refactor and format document for mode_select
add wallpaper and dim modules to mode_select
This commit is contained in:
parent
408feed832
commit
5d3e4457eb
|
@ -1,146 +1,173 @@
|
|||
require("common")
|
||||
local Footer = require("components.footer");
|
||||
local Background = require("components.background");
|
||||
|
||||
local Footer = require("components.footer")
|
||||
local Wallpaper = require("components.wallpaper")
|
||||
local Background = require("components.background")
|
||||
local Dim = require("common.dimensions")
|
||||
local lang = require("language.call")
|
||||
|
||||
local cursorIndex = 3;
|
||||
local buttonHeight = 128 + 16;
|
||||
local cursorIndex = 3
|
||||
local buttonHeight = 128 + 16
|
||||
|
||||
local SELECTOR_BAR_OFFSET_FROM_CENTER = 128;
|
||||
local SELECTOR_BAR_OFFSET_FROM_CENTER = 128
|
||||
|
||||
local BAR_ALPHA = 191;
|
||||
local BAR_ALPHA = 191
|
||||
local HEADER_HEIGHT = 100
|
||||
|
||||
local buttons = nil
|
||||
local resx, resy = game.GetResolution()
|
||||
local desw = 1080
|
||||
local desh = 1920
|
||||
local scale;
|
||||
local crew = game.GetSkinSetting("single_idol")
|
||||
|
||||
local backgroundImage = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX | gfx.IMAGE_REPEATY)
|
||||
local headerTitleImage = gfx.CreateSkinImage("titlescreen/title.png", 0);
|
||||
local selectorBgImage = gfx.CreateSkinImage("titlescreen/selector_bg.png", 0);
|
||||
local selectorArrowsImage = gfx.CreateSkinImage("titlescreen/selector_arrows.png", 0);
|
||||
local resources = {
|
||||
images = {
|
||||
headerTitleImage = gfx.CreateSkinImage("titlescreen/title.png", 0),
|
||||
selectorBgImage = gfx.CreateSkinImage("titlescreen/selector_bg.png", 0),
|
||||
selectorArrowsImage = gfx.CreateSkinImage("titlescreen/selector_arrows.png", 0),
|
||||
unselectedButtonImage = gfx.CreateSkinImage("titlescreen/unselected_button.png", 0),
|
||||
selectedButtonBgImage = gfx.CreateSkinImage("titlescreen/selected_button_bg.png", 0),
|
||||
selectedButtonOverImage = gfx.CreateSkinImage("titlescreen/selected_button_over.png", 0)
|
||||
},
|
||||
anims = {
|
||||
idolAnimation = gfx.LoadSkinAnimation("crew/anim/" .. crew, 1 / 30, 0, true)
|
||||
},
|
||||
audiosamples = {
|
||||
bgm = "titlescreen/bgm.wav",
|
||||
cursorChange = "titlescreen/cursor_change.wav",
|
||||
cursorSelect = "titlescreen/cursor_select.wav"
|
||||
},
|
||||
labels = {
|
||||
selectorDescriptionLabel = gfx.CreateLabel(lang.Start.desc, 22, 0),
|
||||
selectorLegendScrollLabel = gfx.CreateLabel(lang.Start.sc, 20, 0),
|
||||
selectorLegendSelectLabel = gfx.CreateLabel(lang.Start.st3, 20, 0)
|
||||
}
|
||||
}
|
||||
|
||||
local unselectedButtonImage = gfx.CreateSkinImage("titlescreen/unselected_button.png", 0);
|
||||
-- load audio samples
|
||||
for _, path in pairs(resources.audiosamples) do
|
||||
game.LoadSkinSample(path)
|
||||
end
|
||||
|
||||
local selectedButtonBgImage = gfx.CreateSkinImage("titlescreen/selected_button_bg.png", 0);
|
||||
local selectedButtonOverImage = gfx.CreateSkinImage("titlescreen/selected_button_over.png", 0);
