+ blastive gauge wip & * increase gauge warn flashing intensity
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@ -711,6 +711,9 @@ local gaugeExcArsFillImage = gfx.CreateSkinImage("gameplay/gauges/excessive_ars/
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local gaugePermBgImage = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_back.png", 0)
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local gaugePermBgImage = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_back.png", 0)
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local gaugePermFillImage = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_fill.png", 0)
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local gaugePermFillImage = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_fill.png", 0)
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local gaugeBlastiveBgImage = gfx.CreateSkinImage("gameplay/gauges/blastive/gauge_back.png", 0)
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local gaugeBlastiveFillImage = gfx.CreateSkinImage("gameplay/gauges/blastive/gauge_fill.png", 0)
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function draw_gauge(deltaTime)
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function draw_gauge(deltaTime)
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-- fallbacks in case of unsupported type
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-- fallbacks in case of unsupported type
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@ -735,7 +738,7 @@ function draw_gauge(deltaTime)
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gaugeBreakpoint = 0.3;
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gaugeBreakpoint = 0.3;
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if gameplay.gauge.value < 0.3 then
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if gameplay.gauge.value < 0.3 then
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.5); -- 100 -> 50 -> 100
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.25); -- 100 -> 20 -> 100
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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if gaugeWarnTransitionScale > 1 then
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if gaugeWarnTransitionScale > 1 then
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@ -747,7 +750,19 @@ function draw_gauge(deltaTime)
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gaugeFillImage = gaugePermFillImage;
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gaugeFillImage = gaugePermFillImage;
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if gameplay.gauge.value < 0.3 then
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if gameplay.gauge.value < 0.3 then
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.5); -- 100 -> 50 -> 100
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.25); -- 100 -> 52 -> 100
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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if gaugeWarnTransitionScale > 1 then
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gaugeWarnTransitionScale = 0;
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end
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end
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elseif gameplay.gauge.type == 3 then -- BLASTIVE RATE
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gaugeBgImage = gaugeBlastiveBgImage;
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gaugeFillImage = gaugeBlastiveFillImage;
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if gameplay.gauge.value < 0.3 then
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.25); -- 100 -> 20 -> 100
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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if gaugeWarnTransitionScale > 1 then
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if gaugeWarnTransitionScale > 1 then
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@ -769,13 +784,16 @@ function draw_gauge(deltaTime)
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gfx.GlobalAlpha(gaugeFillAlpha);
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gfx.GlobalAlpha(gaugeFillAlpha);
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gfx.BeginPath()
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gfx.BeginPath()
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gfx.ImageRect(gaugePosX+18, gaugePosY+9+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value), gaugeFillImage, 1, 0)
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gfx.Scissor(gaugePosX+18, gaugePosY+9+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value))
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gfx.ImageRect(gaugePosX+18, gaugePosY+9, FillW, FillH, gaugeFillImage, 1, 0)
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gfx.ResetScissor();
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gfx.GlobalAlpha(1);
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gfx.GlobalAlpha(1);
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-- Draw the breakpoint line if needed
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-- Draw the breakpoint line if needed
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if (gaugeBreakpoint > 0) then
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if (gaugeBreakpoint > 0) then
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gfx.Save()
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gfx.Save()
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gfx.BeginPath()
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gfx.BeginPath()
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gfx.GlobalAlpha(0.75);
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local lineY = gaugePosY+6+(FillH-(FillH*(gaugeBreakpoint)))
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local lineY = gaugePosY+6+(FillH-(FillH*(gaugeBreakpoint)))
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