gradeImage;
end
function drawLaserAnim()
gfx.Save();
gfx.BeginPath()
gfx.Scissor(0, transitionLaserY, desw, 100);
gfx.ImageRect(0, 0, desw, desh, laserAnimBaseImage, 1, 0)
gfx.Restore();
end
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function drawBackground(deltaTime)
Background.draw(deltaTime)
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local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
if (not isFilterWheelActive and transitionLeaveReappearTimer == 0) then
-- If the score for song exists
if song and diff then
local jacketImage = getJacketImage(song);
gfx.BeginPath()
gfx.ImageRect(transitionJacketBgScrollPosX, 0, 900, 900, jacketImage or defaultJacketImage, transitionJacketBgScrollAlpha, 0)
gfx.BeginPath();
gfx.FillColor(0,0,0,math.floor(transitionJacketBgScrollAlpha*64));
gfx.Rect(0,0,900,900);
gfx.Fill();
gfx.ClosePath();
end
end
gfx.BeginPath();
gfx.ImageRect(0, 0, desw, desh, dataPanelImage, 1, 0)
drawLaserAnim()
if song and diff and (not isFilterWheelActive and transitionLeaveReappearTimer == 0) then
gfx.BeginPath()
gfx.ImageRect(0, 0, desw, desh, dataGlowOverlayImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(341, 754, 85, 85, gradeBgImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(391, 687, 180*0.85, 226*0.85, badgeBgImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(95, 1165, 433, 30, effectedBgImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(95, 1195, 433, 30, illustratedBgImage, transitionAfterscrollDataOverlayAlpha, 0)
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end
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end
function drawSong(song, y)
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if (not song) then return end;
local songX = desw/2+28
local selectedSongDifficulty = song.difficulties[math.min(selectedDifficulty, #song.difficulties)] -- Limit selecting difficulty that is above the number that the song has
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if not selectedSongDifficulty then
return;
end
local bestScore;
if selectedSongDifficulty.scores then
bestScore = selectedSongDifficulty.scores[1];
end
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-- Draw the bg for the song plate
gfx.BeginPath()
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gfx.ImageRect(songX, y, 515, 172, songPlateBg, 1, 0)
-- Draw jacket
local jacketImage = getJacketImage(song);
gfx.BeginPath()
gfx.ImageRect(songX+4, y+4, 163, 163, jacketImage or defaultJacketImage, 1, 0)
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-- Draw the overlay for the song plate (that bottom black bar)
gfx.BeginPath()
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gfx.ImageRect(songX, y, 515, 172, songPlateBottomBarOverlayImage, 1, 0)
-- Draw the difficulty notch background
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gfx.BeginPath()
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local diffIndex = GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty)
gfx.ImageRect(songX, y+95, 83, 74, difficultyLabelImages[diffIndex], 1, 0)
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-- Draw the difficulty level number
gfx.BeginPath()
Numbers.draw_number(songX+30, y+125, 1.0, selectedSongDifficulty.level, 2, difficultyNumbers, false, 0.65, 1)
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-- Draw song title
gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.Text(song.title, songX+90, y+155);
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-- Draw score badge
local badgeImage = badgeImages[1];
if selectedSongDifficulty.topBadge then
badgeImage = badgeImages[selectedSongDifficulty.topBadge+1];
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end
local badgeAlpha = 1;
if (selectedSongDifficulty.topBadge >= 3) then
badgeAlpha = transitionFlashAlpha; -- If hard clear or above, flash the badge
end
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gfx.BeginPath()
gfx.ImageRect(songX+282, y+44, 79, 69, badgeImage, badgeAlpha, 0)
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-- Draw grade
local gradeImage = gradeImages.none;
local gradeAlpha = 1;
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if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
if (bestScore.score >= gradeCutoffs.S) then
gradeAlpha = transitionFlashAlpha; -- If S, flash the badge
end
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end
gfx.BeginPath();
gfx.ImageRect(songX+391, y+47, 60, 60, gradeImage, gradeAlpha, 0);
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-- Draw top 50 label if applicable
if (top50diffs[selectedSongDifficulty.id]) then
gfx.BeginPath();
gfx.ImageRect(songX+82, y+109, 506*0.85, 26*0.85, top50OverlayImage, 1, 0);
end
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end
function drawSongList()
gfx.GlobalAlpha(1-transitionLeaveScale);
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local numOfSongsAround = 7; -- How many songs should be up and how many should be down of the selected one
