WIP: rewrote splash screen code
still missing individual splash page code
This commit is contained in:
parent
6fbc39e028
commit
8ed4e141db
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@ -10,10 +10,6 @@ local SplashPage = require('titlescreen.splash')
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local ModeSelectPage = require("titlescreen.pages.modeselect.modeselectpage")
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local ServiceMenuPage = require("titlescreen.pages.service.mainmenupage")
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local TitleScreen = require('titlescreen.title')
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local ModeSelectScreen = require('titlescreen.modeselect')
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local ServiceScreen = require('titlescreen.service')
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game.Log("HELLO FROM TITLESCREEN", game.LOGGER_DEBUG)
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local screens = {
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[BootPage.__name] = BootPage.new(),
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@ -84,7 +80,7 @@ local function handleKnobs()
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if math.abs(knobProgress[1]) > knobThreshold then
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if pageView:get() then
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pageView:get():handleKnobInput(game.KNOB_LEFT, knobProgress[1])
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pageView:get():handleKnobInput(game.KNOB_LEFT, knobProgress[1])
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end
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end
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@ -0,0 +1,19 @@
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require "common.globals"
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require "common.class"
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local Page = require "api.page.page"
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---@class CreditsPage : Page
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local CreditsPage = {
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}
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---Create a new CreditsPage instance
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---@param params? CreditsPage
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function CreditsPage.new(params)
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local self = CreateInstance(CreditsPage, params, Page)
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return self
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end
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return CreditsPage
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@ -0,0 +1,64 @@
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require "common.globals"
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require "common.class"
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local Page = require "api.page.page"
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local splash1BgColor = {182, 0, 20}
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local splash1Logo = gfx.CreateSkinImage("titlescreen/splash/ksm.png", 0)
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local splash1LogoWidth, splash1LogoHeight = gfx.ImageSize(splash1Logo)
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local function splash1(deltaTime)
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local splash1LogoXOffset = (Dim.design.width - splash1LogoWidth) / 2
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local splash1LogoYOffset = (Dim.design.height - splash1LogoHeight) / 2
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calcFade(splash1Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash1BgColor[1], splash1BgColor[2], splash1BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash1LogoXOffset, splash1LogoYOffset, splash1LogoWidth, splash1LogoHeight, splash1Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(255, 255, 255, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
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if (splashTimer < 0) then
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splashState = "splash2"
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splash1SfxPlayed = false
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash1Duration
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end
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if not splash1SfxPlayed then
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game.PlaySample("titlescreen/splash/splash1.wav")
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splash1SfxPlayed = true
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end
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splashTimer = splashTimer - deltaTime
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end
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---@class KShootManiaPage : Page
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local KShootManiaPage = {
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}
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---Create a new KShootManiaPage instance
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---@param params? KShootManiaPage
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function KShootManiaPage.new(params)
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local self = CreateInstance(KShootManiaPage, params, Page)
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return self
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end
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return KShootManiaPage
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@ -0,0 +1,58 @@
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require "common.globals"
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require "common.class"
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local Page = require "api.page.page"
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local splash3BgColor = {255, 255, 255}
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local splash3Logo = gfx.CreateSkinImage("titlescreen/splash/team-exceed.png", 0)
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local splash3LogoWidth, splash3LogoHeight = gfx.ImageSize(splash3Logo)
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local function splash3(deltaTime)
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local splash3LogoXOffset = (Dim.design.width - splash3LogoWidth) / 2
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local splash3LogoYOffset = (Dim.design.height - splash3LogoHeight) / 2
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calcFade(splash3Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash3BgColor[1], splash3BgColor[2], splash3BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash3LogoXOffset, splash3LogoYOffset, splash3LogoWidth, splash3LogoHeight, splash3Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(0, 0, 0, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
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if (splashTimer < 0) then
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splashState = "done"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash3Duration
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end
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splashTimer = splashTimer - deltaTime
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end
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---@class TeamExceedPage : Page
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local TeamExceedPage = {
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}
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---Create a new TeamExceedPage instance
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---@param params? TeamExceedPage
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function TeamExceedPage.new(params)
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local self = CreateInstance(TeamExceedPage, params, Page)
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return self
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end
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return TeamExceedPage
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@ -0,0 +1,58 @@
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require "common.globals"