|
||||
local buttons = {
|
||||
{
|
||||
labelImage = gfx.CreateSkinImage("titlescreen/labels/skill.png", 0),
|
||||
labelWidth = 412,
|
||||
action = nil, -- Menu.Challenges,
|
||||
description = lang.Challanges.ch,
|
||||
details = lang.Challanges.ch1,
|
||||
},
|
||||
{
|
||||
labelImage = gfx.CreateSkinImage("titlescreen/labels/friend.png", 0),
|
||||
labelWidth = 169,
|
||||
action = nil, -- Menu.Multiplayer,
|
||||
description = lang.Multiplayer.mp,
|
||||
details = lang.Multiplayer.mp2,
|
||||
},
|
||||
{
|
||||
labelImage = gfx.CreateSkinImage("titlescreen/labels/normal.png", 0),
|
||||
labelWidth = 210,
|
||||
action = nil, -- Menu.Start,
|
||||
description = lang.Start.st,
|
||||
details = lang.Start.st2,
|
||||
},
|
||||
{
|
||||
labelImage = gfx.CreateSkinImage("titlescreen/labels/nautica.png", 0),
|
||||
labelWidth = 230,
|
||||
action = nil, -- Menu.DLScreen,
|
||||
description = lang.Nautica.dls,
|
||||
details = lang.Nautica.dls2,
|
||||
},
|
||||
{
|
||||
labelImage = gfx.CreateSkinImage("titlescreen/labels/settings.png", 0),
|
||||
labelWidth = 247,
|
||||
action = nil, -- Menu.Settings,
|
||||
description = lang.Settings.se,
|
||||
details = lang.Settings.se1,
|
||||
},
|
||||
{
|
||||
labelImage = gfx.CreateSkinImage("titlescreen/labels/exit.png", 0),
|
||||
labelWidth = 110,
|
||||
action = nil, -- Menu.Exit,
|
||||
description = lang.Exit.ex,
|
||||
details = lang.Exit.ex2,
|
||||
},
|
||||
}
|
||||
|
||||
local skillLabelImage = gfx.CreateSkinImage("titlescreen/labels/skill.png", 0);
|
||||
local friendLabelImage = gfx.CreateSkinImage("titlescreen/labels/friend.png", 0);
|
||||
local normalLabelImage = gfx.CreateSkinImage("titlescreen/labels/normal.png", 0);
|
||||
local nauticaLabelImage = gfx.CreateSkinImage("titlescreen/labels/nautica.png", 0);
|
||||
local settingsLabelImage = gfx.CreateSkinImage("titlescreen/labels/settings.png", 0);
|
||||
local exitLabelImage = gfx.CreateSkinImage("titlescreen/labels/exit.png", 0);
|
||||
local scrollTransitionScale = 1 -- Goes from 0 to 1 when transition is happening, sits at 1 when it's not.
|
||||
local buttonsMovementScale = 0 -- Basically same as `scrollTransitionScale` but with a +/- sign for the scroll direction and goes from 1 to 0
|
||||
|
||||
local creww = game.GetSkinSetting("single_idol")
|
||||
local idolAnimTransitionScale = 0
|
||||
|
||||
-- ANIMS
|
||||
local idolAnimation = gfx.LoadSkinAnimation("crew/anim/" .. creww, 1 / 30, 0, true);
|
||||
|
||||
-- AUDIO
|
||||
game.LoadSkinSample("titlescreen/bgm.wav");
|
||||
game.LoadSkinSample("titlescreen/cursor_change.wav");
|
||||
game.LoadSkinSample("titlescreen/cursor_select.wav");
|
||||
|
||||
local selectorDescriptionLabel = gfx.CreateLabel(lang.Start.desc, 22, 0);
|
||||
|
||||
local selectorLegendScrollLabel = gfx.CreateLabel(lang.Start.sc, 20, 0);
|
||||
local selectorLegendSelectLabel = gfx.CreateLabel(lang.Start.st3, 20, 0);
|
||||
|
||||
local scrollTransitionScale = 1; -- Goes from 0 to 1 when transition is happening, sits at 1 when it's not.
