ExperimentalGear/scripts/gameplay/chain.lua

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local chainLabel = gfx.CreateSkinImage("gameplay/chain/label.png", 0)
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local desw = 1080;
local desh = 1920;
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local isLandscape = false;
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local transitionShakeScale = 0;
local transitionShakePosOffset = 0;
local shakeTimer = 0;
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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)
end
return images
end
local chainNumbersReg = load_number_image('gameplay/chain/reg')
local chainNumbersUC = load_number_image('gameplay/chain/uc')
local chainNumbersPUC = load_number_image('gameplay/chain/puc')
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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
end
gfx.BeginPath()
gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
x = x - (tw * kern)
end
end
local tickTransitions = function (deltaTime)
if transitionShakeScale < 1 then
transitionShakeScale = transitionShakeScale + deltaTime / 0.075 -- transition should last for that time in seconds
else
transitionShakeScale = 0
end
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if (transitionShakeScale < 1/3) then
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transitionShakePosOffset = 0;
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elseif (transitionShakeScale > 2/3) then
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transitionShakePosOffset = -1;
else
transitionShakePosOffset = 1;
end
end
local onNewCombo = function ()
shakeTimer = 0.25;
end
local render = function (deltaTime, comboState, combo, critLineCenterX, critLineCenterY)
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gfx.Save();
local resx, resy = game.GetResolution();
isLandscape = resx > resy;
if (isLandscape) then
desw = 1920;
desh = 1080;
else
desw = 1080;
desh = 1920;
end
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tickTransitions(deltaTime)
if shakeTimer > 0 then
shakeTimer = shakeTimer - deltaTime;
else
transitionShakePosOffset = 0;
end
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if combo == 0 then return end
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local bottomOffsetMultiplier = 0.333;
if (isLandscape) then
bottomOffsetMultiplier = 0.25
end
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local posx = desw / 2 + transitionShakePosOffset;
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local posy = desh - (desh*bottomOffsetMultiplier) + transitionShakePosOffset;
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local chainNumbers = chainNumbersReg --regular
if comboState == 2 then
chainNumbers = chainNumbersPUC --puc
elseif comboState == 1 then
chainNumbers = chainNumbersUC --uc
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if (not game.GetSkinSetting('gameplay_ucDifferentColor')) then
chainNumbers = chainNumbersPUC -- force the PUC numbers in case the setting is turned off
end
end
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-- \_ chain _/
local tw, th
tw, th = gfx.ImageSize(chainLabel)
gfx.BeginPath()
gfx.ImageRect(posx - tw * 0.85 / 2, posy - 220, tw * 0.85, th * 0.85, chainLabel, 1, 0)
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tw, th = gfx.ImageSize(chainNumbers[1])
posy = posy - th + 32
local comboScale = 0.45;
draw_number(posx - (tw*4*comboScale)/2+(tw*comboScale*1.5)+10, posy - th / 2, 1.0, combo, 4, chainNumbers, true, comboScale, 1.12)
end
return {
onNewCombo=onNewCombo,
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render=render
}