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local yOffset = transitionScrollOffsetY;
local i=1;
while (i <= numOfSongsAround) do
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local songIndex = getCorrectedIndex(selectedIndex, -i)
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drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2-songPlateHeight*i + yOffset)
i=i+1;
end;
-- Draw the selected song
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drawSong(songwheel.songs[selectedIndex], desh/2-songPlateHeight/2 + yOffset)
i=1;
while (i <= numOfSongsAround) do
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local songIndex = getCorrectedIndex(selectedIndex, i)
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drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2+songPlateHeight*i + yOffset)
i=i+1;
end;
gfx.GlobalAlpha(1);
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end
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function drawData() -- Draws the song data on the left panel
if isFilterWheelActive or transitionLeaveReappearTimer ~= 0 then return false end;
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local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
local bestScore = diff and diff.scores[1];
if not song then return false end
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local jacketImage = getJacketImage(song);
gfx.BeginPath()
gfx.ImageRect(96, 324, 348, 348, jacketImage or defaultJacketImage, 1, 0)
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if (top50diffs[diff.id]) then
gfx.BeginPath()
gfx.ImageRect(96, 529, 410*0.85, 168*0.85, top50JacketOverlayImage, 1, 0)
end
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gfx.Save()
-- Draw best score
gfx.BeginPath()
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local scoreNumber = 0;
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if bestScore then
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scoreNumber = bestScore.score
end
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Numbers.draw_number(100, 793, 1.0, math.floor(scoreNumber / 10000), 4, scoreNumbers, true, 0.3, 1.12)
Numbers.draw_number(253, 798, 1.0, scoreNumber, 4, scoreNumbers, true, 0.22, 1.12)
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-- Draw grade
local gradeImage = gradeImages.none;
local gradeAlpha = transitionAfterscrollGradeAlpha;
if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
if (transitionAfterscrollGradeAlpha == 1 and bestScore.score >= gradeCutoffs.S) then
gradeAlpha = transitionFlashAlpha; -- If S, flash the badge
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end
end
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gfx.BeginPath();
gfx.ImageRect(360, 773, 45, 45, gradeImage, gradeAlpha, 0);
-- Draw badge
badgeImage = badgeImages[diff.topBadge+1];
local badgeAlpha = transitionAfterscrollBadgeAlpha;
if (transitionAfterscrollBadgeAlpha == 1 and diff.topBadge >= 3) then
badgeAlpha = transitionFlashAlpha; -- If hard clear or above, flash the badge, but only after the initial transition
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end
gfx.BeginPath()
gfx.ImageRect(425, 724, 93/1.1, 81/1.1, badgeImage, badgeAlpha, 0)
gfx.Restore()
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-- Draw BPM
gfx.BeginPath();
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gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.Save()
gfx.LoadSkinFont('Digital-Serial-Bold.ttf')
gfx.GlobalAlpha(transitionAfterscrollDataOverlayAlpha) -- TODO: split this out
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gfx.Text(song.bpm, 85, 920);
gfx.Restore()
-- Draw song title
gfx.FontSize(28)
gfx.GlobalAlpha(transitionAfterscrollTextSongTitle);
gfx.Text(song.title, 30+(1-transitionAfterscrollTextSongTitle)*20, 955);
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-- Draw artist
gfx.GlobalAlpha(transitionAfterscrollTextSongArtist);
gfx.Text(song.artist, 30+(1-transitionAfterscrollTextSongArtist)*30, 997);
gfx.GlobalAlpha(1);
-- Draw difficulties
local DIFF_X_START = 98.5
local DIFF_GAP = 114.8;
gfx.GlobalAlpha(transitionAfterscrollDifficultiesAlpha);
for i, diff in ipairs(song.difficulties) do
gfx.BeginPath()
local index = diff.difficulty+1
if i == selectedDifficulty then
gfx.ImageRect(DIFF_X_START+(index-1)*DIFF_GAP-(163*0.8)/2, 1028, 163*0.8, 163*0.8, diffCursorImage, 1, 0)
end
Numbers.draw_number(85+(index-1)*DIFF_GAP, 1085, 1.0, diff.level, 2, difficultyNumbers, false, 0.8, 1)
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local diffLabelImage = difficultyLabelUnderImages[
GetDisplayDifficulty(diff.jacketPath, diff.difficulty)
];
local tw, th = gfx.ImageSize(diffLabelImage)
tw=tw*0.9
th=th*0.9
gfx.BeginPath()
gfx.ImageRect(DIFF_X_START+(index-1)*DIFF_GAP-tw/2, 1050, tw, th, diffLabelImage, 1, 0)
end
gfx.GlobalAlpha(1);
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-- Scoreboard