|
||||
local buttonsMovementScale = 0; -- Basically same as `scrollTransitionScale` but with a +/- sign for the scroll direction and goes from 1 to 0
|
||||
|
||||
local idolAnimTransitionScale = 0;
|
||||
|
||||
local oldCursorIndex = 3;
|
||||
local scrollingUp = false;
|
||||
local playedBgm = false;
|
||||
local oldCursorIndex = 3
|
||||
local scrollingUp = false
|
||||
local playedBgm = false
|
||||
|
||||
local triggerServiceMenu = false
|
||||
|
||||
-- Window variables
|
||||
local resX, resY
|
||||
|
||||
-- Aspect Ratios
|
||||
local landscapeWidescreenRatio = 16 / 9
|
||||
local landscapeStandardRatio = 4 / 3
|
||||
local portraitWidescreenRatio = 9 / 16
|
||||
|
||||
-- Portrait sizes
|
||||
local fullX, fullY
|
||||
|
||||
local resolutionChange = function(x, y)
|
||||
resX = x
|
||||
resY = y
|
||||
fullX = portraitWidescreenRatio * y
|
||||
fullY = y
|
||||
end
|
||||
|
||||
function resetLayoutInformation()
|
||||
resx, resy = game.GetResolution()
|
||||
desw = 1080
|
||||
desh = 1920
|
||||
scale = resx / desw
|
||||
end
|
||||
|
||||
draw_button = function(button, x, y, selected, index)
|
||||
local labelImage = button[1];
|
||||
local labelWidth = button[2];
|
||||
local descriptionText = button[4];
|
||||
|
||||
local function draw_button(button, x, y, selected, index)
|
||||
if (selected) then
|
||||
-- Draw button background
|
||||
gfx.BeginPath();
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(x, y + (196 / 2 * (1 - scrollTransitionScale)), 505, 196 * scrollTransitionScale,
|
||||
selectedButtonBgImage, 1, 0);
|
||||
resources.images.selectedButtonBgImage, 1, 0)
|
||||
-- Draw button main label
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(x + 256 - (labelWidth / 2), (y + 58) + (64 / 2 * (1 - scrollTransitionScale)), labelWidth,
|
||||
64 * scrollTransitionScale, labelImage, 1, 0);
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(x + 256 - (button.labelWidth / 2), (y + 58) + (64 / 2 * (1 - scrollTransitionScale)),
|
||||
button.labelWidth, 64 * scrollTransitionScale, button.labelImage, 1, 0)
|
||||
|
||||
-- Draw description
|
||||
|
||||
gfx.GlobalAlpha((scrollTransitionScale - 0.8) * 5)
|
||||
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
|
||||
gfx.FontSize(40);
|
||||
gfx.BeginPath();
|
||||
gfx.Text(descriptionText, x + 256, y + 28);
|
||||
gfx.FontSize(40)
|
||||
gfx.BeginPath()
|
||||
gfx.Text(button.description, x + 256, y + 28)
|
||||
gfx.GlobalAlpha(1)
|
||||
|
||||
-- Draw the glow overlay
|
||||
gfx.BeginPath();
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(x + 2, (y - 42) + (277 / 2 * (1 - scrollTransitionScale)), 501, 277 * scrollTransitionScale,
|
||||
selectedButtonOverImage, 1, 0);
|
||||
resources.images.selectedButtonOverImage, 1, 0)
|
||||
else
|
||||
if scrollingUp then
|
||||
if (index == 3 or index == 0) then gfx.GlobalAlpha(1 - scrollTransitionScale); end
|
||||
if (index == 2 or index == 5) then gfx.GlobalAlpha(scrollTransitionScale); end
|
||||
if (index == 3 or index == 0) then gfx.GlobalAlpha(1 - scrollTransitionScale) end
|
||||
if (index == 2 or index == 5) then gfx.GlobalAlpha(scrollTransitionScale) end