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require "common.class"
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local Page = require "api.page.page"
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local splash2BgColor = {255, 255, 255}
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local splash2Logo = gfx.CreateSkinImage("titlescreen/splash/usc2.png", 0)
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local splash2LogoWidth, splash2LogoHeight = gfx.ImageSize(splash2Logo)
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local function splash2(deltaTime)
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local splash2LogoXOffset = (Dim.design.width - splash2LogoWidth) / 2
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local splash2LogoYOffset = (Dim.design.height - splash2LogoHeight) / 2
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calcFade(splash2Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash2BgColor[1], splash2BgColor[2], splash2BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash2LogoXOffset, splash2LogoYOffset, splash2LogoWidth, splash2LogoHeight, splash2Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(0, 0, 0, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
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if (splashTimer < 0) then
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splashState = "splash3"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash2Duration
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end
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splashTimer = splashTimer - deltaTime
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end
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---@class USCPage : Page
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local USCPage = {
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}
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---Create a new USCPage instance
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---@param params? USCPage
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function USCPage.new(params)
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local self = CreateInstance(USCPage, params, Page)
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return self
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end
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return USCPage
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@ -1,226 +1,126 @@
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local Common = require("common.util")
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local Dim = require("common.dimensions")
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local Wallpaper = require("components.wallpaper")
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local Easing = require("common.easing")
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local splash1BgColor = {182, 0, 20}
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local splash1Logo = gfx.CreateSkinImage("titlescreen/splash/ksm.png", 0)
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local splash1LogoWidth, splash1LogoHeight = gfx.ImageSize(splash1Logo)
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local splashSample = "titlescreen/splash/splash1.wav"
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local splash2BgColor = {255, 255, 255}
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local splash2Logo = gfx.CreateSkinImage("titlescreen/splash/usc2.png", 0)
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local splash2LogoWidth, splash2LogoHeight = gfx.ImageSize(splash2Logo)
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local splash3BgColor = {255, 255, 255}
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local splash3Logo = gfx.CreateSkinImage("titlescreen/splash/team-exceed.png", 0)
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local splash3LogoWidth, splash3LogoHeight = gfx.ImageSize(splash3Logo)
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local splashState = "init"
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local splashTimer = 0
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local fadeDuration = 0.5
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local fadeAlpha = 0
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local splashInitDuration = 1
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local splash1Duration = 4
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local splash2Duration = 4
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local splash3Duration = 4
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game.LoadSkinSample("titlescreen/splash/splash1.wav")
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game.LoadSkinSample(splashSample)
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local splash1SfxPlayed = false
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local triggerSkip = false
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require "common.globals"
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require "common.class"
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local Page = require "api.page.page"
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local KShootManiaPage = require "titlescreen.pages.splash.kshootmaniapage"
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local USCPage = require "titlescreen.pages.splash.uscpage"
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local TeamExceedPage = require "titlescreen.pages.splash.teamexceedpage"
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local CreditsPage = require "titlescreen.pages.splash.creditspage"
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local function calcFade(splashDuration)
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local t = splashDuration - splashTimer
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if t < fadeDuration then
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fadeAlpha = Easing.linear(t, 0, 255, fadeDuration) -- fade in
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elseif splashTimer < fadeDuration then
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fadeAlpha = Easing.linear(splashTimer, 0, 255, fadeDuration) -- fade out
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else
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--fadeAlpha = 255
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---@class SplashPage : Page
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---@field pages Page[]
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---@field currentPage integer
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---@field _isTransitioning boolean # actively fading between pages
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local SplashPage = {
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__name = "SplashScreen",
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BACKGROUND_COLOR = {255, 255, 255},
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FADE_DURATION = 0.5
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}
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---Create a new SplashScreen instance
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---@param params? SplashPage
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---@return SplashPage
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function SplashPage.new(params)
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local self = CreateInstance(SplashPage, params, Page)
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self.currentPage = 1
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self.content = {
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KShootManiaPage.new(),
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USCPage.new(),
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TeamExceedPage.new(),
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CreditsPage.new()
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}
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self._isTransitioning = false
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-- set callbacks
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for index, page in ipairs(self.content) do
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if index < #self.content then
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page.onInvalidation = function (page_inst)
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self._isTransitioning = true
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self.currentPage = index + 1
