2021-07-25 20:10:06 +02:00
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-- The following code slightly simplifies the render/update code, making it easier to explain in the comments
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-- It replaces a few of the functions built into USC and changes behaviour slightly
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-- Ideally, this should be in the common.lua file, but the rest of the skin does not support it
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-- I'll be further refactoring and documenting the default skin and making it more easy to
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-- modify for those who either don't know how to skin well or just want to change a few images
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-- or behaviours of the default to better suit them.
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-- Skinning should be easy and fun!
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-- Animation functions begin
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function clamp(x, min, max)
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if x < min then
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x = min
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end
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if x > max then
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x = max
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end
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return x
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end
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function smootherstep(edge0, edge1, x)
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-- Scale, and clamp x to 0..1 range
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x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0)
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-- Evaluate polynomial
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return x * x * x * (x * (x * 6 - 15) + 10)
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end
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function to_range(val, start, stop)
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return start + (stop - start) * val
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end
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Animation = {
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start = 0,
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stop = 0,
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progress = 0,
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duration = 1,
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smoothStart = false
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}
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function Animation:new(o)
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o = o or {}
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Animation:restart(start, stop, duration)
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self.progress = 0
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self.start = start
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self.stop = stop
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self.duration = duration
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end
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function Animation:tick(deltaTime)
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self.progress = math.min(1, self.progress + deltaTime / self.duration)
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if self.progress == 1 then return self.stop end
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if self.smoothStart then
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return to_range(smootherstep(0, 1, self.progress), self.start, self.stop)
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else
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return to_range(smootherstep(-1, 1, self.progress) * 2 - 1, self.start, self.stop)
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end
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end
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--- Animation Functions end
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local RECT_FILL = "fill"
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local RECT_STROKE = "stroke"
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local RECT_FILL_STROKE = RECT_FILL .. RECT_STROKE
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gfx._ImageAlpha = 1
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if gfx._FillColor == nil then
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gfx._FillColor = gfx.FillColor
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gfx._StrokeColor = gfx.StrokeColor
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gfx._SetImageTint = gfx.SetImageTint
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end
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-- we aren't even gonna overwrite it here, it's just dead to us
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gfx.SetImageTint = nil
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function gfx.FillColor(r, g, b, a)
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r = math.floor(r or 255)
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g = math.floor(g or 255)
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b = math.floor(b or 255)
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a = math.floor(a or 255)
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gfx._ImageAlpha = a / 255
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gfx._FillColor(r, g, b, a)
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gfx._SetImageTint(r, g, b)
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end
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function gfx.StrokeColor(r, g, b)
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r = math.floor(r or 255)
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g = math.floor(g or 255)
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b = math.floor(b or 255)
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gfx._StrokeColor(r, g, b)
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end
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function gfx.DrawRect(kind, x, y, w, h)
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local doFill = kind == RECT_FILL or kind == RECT_FILL_STROKE
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local doStroke = kind == RECT_STROKE or kind == RECT_FILL_STROKE
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local doImage = not (doFill or doStroke)
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gfx.BeginPath()
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if doImage then
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gfx.ImageRect(x, y, w, h, kind, gfx._ImageAlpha, 0)
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else
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gfx.Rect(x, y, w, h)
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if doFill then gfx.Fill() end
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if doStroke then gfx.Stroke() end
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end
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end
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local buttonStates = { }
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local buttonsInOrder = {
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game.BUTTON_BTA,
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game.BUTTON_BTB,
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game.BUTTON_BTC,
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game.BUTTON_BTD,
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game.BUTTON_FXL,
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game.BUTTON_FXR,
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game.BUTTON_STA,
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}
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function UpdateButtonStatesAfterProcessed()
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for i = 1, 6 do
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local button = buttonsInOrder[i]
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buttonStates[button] = game.GetButton(button)
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end
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end
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function game.GetButtonPressed(button)
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return game.GetButton(button) and not buttonStates[button]
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end
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-- -------------------------------------------------------------------------- --
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-- game.IsUserInputActive: --
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-- Used to determine if (valid) controller input is happening. --
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-- Valid meaning that laser motion will not return true unless the laser is --
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-- active in gameplay as well. --
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-- This restriction is not applied to buttons. --
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-- The player may press their buttons whenever and the function returns true. --
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-- Lane starts at 1 and ends with 8. --
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function game.IsUserInputActive(lane)
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if lane < 7 then
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return game.GetButton(buttonsInOrder[lane])
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end
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return gameplay.IsLaserHeld(lane - 7)
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end
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-- -------------------------------------------------------------------------- --
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-- gfx.FillLaserColor: --
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-- Sets the current fill color to the laser color of the given index. --
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-- An optional alpha value may be given as well. --
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-- Index may be 1 or 2. --
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function gfx.FillLaserColor(index, alpha)
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alpha = math.floor(alpha or 255)
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local r, g, b = game.GetLaserColor(index - 1)
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gfx.FillColor(r, g, b, alpha)
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end
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-- -------------------------------------------------------------------------- --
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-- load_number_image: --
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-- Loads numbers from files to allow usage of multi-colored numbers, custom --
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-- fonts, and many other things --
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function load_number_image(path)
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local images = {}
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for i = 0, 9 do
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images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0)
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end
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return images
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end
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-- -------------------------------------------------------------------------- --
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-- draw_number: --
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-- Draws numbers from images in the skin. --
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-- Additional values control scaling and spacing. --
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function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern)
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scale = scale or 1;
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kern = kern or 1;
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local tw, th = gfx.ImageSize(images[1])
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tw = tw * scale;
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th = th * scale;
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x = x + (tw * (digits - 1)) / 2
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y = y - th / 2
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for i = 1, digits do
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local mul = 10 ^ (i - 1)
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local digit = math.floor(num / mul) % 10
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local a = alpha
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if is_dim and num < mul then
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a = 0.4
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end
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gfx.BeginPath()
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gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
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x = x - (tw * kern)
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end
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end
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-- -------------------------------------------------------------------------- --
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-- -------------------------------------------------------------------------- --
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-- -------------------------------------------------------------------------- --
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-- The actual gameplay script starts here! --
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-- -------------------------------------------------------------------------- --
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-- -------------------------------------------------------------------------- --
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-- -------------------------------------------------------------------------- --
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-- Global data used by many things: --
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local resx, resy -- The resolution of the window
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local portrait -- whether the window is in portrait orientation