|
||||
else
|
||||
if (index == 3 or index == 6) then gfx.GlobalAlpha(1 - scrollTransitionScale); end
|
||||
if (index == 1 or index == 4) then gfx.GlobalAlpha(scrollTransitionScale); end
|
||||
if (index == 3 or index == 6) then gfx.GlobalAlpha(1 - scrollTransitionScale) end
|
||||
if (index == 1 or index == 4) then gfx.GlobalAlpha(scrollTransitionScale) end
|
||||
end
|
||||
-- Draw button background
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(x, y + buttonsMovementScale * buttonHeight, 1026 / 2, 257 / 2, unselectedButtonImage, 1, 0);
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(x, y + buttonsMovementScale * buttonHeight, 1026 / 2, 257 / 2, resources.images.unselectedButtonImage, 1, 0)
|
||||
|
||||
-- Draw button main label
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(x + 64, y + 28 + buttonsMovementScale * buttonHeight, labelWidth, 64, labelImage, 1, 0);
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(x + 64, y + 28 + buttonsMovementScale * buttonHeight, button.labelWidth, 64, button.labelImage, 1,
|
||||
0)
|
||||
-- Draw description
|
||||
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
|
||||
gfx.FontSize(28);
|
||||
gfx.BeginPath();
|
||||
gfx.Text(descriptionText, x + 64, y + 18 + buttonsMovementScale * buttonHeight);
|
||||
gfx.FontSize(28)
|
||||
gfx.BeginPath()
|
||||
gfx.Text(button.description, x + 64, y + 18 + buttonsMovementScale * buttonHeight)
|
||||
|
||||
gfx.GlobalAlpha(1)
|
||||
end
|
||||
end;
|
||||
end
|
||||
|
||||
draw_buttons = function()
|
||||
indexes = {
|
||||
local function getCorrectedButtonIndex(from, offset)
|
||||
local buttonsNum = #buttons
|
||||
|
||||
local index = from + offset
|
||||
|
||||
if index < 1 then
|
||||
index = buttonsNum + (from + offset) -- this only happens if the offset is negative
|
||||
end
|
||||
|
||||
if index > buttonsNum then
|
||||
index = offset - (buttonsNum - from) -- this only happens if the offset is positive
|
||||
end
|
||||
|
||||
return index
|
||||
end
|
||||
|
||||
local function draw_buttons()
|
||||
local indexes = {
|
||||
getCorrectedButtonIndex(cursorIndex, -2),
|
||||
getCorrectedButtonIndex(cursorIndex, -1),
|
||||
cursorIndex,
|
||||
|
@ -148,104 +175,86 @@ draw_buttons = function()
|
|||
getCorrectedButtonIndex(cursorIndex, 2),
|
||||
}
|
||||
|
||||
local yBase = desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER;
|
||||
local yBase = Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER
|
||||
|
||||
centerButtonY = yBase - buttonHeight / 2 - 28; -- to fit with the selector bg
|
||||
marginFromDesHCenter = 128;
|
||||
local centerButtonY = yBase - buttonHeight / 2 - 28 -- to fit with the selector bg
|
||||
local marginFromDesHCenter = 128
|
||||
|
||||
if scrollingUp then
|
||||
draw_button(buttons[indexes[5]], desw - 512, yBase - marginFromDesHCenter - buttonHeight * 3, false, 0); -- Placeholder for fadeout transition
|
||||
draw_button(buttons[indexes[5]], Dim.design.width - 512, yBase - marginFromDesHCenter - buttonHeight * 3, false,
|
||||
0) -- Placeholder for fadeout transition
|
||||
end
|
||||
|
||||
