WIP: rewrote splash screen code

still missing individual splash page code
This commit is contained in:
Hersi 2022-06-22 02:58:47 +02:00
parent 6fbc39e028
commit 8ed4e141db
6 changed files with 310 additions and 215 deletions

View File

@ -10,10 +10,6 @@ local SplashPage = require('titlescreen.splash')
local ModeSelectPage = require("titlescreen.pages.modeselect.modeselectpage") local ModeSelectPage = require("titlescreen.pages.modeselect.modeselectpage")
local ServiceMenuPage = require("titlescreen.pages.service.mainmenupage") local ServiceMenuPage = require("titlescreen.pages.service.mainmenupage")
local TitleScreen = require('titlescreen.title')
local ModeSelectScreen = require('titlescreen.modeselect')
local ServiceScreen = require('titlescreen.service')
game.Log("HELLO FROM TITLESCREEN", game.LOGGER_DEBUG) game.Log("HELLO FROM TITLESCREEN", game.LOGGER_DEBUG)
local screens = { local screens = {
[BootPage.__name] = BootPage.new(), [BootPage.__name] = BootPage.new(),
@ -84,7 +80,7 @@ local function handleKnobs()
if math.abs(knobProgress[1]) > knobThreshold then if math.abs(knobProgress[1]) > knobThreshold then
if pageView:get() then if pageView:get() then
pageView:get():handleKnobInput(game.KNOB_LEFT, knobProgress[1]) pageView:get():handleKnobInput(game.KNOB_LEFT, knobProgress[1])
end end
end end

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@ -0,0 +1,19 @@
require "common.globals"
require "common.class"
local Page = require "api.page.page"
---@class CreditsPage : Page
local CreditsPage = {
}
---Create a new CreditsPage instance
---@param params? CreditsPage
function CreditsPage.new(params)
local self = CreateInstance(CreditsPage, params, Page)
return self
end
return CreditsPage

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@ -0,0 +1,64 @@
require "common.globals"
require "common.class"
local Page = require "api.page.page"
local splash1BgColor = {182, 0, 20}
local splash1Logo = gfx.CreateSkinImage("titlescreen/splash/ksm.png", 0)
local splash1LogoWidth, splash1LogoHeight = gfx.ImageSize(splash1Logo)
local function splash1(deltaTime)
local splash1LogoXOffset = (Dim.design.width - splash1LogoWidth) / 2
local splash1LogoYOffset = (Dim.design.height - splash1LogoHeight) / 2
calcFade(splash1Duration)
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(splash1BgColor[1], splash1BgColor[2], splash1BgColor[3], fadeAlpha)
gfx.Fill()
gfx.BeginPath()
gfx.ImageRect(splash1LogoXOffset, splash1LogoYOffset, splash1LogoWidth, splash1LogoHeight, splash1Logo, fadeAlpha / 255, 0)
gfx.BeginPath()
gfx.LoadSkinFont("segoeui.ttf")
gfx.FillColor(255, 255, 255, fadeAlpha)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
gfx.FontSize(28)
gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
if (splashTimer < 0) then
splashState = "splash2"
splash1SfxPlayed = false
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash1Duration
end
if not splash1SfxPlayed then
game.PlaySample("titlescreen/splash/splash1.wav")
splash1SfxPlayed = true
end
splashTimer = splashTimer - deltaTime
end
---@class KShootManiaPage : Page
local KShootManiaPage = {
}
---Create a new KShootManiaPage instance
---@param params? KShootManiaPage
function KShootManiaPage.new(params)
local self = CreateInstance(KShootManiaPage, params, Page)
return self
end
return KShootManiaPage