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local desw, desh -- The resolution of the deisign
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local scale -- the scale to get from design to actual units
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-- -------------------------------------------------------------------------- --
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-- Global data used by many things: --
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local resx, resy -- The resolution of the window
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local resx_old = 0
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local resy_old = 0
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local portrait -- whether the window is in portrait orientation
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local desw, desh -- The resolution of the deisign
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local scale -- the scale to get from design to actual units
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-- -------------------------------------------------------------------------- --
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-- All images used by the script: --
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local jacketFallback = gfx.CreateSkinImage("song_select/loading.png", 0)
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local bottomFill = gfx.CreateSkinImage("console/console.png", 0)
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local topFill = gfx.CreateSkinImage("fill_top.png", 0)
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local critAnimImg = gfx.CreateSkinImage("crit_anim.png", gfx.IMAGE_REPEATX)
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local critAnim = gfx.ImagePattern(0,-50,100,100,0,critAnimImg,1)
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local critBar = gfx.CreateSkinImage("crit_bar.png", 0)
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local critConsole = gfx.CreateSkinImage("console/crit_console.png", 0)
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local critCap = gfx.CreateSkinImage("crit_cap.png", 0)
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local critCapBack = gfx.CreateSkinImage("crit_cap_back.png", 0)
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local laserTail = gfx.CreateSkinImage("laser_tail.png", 0)
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local laserCursor = gfx.CreateSkinImage("pointer.png", 0)
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local laserCursorText = gfx.CreateSkinImage("pointer_bottom.png", 0)
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local laserCursorOverlay = gfx.CreateSkinImage("pointer_overlay.png", 0)
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local laserCursorGlow = gfx.CreateSkinImage("pointer_glow.png", 0)
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local laserCursorShine = gfx.CreateSkinImage("pointer_shine.png", 0)
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local laserTopWave = gfx.CreateSkinImage("laser_top_wave.png", 0)
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local scoreEarly = gfx.CreateSkinImage("score_early.png", 0)
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local scoreLate = gfx.CreateSkinImage("score_late.png", 0)
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local numberImages = load_number_image("number")
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local prevGaugeType = nil
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local gaugeTransition = nil
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--Skin Settings info
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local username = game.GetSkinSetting('username') or '';
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local ioConsoleDetails = {
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gfx.CreateSkinImage("console/detail_left.png", 0),
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gfx.CreateSkinImage("console/detail_right.png", 0),
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}
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local consoleAnimImages = {
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gfx.CreateSkinImage("console/glow_bta.png", 0),
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gfx.CreateSkinImage("console/glow_btb.png", 0),
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gfx.CreateSkinImage("console/glow_btc.png", 0),
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gfx.CreateSkinImage("console/glow_btd.png", 0),
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gfx.CreateSkinImage("console/glow_fxl.png", 0),
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gfx.CreateSkinImage("console/glow_fxr.png", 0),
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gfx.CreateSkinImage("console/glow_voll.png", 0),
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gfx.CreateSkinImage("console/glow_volr.png", 0),
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}
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-- -------------------------------------------------------------------------- --
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local resx, resy -- The resolution of the window
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local portrait -- whether the window is in portrait orientation
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local desw, desh -- The resolution of the deisign
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local scale -- the scale to get from design to actual units
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-- -------------------------------------------------------------------------- --
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-- Timers, used for animations: --
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if introTimer == nil then
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introTimer = 2
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outroTimer = 0
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end
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local alertTimers = {-2,-2}
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local earlateTimer = 0
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local critAnimTimer = 0
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local consoleAnimSpeed = 10
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local consoleAnimTimers = { 0, 0, 0, 0, 0, 0, 0, 0 }
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-- -------------------------------------------------------------------------- --
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-- Miscelaneous, currently unsorted: --
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local score = 0
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local combo = 0
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local jacket = nil
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local critLinePos = { 0.95, 0.75 };
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local comboScale = 1.0
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local late = false
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local diffNames = {"NOV", "ADV", "EXH", "MXM", "INF", "GRV", "HVN", "VVD"}
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local clearTexts = {"TRACK FAILED", "TRACK COMPLETE", "TRACK COMPLETE", "FULL COMBO", "PERFECT" }
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-- -------------------------------------------------------------------------- --
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-- Cached calculations --
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local song_info = {}
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local gauge_info = {}
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local crit_base_info = {}
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local combo_info = {}
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local practice_info = {}
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function LoadGauge(type)
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local name = type == 0 and "normal" or "hard"
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local gauge_verts = {
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{{gauge_info.posx, gauge_info.posy}, {0,1}},
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{{gauge_info.posx + gauge_info.width, gauge_info.posy}, {1,1}},
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{{gauge_info.posx + gauge_info.width, gauge_info.posy + gauge_info.height}, {1,0}},
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{{gauge_info.posx, gauge_info.posy + gauge_info.height}, {0,0}},
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}
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local meshes = {}
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meshes.front = gfx.CreateShadedMesh()
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meshes.front:SetPrimitiveType(meshes.front.PRIM_TRIFAN)
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meshes.front:SetData(gauge_verts)
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meshes.front:AddSkinTexture("mainTex", "gauges/" .. name .. "/gauge_front.png")
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meshes.back = gfx.CreateShadedMesh()
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meshes.back:SetPrimitiveType(meshes.back.PRIM_TRIFAN)
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meshes.back:SetData(gauge_verts)
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meshes.back:AddSkinTexture("mainTex", "gauges/" .. name .. "/gauge_back.png")
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meshes.fill = gfx.CreateShadedMesh("gauge")
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meshes.fill:SetPrimitiveType(meshes.fill.PRIM_TRIFAN)
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meshes.fill:SetData(gauge_verts)
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meshes.fill:AddSkinTexture("mainTex", "gauges/" .. name .. "/gauge_fill.png")
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meshes.fill:AddSkinTexture("maskTex", "gauges/" .. name .. "/gauge_mask.png")
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return meshes
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end
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-- -------------------------------------------------------------------------- --
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-- ResetLayoutInformation: --
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-- Resets the layout values used by the skin. --
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function ResetLayoutInformation()
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portrait = resy > resx
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desw = portrait and 720 or 1280
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desh = desw * (resy / resx)
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scale = resx / desw
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do --update song_info
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local songInfoWidth = 400
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local jacketWidth = 100
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song_info.songInfoWidth = songInfoWidth
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song_info.jacketWidth = jacketWidth
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gfx.LoadSkinFont("NotoSans-Regular.ttf")
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gfx.FontSize(30)
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song_info.textX = jacketWidth + 10
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local titleWidth = songInfoWidth - jacketWidth - 20
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local x1, y1, x2, y2 = gfx.TextBounds(0, 0, gameplay.title)
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song_info.title_textscale = math.min(titleWidth / x2, 1)
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x1,y1,x2,y2 = gfx.TextBounds(0,0,gameplay.artist)
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song_info.artist_textscale = math.min(titleWidth / x2, 1)
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|
|
end
|
|
|
|
|
|
|
|
do --update gauge_info
|
|
|
|
gauge_info.height = 1024 * 0.35
|
|
|
|
gauge_info.width = 512 * 0.35
|
|
|
|
gauge_info.posy = desh / 2 - gauge_info.height / 2
|
|
|
|
gauge_info.posx = desw - gauge_info.width
|
|
|
|
if portrait then
|
|
|
|
gauge_info.width = gauge_info.width * 0.8
|
|
|
|
gauge_info.height = gauge_info.height * 0.8
|
|
|
|
gauge_info.posy = gauge_info.posy - 30
|
|
|
|
gauge_info.posx = desw - gauge_info.width
|
|
|
|
end
|
|
|
|
|
|
|
|
gauge_info.label_posx = gauge_info.posx + (100 * 0.35)
|
|
|
|
gauge_info.label_height = 880 * 0.35
|
|
|
|
if portrait then
|
|
|
|
gauge_info.label_height = gauge_info.label_height * 0.8;
|
|
|
|
end
|
|
|
|
gauge_info.label_posy = gauge_info.posy + (70 * 0.35) + gauge_info.label_height
|
|
|
|
|
|
|
|
gauge_info.meshes = {}
|
|
|
|
gauge_info.meshes[0] = LoadGauge(0)
|
|
|
|
gauge_info.meshes[1] = LoadGauge(1)
|
|
|
|
end
|
|
|
|
|
|
|
|
do --update crit_base_info
|
|
|
|
-- The absolute width of the crit line itself
|
|
|
|
-- we check to see if we're playing in portrait mode and
|
|
|
|
-- change the width accordingly
|
|
|
|
crit_base_info.critWidth = resx * (portrait and 1 or 0.8)
|
|
|
|
crit_base_info.half_critWidth = crit_base_info.critWidth / 2
|
|
|
|
|
|
|
|
-- get the scaled dimensions of the crit line pieces
|
|
|
|
local clw, clh = gfx.ImageSize(critAnimImg)
|
|
|
|
crit_base_info.critAnimHeight = 15 * scale
|
|
|
|
crit_base_info.critAnimWidth = crit_base_info.critAnimHeight * (clw / clh)
|
|
|
|
|
|
|
|
local ccw, cch = gfx.ImageSize(critCap)
|
|
|
|
crit_base_info.critCapHeight = crit_base_info.critAnimHeight * (cch / clh)
|
|
|
|
crit_base_info.critCapWidth = crit_base_info.critCapHeight * (ccw / cch)
|
|
|
|
|
|
|
|
crit_base_info.half_critAnimHeight = crit_base_info.critAnimHeight / 2
|
|
|
|
crit_base_info.half_critAnimWidth = crit_base_info.critAnimWidth / 2
|
|
|
|
crit_base_info.half_critCapHeight = crit_base_info.critCapHeight / 2
|
|
|
|
crit_base_info.half_critCapWidth = crit_base_info.critCapWidth / 2
|
|
|
|
end
|
|
|
|
|
|
|
|
do --update combo_info
|
|
|
|
combo_info.posx = desw / 2
|
|
|
|
combo_info.posy = desh * critLinePos[1] - 100
|
|
|
|
if portrait then combo_info.posy = desh * critLinePos[2] - 150 end
|
|
|
|
end
|
|
|
|
|
|
|
|
do-- update practice_info
|
|
|
|
practice_info.posy = 120
|
|
|
|
practice_info.posx = 10
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- render: --
|
|
|
|
-- The primary & final render call. --
|
|
|
|
-- Use this to render basically anything that isn't the crit line or the --
|
|
|
|
-- intro/outro transitions. --
|
|
|
|
function render(deltaTime)
|
|
|
|
-- make sure that our transform is cleared, clean working space
|
|
|
|
-- TODO: this shouldn't be necessary!!!
