Added challenge header component
Removed redundant function definitions in songtransition.lua
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21125dcf68
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7d7f7be937
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@ -0,0 +1,61 @@
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local resx, resy = game.GetResolution();
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local desw = 1080;
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local desh = 1920;
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local scale = 1;
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local BAR_ALPHA = 191;
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local HEADER_HEIGHT = 100
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local headerY = 0;
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local animationHeaderGlowScale = 0;
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local animationHeaderGlowAlpha = 0;
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-- Images
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local headerTitleImage = gfx.CreateSkinImage("challenge_select/skill_analyzer.png", gfx.IMAGE_GENERATE_MIPMAPS)
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local drawHeader = function ()
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gfx.BeginPath();
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gfx.FillColor(0,0,0,BAR_ALPHA);
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gfx.Rect(0,0,desw, HEADER_HEIGHT);
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gfx.Fill();
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gfx.ClosePath()
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local headerImageWidth, headerImageHeight = gfx.ImageSize(headerTitleImage)
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gfx.ImageRect(
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(desw - headerImageWidth) / 2, (HEADER_HEIGHT - headerImageHeight) / 2,
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headerImageWidth, headerImageHeight,
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headerTitleImage, 1, 0
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)
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end
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local progressTransitions = function (deltatime)
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-- HEADER GLOW ANIMATION
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if animationHeaderGlowScale < 1 then
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animationHeaderGlowScale = animationHeaderGlowScale + deltatime / 1 -- transition should last for that time in seconds
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else
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animationHeaderGlowScale = 0
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end
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if animationHeaderGlowScale < 0.5 then
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animationHeaderGlowAlpha = animationHeaderGlowScale * 2;
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else
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animationHeaderGlowAlpha = 1-((animationHeaderGlowScale-0.5) * 2);
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end
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animationHeaderGlowAlpha = animationHeaderGlowAlpha*0.4
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end
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local draw = function (deltatime)
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gfx.Save()
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gfx.LoadSkinFont("NotoSans-Regular.ttf");
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drawHeader();
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--progressTransitions(deltatime);
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gfx.Restore()
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end
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return {
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draw = draw
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};
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@ -1,6 +1,8 @@
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local Common = require("common.common")
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local Numbers = require("common.numbers")
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local DiffRectangle = require("components.diff_rectangle")
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local Common = require("common.common")
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local Header = require("components.headers.challengeSelectHeader")
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local Footer = require("components.footer")
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local backgroundImage = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX | gfx.IMAGE_REPEATY)
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local challengeBGImage = gfx.CreateSkinImage("challenge_select/bg.png", 0)
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@ -90,6 +92,8 @@ local challengeCache = {}
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local timer = 0
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-- Window variables
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local desw = 1080
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local desh = 1920
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local resX, resY
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-- Aspect Ratios
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@ -532,6 +536,8 @@ end
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--]]
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render = function(deltaTime)
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gfx.FontFace("dfmarugoth.ttf");
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-- detect resolution change
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local resx, resy = game.GetResolution();
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if resx ~= resX or resy ~= resY then
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@ -546,13 +552,14 @@ render = function(deltaTime)
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gfx.Fill()
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if chalwheel.challenges and chalwheel.challenges[1] then
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local wheelCenterX = (resX - fullX) / 2
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-- draw surface background
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gfx.BeginPath()
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gfx.ImageRect((resX - fullX) / 2, 0, fullX, fullY, challengeBGImage, 1, 0)
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gfx.ImageRect(wheelCenterX, 0, fullX, fullY, challengeBGImage, 1, 0)
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-- draw chalwheel
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gfx.BeginPath();
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draw_chalwheel((resX - fullX) / 2, 0, fullX, fullY)
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draw_chalwheel(wheelCenterX, 0, fullX, fullY)
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-- Draw Legend Information
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--[[ will be reimplemented sometime later
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@ -573,9 +580,13 @@ render = function(deltaTime)
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end
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--]]
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gfx.FontFace("dfmarugoth.ttf");
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gfx.Translate(wheelCenterX, 0)
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gfx.Scale(fullX / desw, fullY / desh);
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Header.draw(deltaTime)
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Footer.draw(deltaTime)
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gfx.ResetTransform()
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gfx.ForceRender()
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end
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end
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@ -1,5 +1,6 @@
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local common = require('common.common');
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local Numbers = require('common.numbers')
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game.LoadSkinSample('song_transition_screen/transition_enter.wav');
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@ -50,35 +51,6 @@ function resetLayoutInformation()
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scale = resx / desw
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end
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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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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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function render(deltaTime)
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if not wasEnterSfxPlayed then
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common.stopMusic();
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@ -86,7 +58,7 @@ function render(deltaTime)
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wasEnterSfxPlayed = true;
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end
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if not difficultyNumbers then
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difficultyNumbers = load_number_image('diff_num')
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difficultyNumbers = Numbers.load_number_image('diff_num')
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end
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local x_offset = (resX - fullX) / 2
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@ -178,7 +150,7 @@ function render_screen(progress)
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-- Draw song diff level
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gfx.BeginPath();
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draw_number(933, 1140, 1.0, song.level, 2, difficultyNumbers, false, 1, 1)
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Numbers.draw_number(933, 1140, 1.0, song.level, 2, difficultyNumbers, false, 1, 1)
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-- Draw song diff label (NOV/ADV/EXH/MXM/etc.)
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gfx.BeginPath();
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