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drawLocalLeaderboard(diff)
drawIrLeaderboard()
gfx.FontSize(22)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
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gfx.GlobalAlpha(transitionAfterscrollDataOverlayAlpha);
gfx.Text(diff.effector, 270, 1180); -- effected by
gfx.Text(diff.illustrator, 270, 1210); -- illustrated by
gfx.GlobalAlpha(1);
end
function drawLocalLeaderboard(diff)
gfx.LoadSkinFont('Digital-Serial-Bold.ttf')
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gfx.FontSize(26)
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local scoreBoardX = 75;
local scoreBoardY = 1250;
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local sbBarWidth = 336*1.2;
local sbBarHeight = 33;
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local sbBarContentLeftX = scoreBoardX + 80;
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local sbBarContentRightX = scoreBoardX + sbBarWidth/2 + 30;
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-- Draw the header
gfx.BeginPath();
gfx.ImageRect(scoreBoardX, scoreBoardY, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0);
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gfx.BeginPath();
gfx.ImageRect(205, 1252.5, 800*0.045, 600*0.045, crownImage, 1, 0);
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.BeginPath();
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gfx.Text("LOCAL TOP", sbBarContentRightX, scoreBoardY + sbBarHeight/2);
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for i = 1, 5, 1 do
gfx.BeginPath();
gfx.ImageRect(scoreBoardX, scoreBoardY + i*sbBarHeight, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0);
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
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gfx.BeginPath();
gfx.Text(game.GetSkinSetting("username"), sbBarContentLeftX, scoreBoardY + sbBarHeight/2 + i*sbBarHeight);
gfx.BeginPath();
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gfx.Text((diff.scores[i]) and diff.scores[i].score or "- - - - - - - -", sbBarContentRightX, scoreBoardY + sbBarHeight/2 + i*sbBarHeight);
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end
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end
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function drawIrLeaderboard()
if not IRData.Active then
return;
end
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gfx.LoadSkinFont('Digital-Serial-Bold.ttf')
gfx.FontSize(26)
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local scoreBoardX = 75;
local scoreBoardY = 1500;
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local sbBarWidth = 336*1.2;
local sbBarHeight = 33;
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local sbBarContentLeftX = scoreBoardX + 80;
local sbBarContentRightX = scoreBoardX + sbBarWidth/2 + 30;
-- Draw the header
gfx.BeginPath();
gfx.ImageRect(scoreBoardX, scoreBoardY, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0);
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
gfx.BeginPath();
if irRequestStatus == 1 or irRequestStatus == 2 then
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gfx.Text("Loading ranking...", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2);
return;
end
if irRequestStatus == IRData.States.ChartRefused then
gfx.Text("This chart is blacklisted", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2);
return;
end
if irRequestStatus == IRData.States.NotFound then
gfx.Text("This chart is not tracked", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2);
return;
end
if #irLeaderboard == 0 then
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gfx.Text("This chart has no scores", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2);
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return;
end
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
gfx.BeginPath();
gfx.Text("IR TOP", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2);
for i = 1, 4, 1 do
gfx.BeginPath();
gfx.ImageRect(scoreBoardX, scoreBoardY + i*sbBarHeight, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0);
end
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-- Becuase the scores are in "random order", we have to do this
for index, irScore in ipairs(irLeaderboard) do
-- local irScore = irLeaderboard[i];
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if irScore then
local rank = index;
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
gfx.BeginPath();
gfx.Text(LEADERBOARD_PLACE_NAMES[rank], sbBarContentLeftX-40, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight);
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.BeginPath();
gfx.Text(string.upper(irScore.username), sbBarContentLeftX, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight);
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gfx.BeginPath();
gfx.Text(string.format("%d", irScore.score), sbBarContentRightX, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight);