draw_button(buttons[indexes[1]], desw - 512, yBase - marginFromDesHCenter - buttonHeight * 2, false, 1);
|
||||
draw_button(buttons[indexes[2]], desw - 512, yBase - marginFromDesHCenter - buttonHeight, false, 2);
|
||||
draw_button(buttons[indexes[1]], Dim.design.width - 512, yBase - marginFromDesHCenter - buttonHeight * 2, false, 1)
|
||||
draw_button(buttons[indexes[2]], Dim.design.width - 512, yBase - marginFromDesHCenter - buttonHeight, false, 2)
|
||||
|
||||
draw_button(buttons[indexes[3]], desw - 512, centerButtonY, true); -- The main selected center button
|
||||
draw_button(buttons[indexes[3]], Dim.design.width - 512, centerButtonY, true) -- The main selected center button
|
||||
|
||||
if scrollingUp then
|
||||
draw_button(buttons[indexes[3]], desw - 512, yBase + marginFromDesHCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
|
||||
draw_button(buttons[indexes[3]], Dim.design.width - 512, yBase + marginFromDesHCenter - buttonHeight, false, 3) -- Placeholder for transition that goes to the bottom
|
||||
else
|
||||
draw_button(buttons[indexes[3]], desw - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
|
||||
draw_button(buttons[indexes[3]], Dim.design.width - 512, centerButtonY, false, 3) -- Placeholder for transition that goes to the top
|
||||
end
|
||||
|
||||
draw_button(buttons[indexes[4]], desw - 512, yBase + marginFromDesHCenter + 10, false, 4);
|
||||
draw_button(buttons[indexes[5]], desw - 512, yBase + marginFromDesHCenter + buttonHeight + 10, false, 5);
|
||||
draw_button(buttons[indexes[4]], Dim.design.width - 512, yBase + marginFromDesHCenter + 10, false, 4)
|
||||
draw_button(buttons[indexes[5]], Dim.design.width - 512, yBase + marginFromDesHCenter + buttonHeight + 10, false, 5)
|
||||
|
||||
if not scrollingUp then
|
||||
draw_button(buttons[indexes[1]], desw - 512, yBase + marginFromDesHCenter + buttonHeight * 2, false, 6);
|
||||
draw_button(buttons[indexes[1]], Dim.design.width - 512, yBase + marginFromDesHCenter + buttonHeight * 2, false,
|
||||
6)
|
||||
end
|
||||
end;
|
||||
|
||||
function getCorrectedButtonIndex(from, offset)
|
||||
buttonsNum = #buttons;
|
||||
|
||||
index = from + offset;
|
||||
|
||||
if index < 1 then
|
||||
index = buttonsNum + (from + offset) -- this only happens if the offset is negative
|
||||
end
|
||||
|
||||
if index > buttonsNum then
|
||||
indexesUntilEnd = buttonsNum - from;
|
||||
index = offset - indexesUntilEnd -- this only happens if the offset is positive
|
||||
end
|
||||
|
||||
return index;
|
||||
end
|
||||
|
||||
function drawTexts()
|
||||
local function drawTexts()
|
||||
|
||||
currentFullDescriptionText = buttons[cursorIndex][5];
|
||||
gfx.BeginPath();
|
||||
gfx.UpdateLabel(selectorDescriptionLabel, currentFullDescriptionText, 22)
|
||||
local currentFullDescriptionText = buttons[cursorIndex].details
|
||||
gfx.BeginPath()
|
||||
gfx.UpdateLabel(resources.labels.selectorDescriptionLabel, currentFullDescriptionText, 22)
|
||||
|
||||
gfx.BeginPath();
|
||||
-- gfx.UpdateLabel(selectorLegendScrollLabel, 'SCROLL', 20);
|
||||
gfx.BeginPath()
|
||||
-- gfx.UpdateLabel(resources.labels.selectorLegendScrollLabel, 'SCROLL', 20)