|
|
|
|
gfx.ResetTransform()
|
|
|
|
|
|
|
|
gfx.Scale(scale, scale)
|
|
|
|
local yshift = 0
|
|
|
|
|
|
|
|
-- In portrait, we draw a banner across the top
|
|
|
|
-- The rest of the UI needs to be drawn below that banner
|
|
|
|
-- TODO: this isn't how it'll work in the long run, I don't think
|
|
|
|
if portrait then yshift = draw_banner(deltaTime) end
|
|
|
|
|
|
|
|
gfx.Translate(0, yshift - 150 * math.max(introTimer - 1, 0))
|
|
|
|
draw_song_info(deltaTime)
|
|
|
|
draw_score(deltaTime)
|
|
|
|
|
|
|
|
|
|
|
|
if prevGaugeType ~= nil then
|
|
|
|
if gameplay.gauge.type ~= prevGaugeType and gaugeTransition == nil then
|
|
|
|
gaugeTransition = Animation:new()
|
|
|
|
gaugeTransition.smoothStart = true
|
|
|
|
gaugeTransition:restart(0, 1, 1 / 3)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
gfx.Translate(0, -yshift + 150 * math.max(introTimer - 1, 0))
|
|
|
|
|
|
|
|
gfx.Save()
|
|
|
|
if gaugeTransition ~= nil then
|
|
|
|
local v = gaugeTransition:tick(deltaTime)
|
|
|
|
if v < 1 then
|
|
|
|
local awayGauge = {}
|
|
|
|
awayGauge.type = prevGaugeType
|
|
|
|
awayGauge.value = 0.0
|
|
|
|
gfx.Save()
|
|
|
|
gfx.Translate(v * gauge_info.width, 0)
|
|
|
|
draw_gauge(awayGauge)
|
|
|
|
gfx.Restore()
|
|
|
|
gfx.Translate((1-v) * gauge_info.width, 0)
|
|
|
|
else
|
|
|
|
prevGaugeType = gameplay.gauge.type
|
|
|
|
gaugeTransition = nil
|
|
|
|
end
|
|
|
|
else
|
|
|
|
prevGaugeType = gameplay.gauge.type
|
|
|
|
end
|
|
|
|
draw_gauge(gameplay.gauge)
|
|
|
|
gfx.Restore()
|
|
|
|
|
|
|
|
|
|
|
|
if earlatePos ~= "off" then
|
|
|
|
draw_earlate(deltaTime)
|
|
|
|
end
|
|
|
|
draw_combo(deltaTime)
|
|
|
|
draw_alerts(deltaTime)
|
|
|
|
|
|
|
|
if gameplay.practice_setup ~= nil then
|
|
|
|
draw_practice(deltaTime);
|
|
|
|
end
|
|
|
|
|
|
|
|
local play_mode = ""
|
|
|
|
|
|
|
|
if gameplay.practice_setup
|
|
|
|
then play_mode = "Practice Setup"
|
|
|
|
elseif gameplay.autoplay
|
|
|
|
then play_mode = "Autoplay"
|
|
|
|
elseif gameplay.playbackSpeed ~= nil and gameplay.playbackSpeed < 1
|
|
|
|
then play_mode = string.format("Speed: x%.2f", gameplay.playbackSpeed)
|
|
|
|
elseif gameplay.hitWindow ~= nil and gameplay.hitWindow.type == 0
|
|
|
|
then play_mode = "Expand Judge"
|
|
|
|
end
|
|
|
|
|
|
|
|
if play_mode ~= "" then
|
|
|
|
gfx.LoadSkinFont("NotoSans-Regular.ttf")
|
|
|
|
gfx.FontSize(30)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_TOP + gfx.TEXT_ALIGN_CENTER)
|
|
|
|
gfx.FillColor(255,255,255)
|
|
|
|
gfx.Text(play_mode, desw/2, yshift)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- SetUpCritTransform: --
|
|
|
|
-- Utility function which aligns the graphics transform to the center of the --
|
|
|
|
-- crit line on screen, rotation include. --
|
|
|
|
-- This function resets the graphics transform, it's up to the caller to --
|
|
|
|
-- save the transform if needed. --
|
|
|
|
function SetUpCritTransform()
|
|
|
|
-- start us with a clean empty transform
|
|
|
|
gfx.ResetTransform()
|
|
|
|
-- translate and rotate accordingly
|
|
|
|
gfx.Translate(gameplay.critLine.x, gameplay.critLine.y)
|
|
|
|
gfx.Rotate(-gameplay.critLine.rotation)
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- GetCritLineCenteringOffset: --
|
|
|
|
-- Utility function which returns the magnitude of an offset to center the --
|
|
|
|
-- crit line on the screen based on its rotation. --
|
|
|
|
function GetCritLineCenteringOffset()
|
|
|
|
return gameplay.critLine.xOffset * 10
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- GetConsoleCenteringOffset: --
|
|
|
|
-- Utility function which returns the magnitude of an offset to center the --
|
|
|
|
-- console on the screen based on its position and rotation. --
|
|
|
|
function GetConsoleCenteringOffset()
|
|
|
|
return (resx / 2 - gameplay.critLine.x) * (5 / 6)
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- render_crit_base: --
|
|
|
|
-- Called after rendering the highway and playable objects, but before --
|
|
|
|
-- the built-in hit effects. --
|
|
|
|
-- This is the first render function to be called each frame. --
|
|
|
|
-- This call resets the graphics transform, it's up to the caller to --
|
|
|
|
-- save the transform if needed. --
|
|
|
|
function render_crit_base(deltaTime)
|
|
|
|
-- Kind of a hack, but here (since this is the first render function
|
|
|
|
-- that gets called per frame) we update the layout information.