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end
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else -- last index
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page.onInvalidation = function (page_inst)
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self:onInvalidation()
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end
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end
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end
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fadeAlpha = Common.round(Common.clamp(fadeAlpha, 0, 255))
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return self
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end
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local function initSplash(deltaTime)
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if (splashTimer < 0) then
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splashState = "splash1"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splashInitDuration
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end
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splashTimer = splashTimer - deltaTime
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function SplashPage:init()
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self.currentPage = 1
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self._isTransitioning = false
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Page.init(self)
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end
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local function splash1(deltaTime)
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local splash1LogoXOffset = (Dim.design.width - splash1LogoWidth) / 2
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local splash1LogoYOffset = (Dim.design.height - splash1LogoHeight) / 2
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calcFade(splash1Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash1BgColor[1], splash1BgColor[2], splash1BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash1LogoXOffset, splash1LogoYOffset, splash1LogoWidth, splash1LogoHeight, splash1Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(255, 255, 255, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
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if (splashTimer < 0) then
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splashState = "splash2"
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splash1SfxPlayed = false
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash1Duration
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end
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if not splash1SfxPlayed then
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game.PlaySample("titlescreen/splash/splash1.wav")
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splash1SfxPlayed = true
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end
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splashTimer = splashTimer - deltaTime
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end
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local function splash2(deltaTime)
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local splash2LogoXOffset = (Dim.design.width - splash2LogoWidth) / 2
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local splash2LogoYOffset = (Dim.design.height - splash2LogoHeight) / 2
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calcFade(splash2Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash2BgColor[1], splash2BgColor[2], splash2BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash2LogoXOffset, splash2LogoYOffset, splash2LogoWidth, splash2LogoHeight, splash2Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(0, 0, 0, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
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if (splashTimer < 0) then
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splashState = "splash3"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash2Duration
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end
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splashTimer = splashTimer - deltaTime
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end
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local function splash3(deltaTime)
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local splash3LogoXOffset = (Dim.design.width - splash3LogoWidth) / 2
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local splash3LogoYOffset = (Dim.design.height - splash3LogoHeight) / 2
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calcFade(splash3Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash3BgColor[1], splash3BgColor[2], splash3BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash3LogoXOffset, splash3LogoYOffset, splash3LogoWidth, splash3LogoHeight, splash3Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(0, 0, 0, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, Dim.design.height - 10)
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if (splashTimer < 0) then
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splashState = "done"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash3Duration
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end
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splashTimer = splashTimer - deltaTime
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end
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local function reset()
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triggerSkip = false
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splashState = "init"
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splashTimer = 0
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splash1SfxPlayed = false
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end
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function render(deltaTime)
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if triggerSkip then
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reset()
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game.StopSample("titlescreen/splash/splash1.wav")
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return {
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eventType = "switch",
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toScreen = "title"
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}
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end
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Dim.updateResolution()
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Wallpaper.render()
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Dim.transformToScreenSpace()
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(255, 255, 255)
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gfx.Fill()
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if splashState == "init" then
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initSplash(deltaTime)
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elseif splashState == "splash1" then
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splash1(deltaTime)
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elseif splashState == "splash2" then
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splash2(deltaTime)
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elseif splashState == "splash3" then
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splash3(deltaTime)
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elseif splashState == "done" then
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reset()
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return {
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eventType = "switch",
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toScreen = "title"
|
||||
}
|
||||
else
|
||||
game.Log("Splash screen state error, splashState: " .. splashState, game.LOGGER_ERROR)
|
||||
splashState = "done"
|
||||
end
|
||||
end
|
||||
|
||||
local function onButtonPressed(button)
|
||||
function SplashPage:handleButtonInput(button)
|
||||
if button == game.BUTTON_STA then
|
||||
triggerSkip = true
|
||||
game.StopSample(splashSample)
|
||||
self:onInvalidation()
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
render = render,
|
||||
onButtonPressed = onButtonPressed
|
||||
}
|
||||
---Fade between pages
|
||||
---@param fadeDuration? number
|
||||
---@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
|
||||
|
|
Loading…
Reference in New Issue