ExperimentalGear/scripts/songselect/songwheel.lua

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Lua
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require('common')
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local Easing = require('common.easings');
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local VolforceCalc = require('components.volforceCalc');
local backgroundImage = gfx.CreateSkinImage("song_select/bg.png", 1)
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)
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
}
local diffCursorImage = gfx.CreateSkinImage("song_select/level_cursor.png", 1)
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local searchBgImage = gfx.CreateSkinImage("song_select/search_bg.png", 1)
local headerTitleImage = gfx.CreateSkinImage("song_select/header/title.png", 1)
local headerGlowTitleImage = gfx.CreateSkinImage("song_select/header/title_glow.png", 1)
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),
}
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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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-- ANIMS
local laserAnimation = gfx.LoadSkinAnimation('song_select/laser_anim', 1/60, 0, false);
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game.LoadSkinSample('song_wheel/cursor_change.wav');
game.LoadSkinSample('song_wheel/diff_change.wav');
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local difficultyNumbers;
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local scoreNumbers;
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local resx, resy = game.GetResolution()
local desw, desh;
local scale;
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local songPlateHeight = 172;
local selectedIndex = 1;
local selectedDifficulty = 1;
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local jacketCache = {}
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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 transitionAfterscrollJacketBgAlpha = 0;
local transitionLeaveReverse = false;
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local transitionLeaveScale = 0;
local transitionLeaveOffsetY = 0;
function resetLayoutInformation()
resx, resy = game.GetResolution()
desw = 1080
desh = 1920
scale = resx / desw
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end
function load_number_image(path)
local images = {}
for i = 0, 9 do
images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0)
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end
return images
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end
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
if is_dim and num < mul then
a = 0.4
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end
gfx.BeginPath()
gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
x = x - (tw * kern)
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end
end
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function getCorrectedIndex(from, offset)
total = #songwheel.songs;
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[1].jacketPath, defaultJacketImage, 165, 165);
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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
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function drawBackground(deltaTime)
gfx.BeginPath()
gfx.ImageRect(0, 0, desw, desh, backgroundImage, 1, 0)
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-- If the score for song exists
local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
if song and diff then
local jacketImage = getJacketImage(song);
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gfx.BeginPath()
gfx.ImageRect(0+transitionAfterscrollScale*-300, 0, 900, 900, jacketImage or defaultJacketImage, transitionAfterscrollJacketBgAlpha, 0)
gfx.BeginPath();
gfx.FillColor(0,0,0,math.floor(transitionAfterscrollJacketBgAlpha*64));
gfx.Rect(0,0,900,900);
gfx.Fill();
gfx.ClosePath();
gfx.BeginPath();
end
gfx.ImageRect(0, 0, desw, desh, dataPanelImage, 1, 0)
local laserAnimTickRes = gfx.TickAnimation(laserAnimation, deltaTime);
if laserAnimTickRes == 1 then
gfx.BeginPath()
gfx.ImageRect(0, 0, desw, desh, laserAnimation, 1, 0);
gfx.GlobalAlpha(1);
end
if song and diff 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
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local selectedSongDifficulty = song.difficulties[selectedDifficulty]
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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()
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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
gfx.BeginPath()
gfx.ImageRect(songX+282, y+44, 79, 69, badgeImage, 1, 0)
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-- Draw grade
local gradeImage = gradeImages.none;
if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
end
gfx.BeginPath();
gfx.ImageRect(songX+390, y+47, 60, 60, gradeImage, 1, 0);
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end
function drawSongList()
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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 = transitionLeaveOffsetY + 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;
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end
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function drawCursor()
gfx.BeginPath()
local cursorImageIndex = game.GetSkinSetting('_gaugeType')
local cursorImage = cursorImages[cursorImageIndex or 1];
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gfx.ImageRect(desw/2-14, desh/2-213/2, 555, 213, cursorImage, 1, 0)
end
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local scoreNumbers = load_number_image("score_num");
function drawData() -- Draws the song data on the left panel
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)
gfx.Save()
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if bestScore then
-- Draw best score
gfx.BeginPath()
draw_number(100, 793, 1.0, math.floor(bestScore.score / 10000), 4, scoreNumbers, true, 0.3, 1.12)
draw_number(245, 797, 1.0, bestScore.score, 4, scoreNumbers, true, 0.22, 1.12)
-- Draw grade
local gradeImage = gradeImages.none;
if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
end
gfx.BeginPath();
gfx.ImageRect(360, 773, 45, 45, gradeImage, transitionAfterscrollGradeAlpha, 0);
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-- Draw badge
badgeImage = badgeImages[diff.topBadge+1];
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gfx.BeginPath()
gfx.ImageRect(425, 724, 93/1.1, 81/1.1, badgeImage, transitionAfterscrollBadgeAlpha, 0)
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end
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
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);
gfx.FontSize(22)
gfx.GlobalAlpha(transitionAfterscrollDataOverlayAlpha);
gfx.Text(diff.effector, 270, 1180);
gfx.Text(diff.illustrator, 270, 1210);
gfx.GlobalAlpha(1);
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end
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function drawSearch()
if (not songwheel.searchInputActive) then
return;
end
gfx.BeginPath();
local tw, th = gfx.ImageSize(searchBgImage)
gfx.ImageRect(desw-tw/2, 0, tw/2, th/2, searchBgImage, 1, 0)
gfx.FontSize(28);
gfx.Text(songwheel.searchText, desw-200, 30);
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
-- 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 background alpha
if transitionAfterscrollScale < 0.05 or transitionAfterscrollScale >= 1 then
transitionAfterscrollJacketBgAlpha = 0;
elseif transitionAfterscrollScale >= 0.05 and transitionAfterscrollScale < 0.1 then
transitionAfterscrollJacketBgAlpha = math.min(1, (transitionAfterscrollScale-0.05) / 0.05);
elseif transitionAfterscrollScale >= 0.95 and transitionAfterscrollScale < 1 then
transitionAfterscrollJacketBgAlpha = math.min(1, 1-((transitionAfterscrollScale-0.95) / 0.05));
else
transitionAfterscrollJacketBgAlpha = 1;
end
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-- Leave transition
if (transitionLeaveReverse) then
if transitionLeaveScale > 0 then
transitionLeaveScale = transitionLeaveScale - deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionLeaveScale = 0
end
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else
if transitionLeaveScale < 1 then
transitionLeaveScale = transitionLeaveScale + deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionLeaveScale = 1
end
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end
transitionLeaveOffsetY = Easing.inOutQuad(transitionLeaveScale) * (desh+songPlateHeight*2+145);
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end
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render = function (deltaTime)
resetLayoutInformation();
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tickTransitions(deltaTime);
gfx.Scale(scale, scale);
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if not difficultyNumbers then
difficultyNumbers = load_number_image('diff_num')
end
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drawBackground(deltaTime);
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drawSongList()
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drawCursor()
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drawData()
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drawSearch();
if (game.GetSkinSetting('_songWheelOverlayActive') ~= 1) then
transitionLeaveReverse = true;
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else
transitionLeaveReverse = false;
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end
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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;
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gfx.Text('S_I: ' .. selectedIndex .. ' // S_D: ' .. selectedDifficulty .. ' // S_UP: ' .. debugScrollingUp .. ' // AC_TS: ' .. transitionAfterscrollScale, 8, 8);
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end
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songs_changed = function (withAll)
if not withAll then return end
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
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;
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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
game.PlaySample('song_wheel/diff_change.wav');
end
selectedDifficulty = newDiff;
end;