|
|
|
|
-- This means that the player can resize their window and
|
|
|
|
-- not break everything
|
|
|
|
resx, resy = game.GetResolution()
|
|
|
|
if resx ~= resx_old or resy ~= resy_old then
|
|
|
|
ResetLayoutInformation()
|
|
|
|
resx_old = resx
|
|
|
|
resy_old = resy
|
|
|
|
end
|
|
|
|
|
|
|
|
critAnimTimer = critAnimTimer + deltaTime
|
|
|
|
SetUpCritTransform()
|
|
|
|
|
|
|
|
-- Figure out how to offset the center of the crit line to remain
|
|
|
|
-- centered on the players screen
|
|
|
|
local xOffset = GetCritLineCenteringOffset()
|
|
|
|
gfx.Translate(xOffset, 0)
|
|
|
|
|
|
|
|
-- Draw a transparent black overlay below the crit line
|
|
|
|
-- This darkens the play area as it passes
|
|
|
|
gfx.FillColor(0, 0, 0, 200)
|
|
|
|
gfx.DrawRect(RECT_FILL, -resx, 0, resx * 2, resy)
|
|
|
|
|
|
|
|
-- draw the back half of the caps at each end
|
|
|
|
do
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
-- left side
|
|
|
|
gfx.DrawRect(critCapBack,
|
|
|
|
-crit_base_info.half_critWidth -crit_base_info.half_critCapWidth,
|
|
|
|
-crit_base_info.half_critCapHeight,
|
|
|
|
crit_base_info.critCapWidth,
|
|
|
|
crit_base_info.critCapHeight)
|
|
|
|
gfx.Scale(-1, 1) -- scale to flip horizontally
|
|
|
|
-- right side
|
|
|
|
gfx.DrawRect(critCapBack,
|
|
|
|
-crit_base_info.half_critWidth - crit_base_info.half_critCapWidth,
|
|
|
|
-crit_base_info.half_critCapHeight,
|
|
|
|
crit_base_info.critCapWidth,
|
|
|
|
crit_base_info.critCapHeight)
|
|
|
|
gfx.Scale(-1, 1) -- unflip horizontally
|
|
|
|
end
|
|
|
|
|
|
|
|
-- render the core of the crit line
|
|
|
|
do
|
|
|
|
-- The crit line is made up of two rects with a pattern that scrolls in opposite directions on each rect
|
|
|
|
local startOffset = crit_base_info.critAnimWidth * ((critAnimTimer * 1.5) % 1)
|
|
|
|
|
|
|
|
-- left side
|
|
|
|
-- Use a scissor to limit the drawable area to only what should be visible
|
|
|
|
gfx.UpdateImagePattern(critAnim,
|
|
|
|
-startOffset,
|
|
|
|
-crit_base_info.half_critAnimHeight,
|
|
|
|
crit_base_info.critAnimWidth,
|
|
|
|
crit_base_info.critAnimHeight,
|
|
|
|
0, 1)
|
|
|
|
|
|
|
|
gfx.Scissor(-crit_base_info.half_critWidth,
|
|
|
|
-crit_base_info.half_critAnimHeight,
|
|
|
|
crit_base_info.half_critWidth,
|
|
|
|
crit_base_info.critAnimHeight)
|
|
|
|
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.Rect(-crit_base_info.half_critWidth,
|
|
|
|
-crit_base_info.half_critAnimHeight,
|
|
|
|
crit_base_info.half_critWidth,
|
|
|
|
crit_base_info.critAnimHeight)
|
|
|
|
gfx.FillPaint(critAnim)
|
|
|
|
gfx.Fill()
|
|
|
|
gfx.ResetScissor()
|
|
|
|
|
|
|
|
|
|
|
|
-- right side
|
|
|
|
-- exactly the same, but in reverse
|
|
|
|
gfx.UpdateImagePattern(critAnim,
|
|
|
|
startOffset,
|
|
|
|
-crit_base_info.half_critAnimHeight,
|
|
|
|
crit_base_info.critAnimWidth,
|
|
|
|
crit_base_info.critAnimHeight,
|
|
|
|
0, 1)
|
|
|
|
|
|
|
|
gfx.Scissor(0,
|
|
|
|
-crit_base_info.half_critAnimHeight,
|
|
|
|
crit_base_info.half_critWidth,
|
|
|
|
crit_base_info.critAnimHeight)
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.Rect(0,
|
|
|
|
-crit_base_info.half_critAnimHeight,
|
|
|
|
crit_base_info.half_critWidth,
|
|
|
|
crit_base_info.critAnimHeight)
|
|
|
|
gfx.FillPaint(critAnim)
|
|
|
|
gfx.Fill()
|
|
|
|
gfx.ResetScissor()
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draw the front half of the caps at each end
|
|
|
|
do
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
-- left side
|
|
|
|
gfx.DrawRect(critCap,
|
|
|
|
-crit_base_info.half_critWidth - crit_base_info.half_critCapWidth,
|
|
|
|
-crit_base_info.half_critCapHeight,
|
|
|
|
crit_base_info.critCapWidth,
|
|
|
|
crit_base_info.critCapHeight)
|
|
|
|
gfx.Scale(-1, 1) -- scale to flip horizontally
|
|
|
|
-- right side
|
|
|
|
gfx.DrawRect(critCap,
|
|
|
|
-crit_base_info.half_critWidth - crit_base_info.half_critCapWidth,
|
|
|
|
-crit_base_info.half_critCapHeight,
|
|
|
|
crit_base_info.critCapWidth,
|
|
|
|
crit_base_info.critCapHeight)
|
|
|
|
gfx.Scale(-1, 1) -- unflip horizontally
|
|
|
|
end
|
|
|
|
|
|
|
|
-- we're done, reset graphics stuffs
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.ResetTransform()
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- render_crit_overlay: --
|
|
|
|
-- Called after rendering built-int crit line effects. --
|
|
|
|
-- Use this to render laser cursors or an IO Console in portrait mode! --
|
|
|
|
-- This call resets the graphics transform, it's up to the caller to --
|
|
|
|
-- save the transform if needed. --
|
|
|
|
function render_crit_overlay(deltaTime)
|
|
|
|
SetUpCritTransform()
|
|
|
|
|
|
|
|
-- Figure out how to offset the center of the crit line to remain
|
|
|
|
-- centered on the players screen.
|
|
|
|
local xOffset = GetConsoleCenteringOffset()
|
|
|
|
|
|
|
|
-- When in portrait, we can draw the console at the bottom
|
|
|
|
if portrait then
|
|
|
|
-- We're going to make temporary modifications to the transform
|
|
|
|
gfx.Save()
|
|
|
|
gfx.Translate(xOffset, 0)
|
|
|
|
|
|
|
|
local bfw, bfh = gfx.ImageSize(bottomFill)
|
|
|
|
|
|
|
|
local distBetweenKnobs = 0.446
|
|
|
|
local distCritVertical = 0.098
|
|
|
|
|
|
|
|
local ioFillTx = bfw / 2
|
|
|
|
local ioFillTy = bfh * distCritVertical -- 0.098
|
|
|
|
|
|
|
|
-- The total dimensions for the console image
|
|
|
|
local io_x, io_y, io_w, io_h = -ioFillTx, -ioFillTy, bfw, bfh
|
|
|
|
|
|
|
|
-- Adjust the transform accordingly first
|
|
|
|
local consoleFillScale = (resx * 0.775) / (bfw * distBetweenKnobs)
|
|
|
|
gfx.Scale(consoleFillScale, consoleFillScale);
|
|
|
|
|
|
|
|
-- Actually draw the fill
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.DrawRect(bottomFill, io_x, io_y, io_w, io_h)
|
|
|
|
|
|
|
|
-- Then draw the details which need to be colored to match the lasers
|
|
|
|
for i = 1, 2 do
|
|
|
|
gfx.FillLaserColor(i)
|
|
|
|
gfx.DrawRect(ioConsoleDetails[i], io_x, io_y, io_w, io_h)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draw the button press animations by overlaying transparent images
|
|
|
|
gfx.GlobalCompositeOperation(gfx.BLEND_OP_LIGHTER)
|
|
|
|
for i = 1, 6 do
|
|
|
|
-- While a button is held, increment a timer
|
|
|
|
-- If not held, that timer is set back to 0
|
|
|
|
if game.GetButton(buttonsInOrder[i]) then
|
|
|
|
consoleAnimTimers[i] = consoleAnimTimers[i] + deltaTime * consoleAnimSpeed * 3.14 * 2
|
|
|
|
else
|
|
|
|
consoleAnimTimers[i] = 0
|
|
|
|
end
|
|
|
|
|
|
|
|
-- If the timer is active, flash based on a sin wave
|
|
|
|
local timer = consoleAnimTimers[i]
|
|
|
|
if timer ~= 0 then
|
|
|
|
local image = consoleAnimImages[i]
|
|
|
|
local alpha = (math.sin(timer) * 0.5 + 0.5) * 0.5 + 0.25
|
|
|
|
gfx.FillColor(255, 255, 255, alpha * 255);
|
|
|
|
gfx.DrawRect(image, io_x, io_y, io_w, io_h)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
gfx.GlobalCompositeOperation(gfx.BLEND_OP_SOURCE_OVER)
|
|
|
|
|
|
|
|
-- Undo those modifications
|
|
|
|
gfx.Restore();
|
|
|
|
end
|
|
|
|
|
|
|
|
local cw, ch = gfx.ImageSize(laserCursor)
|
|
|
|
local cursorWidth = 40 * scale
|
|
|
|
local cursorHeight = cursorWidth * (ch / cw)
|
|
|
|
|
|
|
|
-- draw each laser cursor
|
|
|
|
for i = 1, 2 do
|
|
|
|
local cursor = gameplay.critLine.cursors[i - 1]
|
|
|
|
local pos, skew = cursor.pos, cursor.skew
|
|
|
|
|
|
|
|
-- Add a kinda-perspective effect with a horizontal skew
|
|
|
|
gfx.SkewX(skew)
|
|
|
|
|
|
|
|
--Add the tail, only active in critical zone
|
|
|
|
if (gameplay.laserActive[i]) then
|
|
|
|
gfx.FillLaserColor(i, cursor.alpha * 255)
|
|
|
|
gfx.DrawRect(laserTail, pos - cursorWidth / 2 - 64, -cursorHeight / 2 - 5, cursorWidth * 5, cursorHeight * 5)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draw the SDVX Icon eye and tails below the overlay
|
|
|
|
gfx.FillColor(255, 255, 255, cursor.alpha * 255)
|
|
|
|
gfx.DrawRect(laserCursorText, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 18, cursorWidth * 2, cursorHeight * 2)
|
|
|
|