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@ -0,0 +1,58 @@
require "common.globals"
require "common.class"
local Page = require "api.page.page"
local splash3BgColor = {255, 255, 255}
local splash3Logo = gfx.CreateSkinImage("titlescreen/splash/team-exceed.png", 0)
local splash3LogoWidth, splash3LogoHeight = gfx.ImageSize(splash3Logo)
local function splash3(deltaTime)
local splash3LogoXOffset = (Dim.design.width - splash3LogoWidth) / 2
local splash3LogoYOffset = (Dim.design.height - splash3LogoHeight) / 2
calcFade(splash3Duration)
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(splash3BgColor[1], splash3BgColor[2], splash3BgColor[3], fadeAlpha)
gfx.Fill()
gfx.BeginPath()
gfx.ImageRect(splash3LogoXOffset, splash3LogoYOffset, splash3LogoWidth, splash3LogoHeight, splash3Logo, fadeAlpha / 255, 0)
gfx.BeginPath()
gfx.LoadSkinFont("segoeui.ttf")
gfx.FillColor(0, 0, 0, fadeAlpha)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
gfx.FontSize(28)
gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
if (splashTimer < 0) then
splashState = "done"
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash3Duration
end
splashTimer = splashTimer - deltaTime
end
---@class TeamExceedPage : Page
local TeamExceedPage = {
}
---Create a new TeamExceedPage instance
---@param params? TeamExceedPage
function TeamExceedPage.new(params)
local self = CreateInstance(TeamExceedPage, params, Page)
return self
end
return TeamExceedPage

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@ -0,0 +1,58 @@
require "common.globals"
require "common.class"
local Page = require "api.page.page"
local splash2BgColor = {255, 255, 255}
local splash2Logo = gfx.CreateSkinImage("titlescreen/splash/usc2.png", 0)
local splash2LogoWidth, splash2LogoHeight = gfx.ImageSize(splash2Logo)
local function splash2(deltaTime)
local splash2LogoXOffset = (Dim.design.width - splash2LogoWidth) / 2
local splash2LogoYOffset = (Dim.design.height - splash2LogoHeight) / 2
calcFade(splash2Duration)
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(splash2BgColor[1], splash2BgColor[2], splash2BgColor[3], fadeAlpha)
gfx.Fill()
gfx.BeginPath()
gfx.ImageRect(splash2LogoXOffset, splash2LogoYOffset, splash2LogoWidth, splash2LogoHeight, splash2Logo, fadeAlpha / 255, 0)
gfx.BeginPath()
gfx.LoadSkinFont("segoeui.ttf")
gfx.FillColor(0, 0, 0, fadeAlpha)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
gfx.FontSize(28)
gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
if (splashTimer < 0) then
splashState = "splash3"
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash2Duration
end
splashTimer = splashTimer - deltaTime
end
---@class USCPage : Page
local USCPage = {
}
---Create a new USCPage instance
---@param params? USCPage
function USCPage.new(params)
local self = CreateInstance(USCPage, params, Page)
return self
end
return USCPage

