ExperimentalGear/scripts/gameplay.lua

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local VolforceWindow = require('components.volforceWindow')
local CritLine = require('gameplay.crit_line')
local Console = require('gameplay.console')
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local resx, resy = game.GetResolution()
local desw, desh;
local scale;
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function resetLayoutInformation()
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resx, resy = game.GetResolution()
desw = 1080
desh = 1920
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scale = resx / desw
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end
function render(deltaTime)
resetLayoutInformation();
gfx.Scale(scale, scale);
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end
function render_crit_base(deltaTime)
CritLine.renderBase(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation);
Console.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation);
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end
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function render_crit_overlay(deltaTime)
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end
function render_intro(deltaTime)
return true
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end
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function render_outro(deltaTime, clearState)
return true, 1
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end
function update_score(newScore)
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end
function update_combo(newCombo)
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end
function near_hit(wasLate)
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end
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function button_hit(button, rating, delta)
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end
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function laser_slam_hit(slamLength, startPos, endPost, index)
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end
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function laser_alert(isRight)
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end
function practice_start(mission_type, mission_threshold, mission_description)
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end
function practice_end_run(playCount, successCount, isSuccessful, scoring)
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end
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function practice_end(playCount, successCount)
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end