-- Draw the colored background with the appropriate laser color
|
|
|
|
gfx.FillLaserColor(i, cursor.alpha * 130)
|
|
|
|
gfx.DrawRect(laserCursor, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 18, cursorWidth * 2, cursorHeight * 2)
|
|
|
|
|
|
|
|
--Add the top wave effect, only active in critical zone
|
|
|
|
if (gameplay.laserActive[i]) then
|
|
|
|
gfx.FillLaserColor(i, cursor.alpha * 180)
|
|
|
|
gfx.DrawRect(laserTopWave, pos - cursorWidth / 2 - 80, -cursorHeight / 2 - 24, cursorWidth * 6, cursorHeight * 6)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draw the uncolored overlay on top of the color
|
|
|
|
gfx.FillColor(255, 255, 255, cursor.alpha * 255)
|
|
|
|
gfx.DrawRect(laserCursorOverlay, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 18, cursorWidth * 2, cursorHeight * 2)
|
|
|
|
-- Draw the colored glow on top of the pointer
|
|
|
|
gfx.FillLaserColor(i, cursor.alpha * 160)
|
|
|
|
gfx.DrawRect(laserCursorGlow, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 20, cursorWidth * 2, cursorHeight * 2)
|
|
|
|
-- Draw the uncolored overlay on top of the color
|
|
|
|
gfx.FillColor(255, 255, 255, cursor.alpha * 150)
|
|
|
|
gfx.DrawRect(laserCursorShine, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 20, cursorWidth * 2, cursorHeight * 2)
|
|
|
|
-- Un-skew
|
|
|
|
gfx.SkewX(-skew)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- We're done, reset graphics stuffs
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.ResetTransform()
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_banner: --
|
|
|
|
-- Renders the banner across the top of the screen in portrait. --
|
|
|
|
-- This function expects no graphics transform except the design scale. --
|
|
|
|
function draw_banner(deltaTime)
|
|
|
|
local bannerWidth, bannerHeight = gfx.ImageSize(topFill)
|
|
|
|
local actualHeight = desw * (bannerHeight / bannerWidth)
|
|
|
|
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.DrawRect(topFill, 0, 0, desw, actualHeight)
|
|
|
|
|
|
|
|
return actualHeight
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_stat: --
|
|
|
|
-- Draws a formatted name + value combination at x, y over w, h area. --
|
|
|
|
function draw_stat(x, y, w, h, name, value, format, r, g, b)
|
|
|
|
gfx.Save()
|
|
|
|
|
|
|
|
-- Translate from the parent transform, wherever that may be
|
|
|
|
gfx.Translate(x, y)
|
|
|
|
|
|
|
|
-- Draw the `name` top-left aligned at `h` size
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
|
|
|
|
gfx.FontSize(h)
|
|
|
|
gfx.Text(name .. ":", 0, 0) -- 0, 0, is x, y after translation
|
|
|
|
|
|
|
|
-- Realign the text and draw the value, formatted
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_TOP)
|
|
|
|
gfx.Text(string.format(format, value), w, 0)
|
|
|
|
-- This draws an underline beneath the text
|
|
|
|
-- The line goes from 0, h to w, h
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.MoveTo(0, h)
|
|
|
|
gfx.LineTo(w, h) -- only defines the line, does NOT draw it yet
|
|
|
|
|
|
|
|
-- If a color is provided, set it
|
|
|
|
if r then gfx.StrokeColor(r, g, b)
|
|
|
|
-- otherwise, default to a light grey
|
|
|
|
else gfx.StrokeColor(200, 200, 200) end
|
|
|
|
|
|
|
|
-- Stroke out the line
|
|
|
|
gfx.StrokeWidth(1)
|
|
|
|
gfx.Stroke()
|
|
|
|
-- Undo our transform changes
|
|
|
|
gfx.Restore()
|
|
|
|
|
|
|
|
-- Return the next `y` position, for easier vertical stacking
|
|
|
|
return y + h + 5
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_song_info: --
|
|
|
|
-- Draws current song information at the top left of the screen. --
|
|
|
|
-- This function expects no graphics transform except the design scale. --
|
|
|
|
local songBack = gfx.CreateSkinImage("song_back.png", 0)
|
|
|
|
local numberDot = gfx.CreateSkinImage("number/dot.png", 0)
|
|
|
|
local diffImages = {
|
|
|
|
gfx.CreateSkinImage("diff/1 novice.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/2 advanced.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/3 exhaust.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/4 maximum.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/5 infinite.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/6 gravity.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/7 heavenly.png", 0),
|
|
|
|
gfx.CreateSkinImage("diff/8 vivid.png", 0)
|
|
|
|
}
|
|
|
|
local memo = Memo.new()
|
|
|
|
|
|
|
|
function draw_song_info(deltaTime)
|
|
|
|
local jacketWidth = 105
|
|
|
|
|
|
|
|
-- Check to see if there's a jacket to draw, and attempt to load one if not
|
|
|
|
if jacket == nil or jacket == jacketFallback then
|
|
|
|
jacket = gfx.LoadImageJob(gameplay.jacketPath, jacketFallback)
|
|
|
|
end
|
|
|
|
|
|
|
|
gfx.Save()
|
|
|
|
|
|
|
|
-- Add a small margin at the edge
|
|
|
|
gfx.Translate(5,5)
|
|
|
|
-- There's less screen space in portrait, the playable area is effectively a square
|
|
|
|
-- We scale down to take up less space
|
|
|
|
if portrait then gfx.Scale(0.7, 0.7) end
|
|
|
|
|
|
|
|
-- Ensure the font has been loaded
|
|
|
|
gfx.LoadSkinFont("segoeui.ttf")
|
|
|
|
|
|
|
|
-- Draw the background
|
|
|
|
local tw, th = gfx.ImageSize(songBack)
|
|
|
|
gfx.FillColor(255,255,255)
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.ImageRect(-2, -71, tw * 0.855, th * 0.855, songBack, 1, 0)
|
|
|
|
-- Draw the jacket
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.DrawRect(jacket, 31, -39, song_info.jacketWidth, song_info.jacketWidth)
|
|
|
|
-- Draw a background for the following level stat
|
|
|
|
gfx.FillColor(0, 0, 0, 200)
|
|
|
|
gfx.DrawRect(RECT_FILL, 0, 85, 60, 15)
|
|
|
|
-- Level Name : Level Number
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
draw_stat(0, 85, 55, 15, diffNames[gameplay.difficulty + 1], gameplay.level, "%02d")
|
|
|
|
-- Reset some text related stuff that was changed in draw_state
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT)
|
|
|
|
gfx.FontSize(30)
|
|
|
|
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
|
|
|
|
local textscale = song_info.title_textscale
|
|
|
|
local textX = song_info.textX
|
|
|
|
|
|
|
|
gfx.Save()
|
|
|
|
do -- Draw the song title, scaled to fit as best as possible
|
|
|
|
gfx.Translate(textX, 30)
|
|
|
|
gfx.Scale(textscale, textscale)
|
|
|
|
gfx.Text(gameplay.title, 0, 0)
|
|
|
|
end
|
|
|
|
gfx.Restore()
|
|
|
|
|
|
|
|
textscale = song_info.artist_textscale
|
|
|
|
|
|
|
|
gfx.Save()
|
|
|
|
do -- Draw the song artist, scaled to fit as best as possible
|
|
|
|
gfx.Translate(textX, 60)
|
|
|
|
gfx.Scale(textscale, textscale)
|
|
|
|
gfx.Text(gameplay.artist, 0, 0)
|
|
|
|
end
|
|
|
|
gfx.Restore()
|
|
|
|
|
|
|
|
-- Draw the BPM
|
|
|
|
gfx.FontSize(20)
|
|
|
|
gfx.Text(string.format("BPM: %.1f", gameplay.bpm), textX, 85)
|
|
|
|
|
|
|
|
-- Fill the progress bar
|
|
|
|
gfx.FillColor(0, 150, 255)
|
|
|
|
gfx.DrawRect(RECT_FILL, song_info.jacketWidth, song_info.jacketWidth - 10, (song_info.songInfoWidth - song_info.jacketWidth) * gameplay.progress, 10)
|
|
|
|
|
|
|
|
-- When the player is holding Start, the hispeed can be changed
|
|
|
|
-- Shows the current hispeed values
|
|
|
|
if game.GetButton(game.BUTTON_STA) then
|
|
|
|
gfx.FillColor(20, 20, 20, 200);
|
|
|
|
gfx.DrawRect(RECT_FILL, 100, 100, song_info.songInfoWidth - 100, 20)
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
if game.GetButton(game.BUTTON_BTB) then
|
|
|
|
gfx.Text(string.format("Hid/Sud Cutoff: %.1f%% / %.1f%%",
|
|
|
|
gameplay.hiddenCutoff * 100, gameplay.suddenCutoff * 100),
|
|
|
|
textX, 115)
|
|
|
|
|
|
|
|
elseif game.GetButton(game.BUTTON_BTC) then
|
|
|
|
gfx.Text(string.format("Hid/Sud Fade: %.1f%% / %.1f%%",
|
|
|
|
gameplay.hiddenFade * 100, gameplay.suddenFade * 100),
|
|
|
|
textX, 115)
|
|
|
|
else
|
|
|
|
gfx.Text(string.format("HiSpeed: %.0f x %.1f = %.0f",
|
|
|
|
gameplay.bpm, gameplay.hispeed, gameplay.bpm * gameplay.hispeed),
|
|
|
|
textX, 115)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- aaaand, scene!