|
||||
|
||||
-- descriptionAlpha = math.abs(selectedButtonScaleY - 0.5) * 2;
|
||||
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE);
|
||||
-- descriptionAlpha = math.abs(selectedButtonScaleY - 0.5) * 2
|
||||
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
|
||||
|
||||
-- Description
|
||||
gfx.FillColor(255, 255, 255, math.floor(scrollTransitionScale * 255));
|
||||
gfx.BeginPath();
|
||||
gfx.DrawLabel(selectorDescriptionLabel, 64, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52);
|
||||
gfx.FillColor(255, 255, 255, math.floor(scrollTransitionScale * 255))
|
||||
gfx.BeginPath()
|
||||
gfx.DrawLabel(resources.labels.selectorDescriptionLabel, 64, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52)
|
||||
|
||||
-- Legend on the selector
|
||||
gfx.FillColor(217, 177, 126);
|
||||
gfx.FillColor(217, 177, 126)
|
||||
|
||||
gfx.BeginPath();
|
||||
gfx.DrawLabel(selectorLegendScrollLabel, 118, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
|
||||
gfx.BeginPath()
|
||||
gfx.DrawLabel(resources.labels.selectorLegendScrollLabel, 118, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56)
|
||||
|
||||
gfx.BeginPath();
|
||||
gfx.DrawLabel(selectorLegendSelectLabel, 360, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
|
||||
gfx.BeginPath()
|
||||
gfx.DrawLabel(resources.labels.selectorLegendSelectLabel, 360, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56)
|
||||
|
||||
gfx.FillColor(255, 255, 255);
|
||||
gfx.FillColor(255, 255, 255)
|
||||
end
|
||||
|
||||
function setButtons()
|
||||
if buttons == nil then
|
||||
buttons = {}
|
||||
buttons[1] = {skillLabelImage, 412, Menu.Challenges, lang.Challanges.ch, lang.Challanges.ch1}
|
||||
buttons[2] = {friendLabelImage, 169, Menu.Multiplayer, lang.Multiplayer.mp, lang.Multiplayer.mp2}
|
||||
buttons[3] = {normalLabelImage, 210, Menu.Start, lang.Start.st, lang.Start.st2}
|
||||
buttons[4] = {nauticaLabelImage, 230, Menu.DLScreen, lang.Nautica.dls, lang.Nautica.dls2}
|
||||
buttons[5] = {settingsLabelImage, 247, Menu.Settings, lang.Settings.se, lang.Settings.se1}
|
||||
buttons[6] = {exitLabelImage, 110, Menu.Exit, lang.Exit.ex, lang.Exit.ex2}
|
||||
end
|
||||
local function setButtonActions()
|
||||
buttons[1].action = Menu.Challenges
|
||||
buttons[2].action = Menu.Multiplayer
|
||||
buttons[3].action = Menu.Start
|
||||
buttons[4].action = Menu.DLScreen
|
||||
buttons[5].action = Menu.Settings
|
||||
buttons[6].action = Menu.Exit
|
||||
end
|
||||
|
||||
function drawHeader()
|
||||
gfx.BeginPath();
|
||||
gfx.FillColor(0, 0, 0, BAR_ALPHA);
|
||||
gfx.Rect(0, 0, desw, HEADER_HEIGHT);
|
||||
gfx.Fill();
|
||||
local function drawHeader()
|
||||
gfx.BeginPath()
|
||||
gfx.FillColor(0, 0, 0, BAR_ALPHA)
|
||||
gfx.Rect(0, 0, Dim.design.width, HEADER_HEIGHT)
|
||||
gfx.Fill()
|
||||
gfx.ClosePath()
|
||||
|
||||
gfx.ImageRect(desw / 2 - 200, HEADER_HEIGHT / 2 - 20, 400, 40, headerTitleImage, 1, 0)
|
||||
gfx.ImageRect(Dim.design.width / 2 - 200, HEADER_HEIGHT / 2 - 20, 400, 40, resources.images.headerTitleImage, 1, 0)
|
||||
end
|
||||
|
||||
local onKnobsChange = function(direction)
