+ banner and gauge to gameplay & - excessive ars gauge variant since that's merged with normal excessive now
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@ -1,8 +1,10 @@
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local VolforceWindow = require('components.volforceWindow')
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local VolforceWindow = require('components.volforceWindow')
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local Banner = require('gameplay.banner')
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local CritLine = require('gameplay.crit_line')
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local CritLine = require('gameplay.crit_line')
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local Console = require('gameplay.console')
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local Console = require('gameplay.console')
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local Gauge = require('gameplay.gauge')
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local resx, resy = game.GetResolution()
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local resx, resy = game.GetResolution()
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local desw, desh;
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local desw, desh;
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@ -18,6 +20,14 @@ end
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function render(deltaTime)
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function render(deltaTime)
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resetLayoutInformation();
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resetLayoutInformation();
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gfx.Scale(scale, scale);
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gfx.Scale(scale, scale);
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Banner.render(deltaTime);
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Gauge.render(
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deltaTime,
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gameplay.gauge.type,
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gameplay.gauge.value,
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(game.GetSkinSetting('_gaugeARS') == 1)
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);
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end
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end
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function render_crit_base(deltaTime)
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function render_crit_base(deltaTime)
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@ -0,0 +1,27 @@
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local bannerBaseImage = gfx.CreateSkinImage("gameplay/banner/base.png", 0)
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local BANNER_W = 1080;
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local BANNER_H = 368;
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local render = function (deltaTime)
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-- Get the banner downscaled in whatever resolution it is, while maintaining the aspect ratio
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local tw,th = gfx.ImageSize(bannerBaseImage);
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BANNER_H = th * (1080/tw);
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gfx.BeginPath();
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gfx.ImageRect(
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0,
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0,
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BANNER_W,
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BANNER_H,
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bannerBaseImage,
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1,
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0
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);
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end
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return {
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render=render
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}
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@ -0,0 +1,118 @@
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local gaugeMarkerBgImage = gfx.CreateSkinImage("gameplay/gauges/marker_bg.png", 0)
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local gaugeWarnTransitionScale = 0;
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local gauges = {
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{ -- Effective
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bg = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_back.png", 0),
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fill = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_fail.png", 0),
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fillPass = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_pass.png", 0),
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gaugeBreakpoint = 0.7,
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gaugePass = 0.7
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},
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{ -- Excessive
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bg = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_back.png", 0),
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bgArs = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_back_ars.png", 0),
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fill = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_fill.png", 0),
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gaugeBreakpoint = 0.3,
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gaugeWarn = 0.3
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},
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{ -- Permissive
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bg = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_back.png", 0),
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fill = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_fill.png", 0),
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gaugeWarn = 0.3
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},
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{ -- Blastive
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bg = gfx.CreateSkinImage("gameplay/gauges/blastive/gauge_back.png", 0),
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fill = gfx.CreateSkinImage("gameplay/gauges/blastive/gauge_fill.png", 0),
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gaugeWarn = 0.3
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}
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}
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local render = function (deltaTime, gaugeType, gaugeValue, isArsEnabled)
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local gaugeIndex = math.min(gaugeType+1, 4) -- Any gauge type above blastive will be blastive as a fallback
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local currentGauge = gauges[gaugeIndex]
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local gaugeFillAlpha = 1;
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local gaugeBgImage = currentGauge.bg;
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local gaugeFillImage = currentGauge.fill;
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||||||
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-- If the gauge has a specia bg for ARS, show it is ARS is enabled
|
||||||
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if (currentGauge.bgArs and isArsEnabled) then
|
||||||
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gaugeBgImage = currentGauge.bgArs
|
||||||
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end
|
||||||
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|
||||||
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-- If the pass threshold is defined
|
||||||
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if (currentGauge.gaugePass) then
|
||||||
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if (gaugeValue >= currentGauge.gaugePass) then
|
||||||
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gaugeFillImage = currentGauge.fillPass
|
||||||
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end
|
||||||
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end
|
||||||
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|
||||||
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-- If the warning threshold is defined
|
||||||
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if (currentGauge.gaugeWarn) then
|
||||||
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if gaugeValue < 0.3 then
|
||||||
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.25); -- 100 -> 20 -> 100
|
||||||
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||||||
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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||||||
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if gaugeWarnTransitionScale > 1 then
|
||||||
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gaugeWarnTransitionScale = 0;
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||||||
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end
|
||||||
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end
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||||||
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end
|
||||||
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||||||
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local BgW, BgH = gfx.ImageSize(gaugeBgImage);
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||||||
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local FillW, FillH = gfx.ImageSize(gaugeFillImage);
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||||||
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local gaugePosX = 1080 - BgW - 110;
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||||||
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local gaugePosY = 1920/2 - BgH/2 - 95;
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||||||
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||||||
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gfx.BeginPath()
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||||||
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gfx.ImageRect(gaugePosX, gaugePosY, BgW, BgH, gaugeBgImage, 1, 0)
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||||||
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||||||
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gfx.GlobalAlpha(gaugeFillAlpha);
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||||||
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gfx.BeginPath()
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||||||
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gfx.Scissor(gaugePosX+18, gaugePosY+9+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value))
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||||||
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gfx.ImageRect(gaugePosX+18, gaugePosY+9, FillW, FillH, gaugeFillImage, 1, 0)
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||||||
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gfx.ResetScissor();
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||||||
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gfx.GlobalAlpha(1);
|
||||||
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|
||||||
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-- Draw the breakpoint line if needed
|
||||||
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if (currentGauge.gaugeBreakpoint) then
|
||||||
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gfx.Save()
|
||||||
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gfx.BeginPath()
|
||||||
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gfx.GlobalAlpha(0.75);
|
||||||
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|
||||||
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local lineY = gaugePosY+6+(FillH-(FillH*(currentGauge.gaugeBreakpoint)))
|
||||||
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||||||
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gfx.MoveTo(gaugePosX+18, lineY)
|
||||||
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gfx.LineTo(gaugePosX+36, lineY)
|
||||||
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|
||||||
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gfx.StrokeWidth(2)
|
||||||
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gfx.StrokeColor(255,255,255)
|
||||||
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gfx.Stroke()
|
||||||
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|
||||||
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gfx.ClosePath()
|
||||||
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gfx.Restore()
|
||||||
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end
|
||||||
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|
||||||
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-- Draw gauge % label
|
||||||
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local gaugeMarkerY = gaugePosY-6+(FillH-(FillH*(gaugeValue)))
|
||||||
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|
||||||
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gfx.BeginPath()
|
||||||
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gfx.ImageRect(gaugePosX-64, gaugeMarkerY, 83*0.85, 37*0.85, gaugeMarkerBgImage, 1, 0)
|
||||||
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|
||||||
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gfx.BeginPath()
|
||||||
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gfx.FillColor(255, 255, 255)
|
||||||
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gfx.LoadSkinFont("Digital-Serial-Bold.ttf")
|
||||||
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gfx.FontSize(22)
|
||||||
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gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE)
|
||||||
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gfx.Text(math.floor(gaugeValue * 100), gaugePosX-16, gaugeMarkerY+17)
|
||||||
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|
||||||
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gfx.FontSize(16)
|
||||||
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gfx.Text('%', gaugePosX-4, gaugeMarkerY+17)
|
||||||
|
end
|
||||||
|
|
||||||
|
return {
|
||||||
|
render=render
|
||||||
|
}
|
Before Width: | Height: | Size: 646 KiB After Width: | Height: | Size: 646 KiB |
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 95 B |
Before Width: | Height: | Size: 59 KiB |