|
|
|
|
gfx.Restore()
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_best_diff: --
|
|
|
|
-- If there are other saved scores, this displays the difference between --
|
|
|
|
-- the current play and your best. --
|
|
|
|
function draw_best_diff(deltaTime, x, y)
|
|
|
|
-- Don't do anything if there's nothing to do
|
|
|
|
if not gameplay.scoreReplays[1] then return end
|
|
|
|
|
|
|
|
-- Calculate the difference between current and best play
|
|
|
|
local difference = score - gameplay.scoreReplays[1].currentScore
|
|
|
|
local prefix = "" -- used to properly display negative values
|
|
|
|
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.FontSize(26)
|
|
|
|
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
if difference < 0 then
|
|
|
|
-- If we're behind the best score, separate the minus sign and change the color
|
|
|
|
gfx.FillColor(255, 90, 70)
|
|
|
|
difference = math.abs(difference)
|
|
|
|
prefix = "- "
|
|
|
|
|
|
|
|
elseif difference > 0 then
|
|
|
|
-- If we're behind the best score, separate the minus sign and change the color
|
|
|
|
gfx.FillColor(170, 160, 255)
|
|
|
|
difference = math.abs(difference)
|
|
|
|
prefix = "+ "
|
|
|
|
end
|
|
|
|
|
|
|
|
-- %08d formats a number to 8 characters
|
|
|
|
-- This includes the minus sign, so we do that separately
|
|
|
|
gfx.LoadSkinFont("Digital-Serial-Bold.ttf")
|
|
|
|
gfx.FontSize(26)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
|
|
|
|
gfx.Text(string.format("%s%08d", prefix, difference), x, y)
|
|
|
|
end
|
|
|
|
|
|
|
|
function draw_username(deltaTime, x, y)
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.LoadSkinFont("Digital-Serial-Bold.ttf")
|
|
|
|
gfx.FontSize(26)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
|
|
|
|
gfx.Text(string.sub(username, 1, 8), x, y)
|
|
|
|
end
|
|
|
|
|
|
|
|
function draw_username(deltaTime, x, y)
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.LoadSkinFont("Digital-Serial-Bold.ttf")
|
|
|
|
gfx.FontSize(26)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
|
|
|
|
gfx.Text(string.sub(username, 1, 8), x, y)
|
|
|
|
end
|
|
|
|
|
|
|
|
local score_animation = Animation:new()
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_score: --
|
|
|
|
local scoreBack = gfx.CreateSkinImage("score_back.png", 0)
|
|
|
|
local scoreNumber = load_number_image("score_num")
|
|
|
|
local maxCombo = 0
|
|
|
|
function draw_score(deltaTime)
|
|
|
|
local tw, th = gfx.ImageSize(scoreBack)
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.BeginPath()
|
|
|
|
tw = tw * 0.61;
|
|
|
|
th = th * 0.61;
|
|
|
|
gfx.ImageRect(desw - tw + 12, portrait and 50 or 0, tw, th, scoreBack, 1, 0)
|
|
|
|
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
draw_number(desw - 305, portrait and 132 or 64, 1.0, math.floor(score / 10000), 4, scoreNumber, true, 0.40, 1.12)
|
|
|
|
draw_number(desw - 110, portrait and 137 or 68, 1.0, score, 4, scoreNumber, true, 0.3, 1.12)
|
|
|
|
|
|
|
|
-- Draw max combo
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
draw_number(desw - 300, portrait and 207 or 110, 1.0, maxCombo, 4, numberImages, true)
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_gauge: --
|
|
|
|
function draw_gauge(gauge)
|
|
|
|
local c = nil
|
|
|
|
if gauge.type == 0 then
|
|
|
|
if gauge.value > 0.7 then
|
|
|
|
c = {r = 1, g = 0, b = 1}
|
|
|
|
else
|
|
|
|
c = {r = 0, g = 0.5, b = 1}
|
|
|
|
end
|
|
|
|
else
|
|
|
|
c = {r = 1, g = 0.5, b = 0}
|
|
|
|
end
|
|
|
|
|
|
|
|
gauge_info.meshes[gauge.type].fill:SetParamVec4("barColor", c.r, c.g, c.b, 1)
|
|
|
|
gauge_info.meshes[gauge.type].fill:SetParam("rate", gauge.value)
|
|
|
|
|
|
|
|
gauge_info.meshes[gauge.type].back:Draw()
|
|
|
|
gauge_info.meshes[gauge.type].fill:Draw()
|
|
|
|
gauge_info.meshes[gauge.type].front:Draw()
|
|
|
|
|
|
|
|
--draw gauge % label
|
|
|
|
local posy = gauge_info.label_posy - gauge_info.label_height * gauge.value
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.Rect(gauge_info.label_posx-35, posy-10, 40, 20)
|
|
|
|
gfx.FillColor(0,0,0,200)
|
|
|
|
gfx.Fill()
|
|
|
|
gfx.FillColor(255,255,255)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE)
|
|
|
|
gfx.FontSize(20)
|
|
|
|
gfx.Text(string.format("%d%%", math.floor(gauge.value * 100)), gauge_info.label_posx, posy )
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_combo: --
|
|
|
|
function draw_combo(deltaTime)
|
|
|
|
if combo == 0 then return end
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
|
|
|
|
if gameplay.comboState == 2 then
|
|
|
|
gfx.FillColor(100,255,0) --puc
|
|
|
|
elseif gameplay.comboState == 1 then
|
|
|
|
gfx.FillColor(255,200,0) --uc
|
|
|
|
else
|
|
|
|
gfx.FillColor(255,255,255) --regular
|
|
|
|
end
|
|
|
|
gfx.LoadSkinFont("NovaMono.ttf")
|
|
|
|
gfx.FontSize(70 * math.max(comboScale, 1))
|
|
|
|
comboScale = comboScale - deltaTime * 3
|
|
|
|
gfx.Text(tostring(combo), combo_info.posx, combo_info.posy)
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_earlate: --
|
|
|
|
function draw_earlate(deltaTime)
|
|
|
|
earlateTimer = math.max(earlateTimer - deltaTime,0)
|
|
|
|
if earlateTimer == 0 then return nil end
|
|
|
|
local alpha = math.floor(earlateTimer * 20) % 2
|
|
|
|
alpha = alpha * 200 + 55
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.FontSize(35)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_MIDDLE)
|
|
|
|
local ypos = desh * critLinePos[1] - 150
|
|
|
|
if portrait then ypos = desh * critLinePos[2] - 200 end
|
|
|
|
if earlatePos == "middle" then
|
|
|
|
ypos = ypos - 200
|
|
|
|
elseif earlatePos == "top" then
|
|
|
|
ypos = ypos - 400
|
|
|
|
end
|
|
|
|
|
|
|
|
if late then
|
|
|
|
gfx.FillColor(0,255,255, alpha)
|
|
|
|
gfx.Text("LATE", desw / 2, ypos)
|
|
|
|
else
|
|
|
|
gfx.FillColor(255,0,255, alpha)
|
|
|
|
gfx.Text("EARLY", desw / 2, ypos)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_alerts: --
|
|
|
|
function draw_alerts(deltaTime)
|
|
|
|
alertTimers[1] = math.max(alertTimers[1] - deltaTime,-2)
|
|
|
|
alertTimers[2] = math.max(alertTimers[2] - deltaTime,-2)
|
|
|
|
if alertTimers[1] > 0 then --draw left alert
|
|
|
|
gfx.Save()
|
|