|
||||
-- game.Log(direction, game.LOGGER_ERROR);
|
||||
local function onKnobsChange(direction)
|
||||
-- game.Log(direction, game.LOGGER_ERROR)
|
||||
cursorIndex = cursorIndex + direction
|
||||
if (cursorIndex == 0) then
|
||||
cursorIndex = #buttons
|
||||
|
@ -253,85 +262,74 @@ local onKnobsChange = function(direction)
|
|||
cursorIndex = 1
|
||||
end
|
||||
|
||||
scrollTransitionScale = 0; -- Reset transitions and play them
|
||||
scrollTransitionScale = 0 -- Reset transitions and play them
|
||||
|
||||
scrollingUp = false;
|
||||
scrollingUp = false
|
||||
if ((cursorIndex > oldCursorIndex and not (cursorIndex == 6 and oldCursorIndex == 1)) or
|
||||
(cursorIndex == 1 and oldCursorIndex == 6)) then scrollingUp = true; end
|
||||
(cursorIndex == 1 and oldCursorIndex == 6)) then scrollingUp = true end
|
||||
|
||||
game.PlaySample("titlescreen/cursor_change.wav");
|
||||
game.PlaySample("titlescreen/cursor_change.wav")
|
||||
|
||||
oldCursorIndex = cursorIndex;
|
||||
oldCursorIndex = cursorIndex
|
||||
end
|
||||
|
||||
draw_titlescreen = function(x, y, w, h, deltaTime)
|
||||
gfx.Scissor(x, y, w, h);
|
||||
gfx.Translate(x, y);
|
||||
gfx.Scale(w / 1080, h / 1920);
|
||||
|
||||
local function draw_titlescreen(deltaTime)
|
||||
gfx.LoadSkinFont("segoeui.ttf")
|
||||
|
||||
-- Draw background
|
||||
gfx.BeginPath();
|
||||
gfx.BeginPath()
|
||||
Background.draw(deltaTime)
|
||||
|
||||
local idolAnimTickRes = gfx.TickAnimation(idolAnimation, deltaTime);
|
||||
local idolAnimTickRes = gfx.TickAnimation(resources.anims.idolAnimation, deltaTime)
|
||||
if idolAnimTickRes == 1 then
|
||||
gfx.GlobalAlpha(idolAnimTransitionScale);
|
||||
gfx.GlobalAlpha(idolAnimTransitionScale)
|
||||
|
||||
idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60;
|
||||
if (idolAnimTransitionScale > 1) then idolAnimTransitionScale = 1; end
|
||||
idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60
|
||||
if (idolAnimTransitionScale > 1) then idolAnimTransitionScale = 1 end
|
||||
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(0, 0, desw, desh, idolAnimation, 1, 0);
|
||||
gfx.GlobalAlpha(1);
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(0, 0, Dim.design.width, Dim.design.height, resources.anims.idolAnimation, 1, 0)
|
||||
gfx.GlobalAlpha(1)
|
||||
end
|
||||
|
||||
-- Draw selector background
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(0, (desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280 / 2, 1079, 280, selectorBgImage, 1, 0);
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(0, (Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280 / 2, 1079, 280, resources.images.selectorBgImage, 1,
|
||||
0)
|
||||
|
||||
setButtons()
|
||||
buttonY = (Dim.design.height / 2) - 2 * (257 + 5)
|
||||
|
||||
buttonY = (desh / 2) - 2 * (257 + 5);
|
||||
|
||||
draw_buttons();
|
||||
drawTexts();
|
||||
draw_buttons()
|
||||
drawTexts()
|
||||
|
||||
-- Draw the arrows around the selected button
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(desw - 512, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight - 8, 501, 300,
|
||||