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local badgeImage = badgeImages[irScore.lamp+1];
gfx.BeginPath()
gfx.ImageRect(scoreBoardX + sbBarWidth - 50, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight - 12.5, 31.6, 27.6, badgeImage, 1, 0)
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end
end
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end
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function drawFilterInfo(deltatime)
gfx.LoadSkinFont('NotoSans-Regular.ttf')
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if (songwheel.searchInputActive) then
--return;
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end
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gfx.BeginPath()
gfx.ImageRect(5, 95, 417*0.85, 163*0.85, filterInfoBgImage, 1, 0)
local folderLabel = game.GetSkinSetting('_songWheelActiveFolderLabel')
local subFolderLabel = game.GetSkinSetting('_songWheelActiveSubFolderLabel')
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local sortOptionLabel = game.GetSkinSetting('_songWheelActiveSortOptionLabel')
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gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
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gfx.BeginPath()
gfx.Text(folderLabel or '', 167, 131);
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gfx.BeginPath()
gfx.Text(subFolderLabel or '', 195, 166);
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gfx.BeginPath()
gfx.ImageRect(desw - 310 - 5, 108, 310, 75, sortInfoBgImage, 1, 0)
gfx.BeginPath()
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gfx.Text(sortOptionLabel or '', desw-150, 130);
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end
function drawCursor()
if isFilterWheelActive or transitionLeaveScale ~= 0 then return false end
gfx.BeginPath()
local cursorImageIndex = game.GetSkinSetting('_gaugeType')
local cursorImage = cursorImages[cursorImageIndex or 1];
gfx.ImageRect(desw / 2 - 14, desh / 2 - 213 / 2, 555, 213, cursorImage, 1, 0)
end
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function drawSearch()
if (not songwheel.searchInputActive and searchPreviousActiveState) then
searchPreviousActiveState = false;
game.PlaySample('sort_wheel/enter.wav');
elseif (songwheel.searchInputActive and not searchPreviousActiveState) then
searchPreviousActiveState = true;
game.PlaySample('sort_wheel/leave.wav');
end
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if (songwheel.searchText ~= '' and searchInfoPreviousActiveState == true) then
searchInfoPreviousActiveState = false;
elseif (songwheel.searchText == '' and searchInfoPreviousActiveState == false) then
searchInfoPreviousActiveState = true;
end
if (transitionSearchEnterScale == 0) then
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return;
end
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-- Draw dark overlay over Songwheel
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gfx.BeginPath();
gfx.FillColor(0, 0, 0, math.floor(transitionSearchBackgroundAlpha * 192));
gfx.Rect(0, 0, 1080, 1920);
gfx.Fill();
-- Draw search info panel
gfx.BeginPath();
local infoResize = 0.855;
local sw, sh = gfx.ImageSize(searchInfoPanelImage)
sw = sw * infoResize;
sh = sh * infoResize;
local infoXPos = 0;
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local infoYStartPos = desh - sh - 772 + 242;
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local infoYPos = infoYStartPos + transitionSearchInfoOffsetY;
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gfx.ImageRect(infoXPos, infoYPos, sw, sh, searchInfoPanelImage, transitionSearchBackgroundInfoAlpha, 0)
-- Draw Search is Active text
gfx.BeginPath();
local activeResize = 0.855;
local activew, activeh = gfx.ImageSize(searchActiveImage)
activew = activew * activeResize;
activeh = activeh * activeResize;
local activeXPos = 0;
local activeYStartPos = desh - sh - 722;
local activeYPos = activeYStartPos + transitionSearchInfoOffsetY;
gfx.ImageRect(activeXPos, activeYPos, activew, activeh, searchActiveImage, 1, 0);
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-- Draw Searchbox
gfx.BeginPath();
local searchResize = 0.8;
local tw, th = gfx.ImageSize(searchBgImage);
tw = tw * searchResize;
th = th * searchResize;
local xPos = (desw-tw)/2;
local yStartPos = 170;
local yPos = yStartPos - transitionSearchbarOffsetY
gfx.ImageRect(xPos, yPos, tw, th, searchBgImage, 1, 0)
gfx.FontSize(48);
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gfx.LoadSkinFont('Digital-Serial-Bold.ttf')
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.Text(songwheel.searchText, xPos + 160, yPos + 83.2);
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end
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function refreshIrLeaderboard(deltaTime)
if not IRData.Active then
return;
end
if irRequestStatus ~= 1 then -- Only continue if the leaderboard is requesteded, but not loading or loaded.