|
|
local posx = desw / 2 - 350
|
|
|
|
local posy = desh * critLinePos[1] - 135
|
|
|
|
if portrait then
|
|
|
|
posy = desh * critLinePos[2] - 135
|
|
|
|
posx = 65
|
|
|
|
end
|
|
|
|
gfx.Translate(posx,posy)
|
|
|
|
r,g,b = game.GetLaserColor(0)
|
|
|
|
local alertScale = (-(alertTimers[1] ^ 2.0) + (1.5 * alertTimers[1])) * 5.0
|
|
|
|
alertScale = math.min(alertScale, 1)
|
|
|
|
gfx.Scale(1, alertScale)
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.RoundedRectVarying(-50,-50,100,100,20,0,20,0)
|
|
|
|
gfx.StrokeColor(r,g,b)
|
|
|
|
gfx.FillColor(20,20,20)
|
|
|
|
gfx.StrokeWidth(2)
|
|
|
|
gfx.Fill()
|
|
|
|
gfx.Stroke()
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.FillColor(r,g,b)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
|
|
|
|
gfx.FontSize(90)
|
|
|
|
gfx.Text("L",0,0)
|
|
|
|
gfx.Restore()
|
|
|
|
end
|
|
|
|
if alertTimers[2] > 0 then --draw right alert
|
|
|
|
gfx.Save()
|
|
|
|
local posx = desw / 2 + 350
|
|
|
|
local posy = desh * critLinePos[1] - 135
|
|
|
|
if portrait then
|
|
|
|
posy = desh * critLinePos[2] - 135
|
|
|
|
posx = desw - 65
|
|
|
|
end
|
|
|
|
gfx.Translate(posx,posy)
|
|
|
|
r,g,b = game.GetLaserColor(1)
|
|
|
|
local alertScale = (-(alertTimers[2] ^ 2.0) + (1.5 * alertTimers[2])) * 5.0
|
|
|
|
alertScale = math.min(alertScale, 1)
|
|
|
|
gfx.Scale(1, alertScale)
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.RoundedRectVarying(-50,-50,100,100,0,20,0,20)
|
|
|
|
gfx.StrokeColor(r,g,b)
|
|
|
|
gfx.FillColor(20,20,20)
|
|
|
|
gfx.StrokeWidth(2)
|
|
|
|
gfx.Fill()
|
|
|
|
gfx.Stroke()
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.FillColor(r,g,b)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
|
|
|
|
gfx.FontSize(90)
|
|
|
|
gfx.Text("R",0,0)
|
|
|
|
gfx.Restore()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function change_earlatepos()
|
|
|
|
if earlatePos == "top" then
|
|
|
|
earlatePos = "off"
|
|
|
|
elseif earlatePos == "off" then
|
|
|
|
earlatePos = "bottom"
|
|
|
|
elseif earlatePos == "bottom" then
|
|
|
|
earlatePos = "middle"
|
|
|
|
elseif earlatePos == "middle" then
|
|
|
|
earlatePos = "top"
|
|
|
|
end
|
|
|
|
game.SetSkinSetting("earlate_position", earlatePos)
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- draw_status: --
|
|
|
|
local statusBack = Image.skin("status_back.png")
|
|
|
|
local apealCard = Image.skin("appeal_card.png")
|
|
|
|
local dan = Image.skin("dan.png")
|
|
|
|
local volforce = Image.skin ("volforce.png")
|
|
|
|
function draw_status(deltaTime)
|
|
|
|
-- Draw the background
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
gfx.BeginPath()
|
|
|
|
statusBack:draw({ x = 0, y = desh / 2 - 195, w = statusBack.w * 0.85, h = statusBack.h * 0.85, anchor_h = Image.ANCHOR_LEFT })
|
|
|
|
gfx.Fill()
|
|
|
|
|
|
|
|
-- Draw the apeal card
|
|
|
|
apealCard:draw({ x = 12, y = desh / 2 - 220, w = apealCard.w * 0.62, h = apealCard.h * 0.62, anchor_h = Image.ANCHOR_LEFT, anchor_v = Image.ANCHOR_TOP })
|
|
|
|
|
|
|
|
-- Draw the dan
|
|
|
|
dan:draw({ x = 164, y = desh / 2 - 117, w = dan.w * 0.32, h = dan.h * 0.32 })
|
|
|
|
|
|
|
|
-- Draw the Volforce
|
|
|
|
volforce:draw({ x = 240, y = desh / 2 - 119, w = volforce.w * 0.12, h = volforce.h * 0.12 })
|
|
|
|
|
|
|
|
-- Draw the best difference
|
|
|
|
draw_best_diff(deltaTime, 145, desh / 2 - 175)
|
|
|
|
|
|
|
|
-- Draw the username
|
|
|
|
draw_username(deltatime, 145, desh / 2 - 198)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- render_intro: --
|
|
|
|
local bta_last = false
|
|
|
|
function render_intro(deltaTime)
|
|
|
|
if gameplay.demoMode then
|
|
|
|
introTimer = 0
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
if not game.GetButton(game.BUTTON_STA) then
|
|
|
|
introTimer = introTimer - deltaTime
|
|
|
|
earlateTimer = 0
|
|
|
|
else
|
|
|
|
earlateTimer = 1
|
|
|
|
if (not bta_last) and game.GetButton(game.BUTTON_BTA) then
|
|
|
|
change_earlatepos()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
bta_last = game.GetButton(game.BUTTON_BTA)
|
|
|
|
introTimer = math.max(introTimer, 0)
|
|
|
|
|
|
|
|
return introTimer <= 0
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- render_outro: --
|
|
|
|
function render_outro(deltaTime, clearState)
|
|
|
|
if clearState == 0 then return true end
|
|
|
|
if not gameplay.demoMode then
|
|
|
|
gfx.ResetTransform()
|
|
|
|
gfx.BeginPath()
|
|
|
|
gfx.Rect(0,0,resx,resy)
|
|
|
|
gfx.FillColor(0,0,0, math.floor(127 * math.min(outroTimer, 1)))
|
|
|
|
gfx.Fill()
|
|
|
|
gfx.Scale(scale,scale)
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
|
|
|
|
gfx.FillColor(255,255,255, math.floor(255 * math.min(outroTimer, 1)))
|
|
|
|
gfx.LoadSkinFont("NovaMono.ttf")
|
|
|
|
gfx.FontSize(70)
|
|
|
|
gfx.Text(clearTexts[clearState], desw / 2, desh / 2)
|
|
|
|
outroTimer = outroTimer + deltaTime
|
|
|
|
return outroTimer > 2, 1 - outroTimer
|
|
|
|
else
|
|
|
|
outroTimer = outroTimer + deltaTime
|
|
|
|
return outroTimer > 2, 1
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- update_score: --
|
|
|
|
function update_score(newScore)
|
|
|
|
if newScore ~= score then
|
|
|
|
score_animation:restart(score_animation:tick(0), newScore, 0.33)
|
|
|
|
score = newScore
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- update_combo: --
|
|
|
|
function update_combo(newCombo)
|
|
|
|
combo = newCombo
|
|
|
|
comboScale = 1.5
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- near_hit: --
|
|
|
|
function near_hit(wasLate) --for updating early/late display
|
|
|
|
late = wasLate
|
|
|
|
earlateTimer = 0.75
|
|
|
|
end
|
|
|
|
-- -------------------------------------------------------------------------- --
|
|
|
|
-- laser_alert: --
|
|
|
|
function laser_alert(isRight) --for starting laser alert animations
|
|
|
|
if isRight and alertTimers[2] < -1.5 then
|
|
|
|
alertTimers[2] = 1.5
|
|
|
|
elseif alertTimers[1] < -1.5 then
|
|
|
|
alertTimers[1] = 1.5
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
-- ======================== Start mutliplayer ========================
|
|
|
|
|
|
|
|
json = require "json"
|
|
|
|
|
|
|
|