View File

@ -1,226 +1,126 @@
local Common = require("common.util") local Common = require("common.util")
local Dim = require("common.dimensions") local Dim = require("common.dimensions")
local Wallpaper = require("components.wallpaper")
local Easing = require("common.easing")
local splash1BgColor = {182, 0, 20} local splashSample = "titlescreen/splash/splash1.wav"
local splash1Logo = gfx.CreateSkinImage("titlescreen/splash/ksm.png", 0)
local splash1LogoWidth, splash1LogoHeight = gfx.ImageSize(splash1Logo)
local splash2BgColor = {255, 255, 255} game.LoadSkinSample(splashSample)
local splash2Logo = gfx.CreateSkinImage("titlescreen/splash/usc2.png", 0)
local splash2LogoWidth, splash2LogoHeight = gfx.ImageSize(splash2Logo)
local splash3BgColor = {255, 255, 255}
local splash3Logo = gfx.CreateSkinImage("titlescreen/splash/team-exceed.png", 0)
local splash3LogoWidth, splash3LogoHeight = gfx.ImageSize(splash3Logo)
local splashState = "init"
local splashTimer = 0
local fadeDuration = 0.5
local fadeAlpha = 0
local splashInitDuration = 1
local splash1Duration = 4
local splash2Duration = 4
local splash3Duration = 4
game.LoadSkinSample("titlescreen/splash/splash1.wav")
local splash1SfxPlayed = false local splash1SfxPlayed = false
local triggerSkip = false require "common.globals"
require "common.class"
local Page = require "api.page.page"
local KShootManiaPage = require "titlescreen.pages.splash.kshootmaniapage"
local USCPage = require "titlescreen.pages.splash.uscpage"
local TeamExceedPage = require "titlescreen.pages.splash.teamexceedpage"
local CreditsPage = require "titlescreen.pages.splash.creditspage"
local function calcFade(splashDuration) ---@class SplashPage : Page
local t = splashDuration - splashTimer ---@field pages Page[]
if t < fadeDuration then ---@field currentPage integer
fadeAlpha = Easing.linear(t, 0, 255, fadeDuration) -- fade in ---@field _isTransitioning boolean # actively fading between pages
elseif splashTimer < fadeDuration then local SplashPage = {
fadeAlpha = Easing.linear(splashTimer, 0, 255, fadeDuration) -- fade out __name = "SplashScreen",
else BACKGROUND_COLOR = {255, 255, 255},
--fadeAlpha = 255 FADE_DURATION = 0.5
}
---Create a new SplashScreen instance
---@param params? SplashPage
---@return SplashPage
function SplashPage.new(params)
local self = CreateInstance(SplashPage, params, Page)
self.currentPage = 1
self.content = {
KShootManiaPage.new(),
USCPage.new(),
TeamExceedPage.new(),
CreditsPage.new()
}
self._isTransitioning = false
-- set callbacks
for index, page in ipairs(self.content) do
if index < #self.content then
page.onInvalidation = function (page_inst)
self._isTransitioning = true
self.currentPage = index + 1
end
else -- last index
page.onInvalidation = function (page_inst)
self:onInvalidation()
end
end
end end
fadeAlpha = Common.round(Common.clamp(fadeAlpha, 0, 255)) return self
end end
local function initSplash(deltaTime) function SplashPage:init()
if (splashTimer < 0) then self.currentPage = 1
splashState = "splash1" self._isTransitioning = false
splashTimer = 0 Page.init(self)
return
end
if splashTimer == 0 then
splashTimer = splashInitDuration
end
splashTimer = splashTimer - deltaTime
end end
local function splash1(deltaTime) function SplashPage:handleButtonInput(button)
local splash1LogoXOffset = (Dim.design.width - splash1LogoWidth) / 2
local splash1LogoYOffset = (Dim.design.height - splash1LogoHeight) / 2
calcFade(splash1Duration)
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(splash1BgColor[1], splash1BgColor[2], splash1BgColor[3], fadeAlpha)
gfx.Fill()
gfx.BeginPath()
gfx.ImageRect(splash1LogoXOffset, splash1LogoYOffset, splash1LogoWidth, splash1LogoHeight, splash1Logo, fadeAlpha / 255, 0)
gfx.BeginPath()
gfx.LoadSkinFont("segoeui.ttf")
gfx.FillColor(255, 255, 255, fadeAlpha)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
gfx.FontSize(28)
gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
if (splashTimer < 0) then
splashState = "splash2"
splash1SfxPlayed = false
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash1Duration
end
if not splash1SfxPlayed then
game.PlaySample("titlescreen/splash/splash1.wav")
splash1SfxPlayed = true
end
splashTimer = splashTimer - deltaTime
end
local function splash2(deltaTime)