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return
end
irLeaderboard = {}
local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
if (not diff) then
return;
end
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if (irLeaderboardsCache[diff.hash]) then
irLeaderboard = irLeaderboardsCache[diff.hash];
irRequestStatus = 20;
return;
end
if (irRequestTimeout > 0) then
irRequestTimeout = irRequestTimeout - deltaTime
return;
end
irRequestStatus = 2; -- Loading
-- onIrLeaderboardFetched({
-- statusCode = 20,
-- body = {}
-- })
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IR.Leaderboard(diff.hash, 'best', 4, onIrLeaderboardFetched)
end
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function onIrLeaderboardFetched(res)
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irRequestStatus = res.statusCode;
local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
game.Log(diff.hash, game.LOGGER_ERROR)
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if res.statusCode == IRData.States.Success then
game.Log('Raw IR reposonse: ' .. dump(res.body), game.LOGGER_ERROR)
local tempIrLB = res.body;
table.sort(tempIrLB, function (a,b)
-- game.Log(a.score .. ' ?? ' .. b.score, game.LOGGER_ERROR)
return a.score > b.score
end)
-- for i, tempScore in ipairs(tempIrLeaderboard) do
-- irLeaderboard[tempScore.ranking] = tempScore
-- end
irLeaderboard = tempIrLB;
irLeaderboardsCache[diff.hash] = irLeaderboard;
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game.Log(dump(irLeaderboard), game.LOGGER_ERROR)
else
game.Log("IR error " .. res.statusCode, game.LOGGER_ERROR)
end
end
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function tickTransitions(deltaTime)
if transitionScrollScale < 1 then
transitionScrollScale = transitionScrollScale + deltaTime / 0.1 -- transition should last for that time in seconds
else
transitionScrollScale = 1
end
if transitionAfterscrollScale < 1 then
if transitionScrollScale == 1 then
-- Only start the after scroll transition when the scroll transition is finished
transitionAfterscrollScale = transitionAfterscrollScale + deltaTime / 15
end
else
transitionAfterscrollScale = 1;
end
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if scrollingUp then
transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * songPlateHeight;
else
transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * -songPlateHeight;
end
if transitionAfterscrollScale < 0.02 then
transitionAfterscrollDataOverlayAlpha = math.min(1, transitionAfterscrollScale / 0.02)
else
transitionAfterscrollDataOverlayAlpha = 1;
end
-- Searchbar offsets and alpha
if not searchPreviousActiveState then
if transitionSearchEnterScale > 0 then
transitionSearchEnterScale = transitionSearchEnterScale - deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionSearchEnterScale = 0
end
else
if transitionSearchEnterScale < 1 then
transitionSearchEnterScale = transitionSearchEnterScale + deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionSearchEnterScale = 1
end
end
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transitionSearchInfoOffsetY = Easing.inOutQuad(1 - transitionSearchEnterScale) * 1680
transitionSearchbarOffsetY = Easing.inOutQuad(1 - transitionSearchEnterScale) * 300
transitionSearchBackgroundAlpha = Easing.inOutQuad(transitionSearchEnterScale)
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if not searchInfoPreviousActiveState then
if transitionSearchInfoEnterScale > 0 then
transitionSearchInfoEnterScale = transitionSearchInfoEnterScale - deltaTime / 0.25 -- transition should last for that time in seconds
else
transitionSearchInfoEnterScale = 0
end
else
if transitionSearchInfoEnterScale < 1 then
transitionSearchInfoEnterScale = transitionSearchInfoEnterScale + deltaTime / 0.25 -- transition should last for that time in seconds
else
transitionSearchInfoEnterScale = 1
end
end
transitionSearchBackgroundInfoAlpha = Easing.inOutQuad(transitionSearchInfoEnterScale)
-- Grade alpha
if transitionAfterscrollScale >= 0.03 and transitionAfterscrollScale < 0.033 then
transitionAfterscrollGradeAlpha = 0.5;
elseif transitionAfterscrollScale >= 0.04 then
transitionAfterscrollGradeAlpha = 1;
else
transitionAfterscrollGradeAlpha = 0;
end
-- Badge alpha