local normal_font = game.GetSkinSetting('multi.normal_font')
|
|
|
|
if normal_font == nil then
|
|
|
|
normal_font = 'NotoSans-Regular.ttf'
|
|
|
|
end
|
|
|
|
local mono_font = game.GetSkinSetting('multi.mono_font')
|
|
|
|
if mono_font == nil then
|
|
|
|
mono_font = 'NovaMono.ttf'
|
|
|
|
end
|
|
|
|
|
|
|
|
local users = nil
|
|
|
|
|
|
|
|
function init_tcp()
|
|
|
|
Tcp.SetTopicHandler("game.scoreboard", function(data)
|
|
|
|
users = {}
|
|
|
|
for i, u in ipairs(data.users) do
|
|
|
|
table.insert(users, u)
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
-- Hook the render function and draw the scoreboard
|
|
|
|
local real_render = render
|
|
|
|
render = function(deltaTime)
|
|
|
|
real_render(deltaTime)
|
|
|
|
draw_users(deltaTime)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Update the users in the scoreboard
|
|
|
|
function score_callback(response)
|
|
|
|
if response.status ~= 200 then
|
|
|
|
error()
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local jsondata = json.decode(response.text)
|
|
|
|
users = {}
|
|
|
|
for i, u in ipairs(jsondata.users) do
|
|
|
|
table.insert(users, u)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Render scoreboard
|
|
|
|
function draw_users(detaTime)
|
|
|
|
if (users == nil) then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local yshift = 0
|
|
|
|
|
|
|
|
-- In portrait, we draw a banner across the top
|
|
|
|
-- The rest of the UI needs to be drawn below that banner
|
|
|
|
if portrait then
|
|
|
|
local bannerWidth, bannerHeight = gfx.ImageSize(topFill)
|
|
|
|
yshift = desw * (bannerHeight / bannerWidth)
|
|
|
|
gfx.Scale(0.7, 0.7)
|
|
|
|
end
|
|
|
|
|
|
|
|
gfx.Save()
|
|
|
|
|
|
|
|
-- Add a small margin at the edge
|
|
|
|
gfx.Translate(5,yshift+200)
|
|
|
|
|
|
|
|
-- Reset some text related stuff that was changed in draw_state
|
|
|
|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT)
|
|
|
|
gfx.FontSize(35)
|
|
|
|
gfx.FillColor(255, 255, 255)
|
|
|
|
local yoff = 0
|
|
|
|
if portrait then
|
|
|
|
yoff = 75;
|
|
|
|
end
|
|
|
|
local rank = 0
|
|
|
|
for i, u in ipairs(users) do
|
|
|
|
gfx.FillColor(255, 255, 255)
|
2021-07-31 16:48:14 +02:00
|
|
|
local score_big = string.format("%04d",math.floor(u.common/grades/1000));
|
2021-07-25 20:10:06 +02:00
|
|
|
local score_small = string.format("%03d",u.score%1000);
|
|
|
|
local user_text = '('..u.name..')';
|
|
|
|
|
|
|
|
local size_big = 40;
|
|
|
|
local size_small = 28;
|
|
|
|
local size_name = 30;
|
|
|
|
|
|
|
|
if u.id == gameplay.user_id then
|
|
|
|
size_big = 48
|
|
|
|
size_small = 32
|
|
|
|
size_name = 40
|
|
|
|
rank = i;
|
|
|
|
end
|
|
|
|
|
|
|
|
gfx.LoadSkinFont(mono_font)
|
|
|
|
gfx.FontSize(size_big)
|
|
|
|
gfx.Text(score_big, 0, yoff);
|
|
|
|
local xmin,ymin,xmax,ymax_big = gfx.TextBounds(0, yoff, score_big);
|
|
|
|
xmax = xmax + 7
|
|
|
|
|
|
|
|
gfx.FontSize(size_small)
|
|
|
|
gfx.Text(score_small, xmax, yoff);
|
|
|
|
xmin,ymin,xmax,ymax = gfx.TextBounds(xmax, yoff, score_small);
|
|
|
|
xmax = xmax + 7
|
|
|
|
|
|
|
|
if u.id == gameplay.user_id then
|
|
|
|
gfx.FillColor(237, 240, 144)
|
|
|
|
end
|
|
|
|
|
|
|
|
gfx.LoadSkinFont(normal_font)
|
|
|
|
gfx.FontSize(size_name)
|
|
|
|
gfx.Text(user_text, xmax, yoff)
|
|
|
|
|
|
|
|
yoff = ymax_big + 15
|
|
|
|
end
|
|
|
|
|
|
|
|
gfx.Restore()
|
|
|
|
end
|
|
|
|
|
|
|
|
-- ======================== Start practice mode ========================
|
|
|
|
local is_playing_practice = false
|
|
|
|
local mission_str = ""
|
|
|
|
|
|
|
|
local count_play = 0
|
|
|
|
local count_success = 0
|
|
|
|
local last_run = ""
|
|
|
|
local last_timing = ""
|
|
|
|
|
|
|
|
-- Called when the practice starts
|
|
|
|
function practice_start(mission_type, mission_threshold, mission_description)
|
|
|
|
is_playing_practice = true
|
|
|
|
|
|
|
|
mission_str = string.format("Mission: %s", mission_description)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Called when a run for the practice is finished
|
|
|
|
function practice_end_run(playCount, successCount, isSuccessful, scoring)
|
|
|
|
count_play = playCount
|
|
|
|
count_success = successCount
|
|
|
|
last_run = string.format("Last run: %d (%d-%d)", scoring.score, scoring.goods, scoring.misses)
|
|
|
|
last_timing = string.format("Hit delta: %d±%dms", scoring.meanHitDelta, scoring.meanHitDeltaAbs)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Called when user enters the setup again
|
|
|
|
function practice_end(playCount, successCount)
|
|
|
|
is_playing_practice = false
|
|
|
|
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count_play = playCount
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count_success = successCount
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|
end
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|
function draw_practice(deltaTime)
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|
|
if not is_playing_practice then
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|
|
return
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|
end
|
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|
gfx.Save()
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|
gfx.Translate(practice_info.posx, practice_info.posy)
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|
|
gfx.LoadSkinFont("NotoSans-Regular.ttf")
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|
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
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|
gfx.FillColor(255, 255, 255)
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gfx.FontSize(25)
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|
|
gfx.Text(mission_str, 0, 0)
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|
|
|
|
|
|
if count_play > 0 then
|
|
|
|
local play_stat = string.format("Clear rate: %d/%d (%.1f%%)", count_success, count_play, (100.0 * count_success / count_play))
|
|
|
|
gfx.Text(play_stat, 0, 30)
|
|
|
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|
|
gfx.FontSize(20)
|
|
|
|
gfx.Text(last_run, 0, 55)
|
|
|
|
gfx.Text(last_timing, 0, 75)
|
|
|
|
end
|
|
|
|
|
|
|
|
gfx.Restore()
|
|
|
|
end
|