selectorArrowsImage, 1, 0);
|
||||
gfx.BeginPath()
|
||||
gfx.ImageRect(Dim.design.width - 512, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight - 8,
|
||||
501, 300, resources.images.selectorArrowsImage, 1, 0)
|
||||
|
||||
-- Draw top and bottom bars
|
||||
drawHeader();
|
||||
Footer.draw(deltaTime);
|
||||
drawHeader()
|
||||
Footer.draw(deltaTime)
|
||||
|
||||
gfx.ResetTransform();
|
||||
gfx.ResetTransform()
|
||||
end
|
||||
|
||||
local render = function(deltaTime)
|
||||
local function render(deltaTime)
|
||||
if not playedBgm then
|
||||
game.PlaySample("titlescreen/bgm.wav", true);
|
||||
playedBgm = true;
|
||||
game.PlaySample("titlescreen/bgm.wav", true)
|
||||
playedBgm = true
|
||||
end
|
||||
|
||||
game.SetSkinSetting("_currentScreen", "title")
|
||||
Dim.updateResolution()
|
||||
|
||||
-- detect resolution change
|
||||
local resx, resy = game.GetResolution();
|
||||
if resx ~= resX or resy ~= resY then resolutionChange(resx, resy) end
|
||||
Wallpaper.render()
|
||||
|
||||
gfx.BeginPath()
|
||||
local bgImageWidth, bgImageHeight = gfx.ImageSize(backgroundImage)
|
||||
gfx.Rect(0, 0, resX, resY)
|
||||
gfx.FillPaint(gfx.ImagePattern(0, 0, bgImageWidth, bgImageHeight, 0, backgroundImage, 0.2))
|
||||
gfx.Fill()
|
||||
Dim.transformToScreenSpace()
|
||||
|
||||
draw_titlescreen((resX - fullX) / 2, 0, fullX, fullY, deltaTime);
|
||||
draw_titlescreen(deltaTime)
|
||||
|
||||
scrollTransitionScale = scrollTransitionScale + deltaTime / 0.2;
|
||||
if (scrollTransitionScale > 1) then scrollTransitionScale = 1; end
|
||||
scrollTransitionScale = scrollTransitionScale + deltaTime / 0.2
|
||||
if (scrollTransitionScale > 1) then scrollTransitionScale = 1 end
|
||||
|
||||
if scrollingUp then
|
||||
buttonsMovementScale = 1 - scrollTransitionScale
|
||||
|
@ -340,27 +338,32 @@ local render = function(deltaTime)
|
|||
end
|
||||
|
||||
if (triggerServiceMenu) then
|
||||
triggerServiceMenu = false;
|
||||
triggerServiceMenu = false
|
||||
return {eventType = "switch", toScreen = "service"}
|
||||
end
|
||||
|
||||
gfx.BeginPath();
|
||||
end;
|
||||
gfx.BeginPath()
|
||||
end
|
||||
|
||||
local onButtonPressed = function(button)
|
||||
local function onButtonPressed(button)
|
||||
if button == game.BUTTON_STA then
|
||||
game.PlaySample("titlescreen/cursor_select.wav");
|
||||
game.StopSample("titlescreen/bgm.wav");
|
||||
buttons[cursorIndex][3]()
|
||||
game.PlaySample("titlescreen/cursor_select.wav")
|
||||
game.StopSample("titlescreen/bgm.wav")
|
||||
|
||||
if buttons[cursorIndex].action == nil then setButtonActions() end
|
||||
buttons[cursorIndex].action()
|
||||
|
||||
elseif button == game.BUTTON_BCK then
|
||||
Menu.Exit()
|
||||
|
||||
elseif button == game.BUTTON_FXR then
|
||||
triggerServiceMenu = true;
|
||||
triggerServiceMenu = true
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- the thing is... titlescreen script does not have a call to reset function... WHYYYYY
|
||||
function reset() playedBgm = false; end
|
||||
function reset() playedBgm = false end
|
||||
|
||||
return {
|
||||
render = render,
|
||||
|
|
Loading…
Reference in New Issue