local splash2LogoXOffset = (Dim.design.width - splash2LogoWidth) / 2
local splash2LogoYOffset = (Dim.design.height - splash2LogoHeight) / 2
calcFade(splash2Duration)
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(splash2BgColor[1], splash2BgColor[2], splash2BgColor[3], fadeAlpha)
gfx.Fill()
gfx.BeginPath()
gfx.ImageRect(splash2LogoXOffset, splash2LogoYOffset, splash2LogoWidth, splash2LogoHeight, splash2Logo, fadeAlpha / 255, 0)
gfx.BeginPath()
gfx.LoadSkinFont("segoeui.ttf")
gfx.FillColor(0, 0, 0, fadeAlpha)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
gfx.FontSize(28)
gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
if (splashTimer < 0) then
splashState = "splash3"
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash2Duration
end
splashTimer = splashTimer - deltaTime
end
local function splash3(deltaTime)
local splash3LogoXOffset = (Dim.design.width - splash3LogoWidth) / 2
local splash3LogoYOffset = (Dim.design.height - splash3LogoHeight) / 2
calcFade(splash3Duration)
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(splash3BgColor[1], splash3BgColor[2], splash3BgColor[3], fadeAlpha)
gfx.Fill()
gfx.BeginPath()
gfx.ImageRect(splash3LogoXOffset, splash3LogoYOffset, splash3LogoWidth, splash3LogoHeight, splash3Logo, fadeAlpha / 255, 0)
gfx.BeginPath()
gfx.LoadSkinFont("segoeui.ttf")
gfx.FillColor(0, 0, 0, fadeAlpha)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
gfx.FontSize(28)
gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
if (splashTimer < 0) then
splashState = "done"
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash3Duration
end
splashTimer = splashTimer - deltaTime
end
local function reset()
triggerSkip = false
splashState = "init"
splashTimer = 0
splash1SfxPlayed = false
end
function render(deltaTime)
if triggerSkip then
reset()
game.StopSample("titlescreen/splash/splash1.wav")
return {
eventType = "switch",
toScreen = "title"
}
end
Dim.updateResolution()
Wallpaper.render()
Dim.transformToScreenSpace()
gfx.BeginPath()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(255, 255, 255)
gfx.Fill()
if splashState == "init" then
initSplash(deltaTime)
elseif splashState == "splash1" then
splash1(deltaTime)
elseif splashState == "splash2" then
splash2(deltaTime)
elseif splashState == "splash3" then
splash3(deltaTime)
elseif splashState == "done" then
reset()
return {
eventType = "switch",
toScreen = "title"
}
else
game.Log("Splash screen state error, splashState: " .. splashState, game.LOGGER_ERROR)
splashState = "done"
end
end
local function onButtonPressed(button)
if button == game.BUTTON_STA then if button == game.BUTTON_STA then
triggerSkip = true game.StopSample(splashSample)
self:onInvalidation()
end end
end end
return { ---Fade between pages
render = render, ---@param fadeDuration? number
onButtonPressed = onButtonPressed ---@param fadeColor? integer[]
} function SplashPage:fadeTransition(deltaTime, fadeDuration, fadeColor)
fadeDuration = fadeDuration or 0.5
fadeColor = fadeColor or {255, 255, 255}
local fadeAlpha = 0.0
-- reset variables on first call
if not self["__fadeStarted"] then
self.__fadeTimer = 0.0
self.__fadeStarted = true
end
local halfDuration = fadeDuration / 2
if self.__fadeTimer < halfDuration then
fadeAlpha = Common.lerp(self.__fadeTimer, 0, 0, halfDuration, 255) -- fade out
elseif self.__fadeTimer - fadeDuration < 0 then
fadeAlpha = Common.lerp(self.__fadeTimer, halfDuration, 255, fadeDuration, 0) -- fade in
else
self.__fadeStarted = false -- fade done, reset variable
self._isTransitioning = false
end
local fillColor = {table.unpack(fadeColor, 1, 3)} -- copy color table
table.insert(fillColor, fadeAlpha) -- add alpha
gfx.BeginPath()
gfx.FillColor(table.unpack(fillColor))
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.Fill()
self.__fadeTimer = self.__fadeTimer + deltaTime
end
function SplashPage:drawBackground(deltaTime)
gfx.BeginPath()
gfx.FillColor(table.unpack(self.BACKGROUND_COLOR))
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.Fill()
end
function SplashPage:drawContent(deltaTime)
self.content[self.currentPage]:render(deltaTime)
end
function SplashPage:drawForeground(deltaTime)
local fadeColor = {255, 255, 255}
if self._isTransitioning then
self:fadeTransition(deltaTime, self.FADE_DURATION, fadeColor)
end
end
return SplashPage