if transitionAfterscrollScale >= 0.032 and transitionAfterscrollScale < 0.035 then
transitionAfterscrollBadgeAlpha = 0.5;
elseif transitionAfterscrollScale >= 0.042 then
transitionAfterscrollBadgeAlpha = 1;
else
transitionAfterscrollBadgeAlpha = 0;
end
-- Song title alpha and pos
if transitionAfterscrollScale < 0.025 then
transitionAfterscrollTextSongTitle = Easing.outQuad(math.min(1, (transitionAfterscrollScale) / 0.025));
else
transitionAfterscrollTextSongTitle = 1
end
-- Song artist alpha and pos
if transitionAfterscrollScale < 0.025 then
transitionAfterscrollTextSongArtist = Easing.outQuad(math.min(1, (transitionAfterscrollScale) / 0.025));
else
transitionAfterscrollTextSongArtist = 1
end
-- Difficulties alpha
if transitionAfterscrollScale < 0.025 then
transitionAfterscrollDifficultiesAlpha = math.min(1, transitionAfterscrollScale / 0.025)
else
transitionAfterscrollDifficultiesAlpha = 1;
end
-- Jacket bg animation
if transitionJacketBgScrollScale < 1 then
transitionJacketBgScrollScale = transitionJacketBgScrollScale + deltaTime / 20 -- transition should last for that time in seconds
else
transitionJacketBgScrollScale = 0
end
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if transitionJacketBgScrollScale < 0.05 or transitionJacketBgScrollScale >= 1 then
transitionJacketBgScrollAlpha = 0;
elseif transitionJacketBgScrollScale >= 0.05 and transitionJacketBgScrollScale < 0.1 then
transitionJacketBgScrollAlpha = math.min(1, (transitionJacketBgScrollScale-0.05) / 0.05);
elseif transitionJacketBgScrollScale >= 0.8 and transitionJacketBgScrollScale < 1 then
transitionJacketBgScrollAlpha = math.max(0,
math.min(1, 1-((transitionJacketBgScrollScale-0.8) / 0.05))
);
else
transitionJacketBgScrollAlpha = 1;
end
transitionJacketBgScrollPosX = 0+(transitionJacketBgScrollScale*(0.8/1))*-300;
-- Laser anim
if transitionLaserScale < 1 then
transitionLaserScale = transitionLaserScale + deltaTime / 2 -- transition should last for that time in seconds
else
transitionLaserScale = 0
end
transitionLaserY = desh - math.min(transitionLaserScale * 2 * desh, desh);
-- Flash transition
if transitionFlashScale < 1 then
local songBpm = 120;
if (songwheel.songs[selectedIndex] and game.GetSkinSetting('animations_affectWithBPM')) then
songBpm = songwheel.songs[selectedIndex].bpm;
-- Is a variable BPM
if (type(songBpm) == "string") then
local s = split(songBpm, '-');
songBpm = tonumber(s[1]); -- Lowest bpm value
end
end
-- If the original songBpm is "2021.04.01" for example, the above code can produce `nil` in the songBpm
-- since it cannot parse the number out of that string. Here we implement a fallback, to not crash
-- USC on whacky charts. Whacky charters, quit using batshit insane bpm values. It makes me angery >:(
if (songBpm == nil) then
songBpm = 120;
end
transitionFlashScale = transitionFlashScale + deltaTime / (60/songBpm) -- transition should last for that time in seconds
else
transitionFlashScale = 0
end
if transitionFlashScale < 0.5 then
transitionFlashAlpha = transitionFlashScale * 2;
else
transitionFlashAlpha = 1-((transitionFlashScale-0.5) * 2);
end
transitionFlashAlpha = 1+transitionFlashAlpha*0.5
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-- Leave transition
if (isFilterWheelActive) then
if transitionLeaveScale < 1 then
transitionLeaveScale = transitionLeaveScale + deltaTime / TRANSITION_LEAVE_DURATION -- transition should last for that time in seconds
else
transitionLeaveScale = 1
end
transitionLeaveReappearTimer = 1;
transitionAfterscrollScale = 0; -- Keep songwheel in the "afterscroll" state while the filterwheel is active
transitionJacketBgScrollScale = 0; -- Same thing here, just with the jacket bg
else
if (transitionLeaveReappearTimer ~= 0) then
transitionAfterscrollScale = 0; -- Keep songwheel in the "afterscroll" state while we're waiting on filter wheel to fade out
transitionJacketBgScrollScale = 0; -- Same thing here, just with the jacket bg
end
transitionLeaveReappearTimer = transitionLeaveReappearTimer - deltaTime / (TRANSITION_LEAVE_DURATION + 0.05) -- 0.05s is a few frames between the completetion of the fade out and songs reappearing in the AC
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if (transitionLeaveReappearTimer <= 0) then
transitionLeaveScale = 0;
transitionLeaveReappearTimer = 0;
end
end
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end
draw_songwheel = function(x,y,w,h, deltaTime)
gfx.Translate(x,y);
gfx.Scale(w/1080, h/1920);
gfx.Scissor(0,0,1080,1920);
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drawBackground(deltaTime);
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drawSongList()
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isFilterWheelActive = game.GetSkinSetting('_songWheelOverlayActive') == 1;
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drawData()
drawCursor()
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drawFilterInfo(deltaTime)
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drawSearch();
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gfx.BeginPath();
gfx.FontSize(18)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
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local debugScrollingUp= "FALSE"
if scrollingUp then debugScrollingUp = "TRUE" end;
if game.GetSkinSetting('debug_showInformation') then
gfx.Text('S_I: ' .. selectedIndex .. ' // S_D: ' .. selectedDifficulty .. ' // S_UP: ' .. debugScrollingUp .. ' // AC_TS: ' .. transitionAfterscrollScale .. ' // L_TS: ' .. transitionLeaveScale .. ' // IR_CODE: ' .. irRequestStatus .. ' // IR_T: ' .. irRequestTimeout, 8, 8);
end
gfx.ResetTransform();
end
render = function (deltaTime)
tickTransitions(deltaTime);
game.SetSkinSetting('_currentScreen', 'songwheel')
common.stopMusic();
-- detect resolution change
local resx, resy = game.GetResolution();
if resx ~= resX or resy ~= resY then
resolutionChange(resx, resy)
end
gfx.BeginPath()
bgImageWidth, bgImageHeight = gfx.ImageSize(backgroundImage)
gfx.Rect(0, 0, resX, resY)
gfx.FillPaint(gfx.ImagePattern(0, 0, bgImageWidth, bgImageHeight, 0, backgroundImage, 0.2))
gfx.Fill()
draw_songwheel((resX - fullX) / 2, 0, fullX, fullY, deltaTime);
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refreshIrLeaderboard(deltaTime);
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end
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songs_changed = function (withAll)
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irLeaderboardsCache = {} -- Reset LB cache
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if not withAll then return end
game.SetSkinSetting('_songWheelScrollbarTotal', #songwheel.songs)
game.SetSkinSetting('_songWheelScrollbarIndex', selectedIndex)
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local diffs = {}
for i = 1, #songwheel.allSongs do
local song = songwheel.allSongs[i]
for j = 1, #song.difficulties do
local diff = song.difficulties[j]
diff.force = VolforceCalc.calc(diff)
table.insert(diffs, diff)
end
end
table.sort(diffs, function (l, r)
return l.force > r.force
end)
totalForce = 0
for i = 1, 50 do
if diffs[i] then
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top50diffs[diffs[i].id] = true;
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totalForce = totalForce + diffs[i].force
end
end
game.SetSkinSetting('_volforce', totalForce)
end
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set_index = function(newIndex)
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transitionScrollScale = 0;
transitionAfterscrollScale = 0;
transitionJacketBgScrollScale = 0;
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game.SetSkinSetting('_songWheelScrollbarTotal', #songwheel.songs)
game.SetSkinSetting('_songWheelScrollbarIndex', newIndex)
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scrollingUp = false;
if ((newIndex > selectedIndex and not (newIndex == #songwheel.songs and selectedIndex == 1)) or (newIndex == 1 and selectedIndex == #songwheel.songs)) then
scrollingUp = true;
end;
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game.PlaySample('song_wheel/cursor_change.wav');
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selectedIndex = newIndex;
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end;
set_diff = function(newDiff)
if newDiff ~= selectedDifficulty then
jacketCache = {}; -- Clear the jacket cache for the new diff jackets
game.PlaySample('song_wheel/diff_change.wav');
end
selectedDifficulty = newDiff;
irLeaderboard = {}
irRequestStatus = 1;
irRequestTimeout = 2
end;