+ chain numbers to gameplay

This commit is contained in:
FajsiEx 2021-09-05 11:50:30 +02:00
parent 5744aa735d
commit 97de42f51c
43 changed files with 101 additions and 1 deletions

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@ -5,11 +5,14 @@ local Banner = require('gameplay.banner')
local CritLine = require('gameplay.crit_line')
local Console = require('gameplay.console')
local Gauge = require('gameplay.gauge')
local Chain = require('gameplay.chain')
local resx, resy = game.GetResolution()
local desw, desh;
local scale;
local chain = 0;
function resetLayoutInformation()
resx, resy = game.GetResolution()
desw = 1080
@ -28,6 +31,7 @@ function render(deltaTime)
gameplay.gauge.value,
(game.GetSkinSetting('_gaugeARS') == 1)
);
Chain.render(deltaTime, chain, gameplay.critLine.x, gameplay.critLine.y);
end
function render_crit_base(deltaTime)
@ -52,7 +56,7 @@ function update_score(newScore)
end
function update_combo(newCombo)
chain = newCombo
end
function near_hit(wasLate)

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@ -0,0 +1,96 @@
local desw = 1080;
local desh = 1920;
local transitionShakeScale = 0;
local transitionShakePosOffset = 0;
function load_number_image(path)
local images = {}
for i = 0, 9 do
images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0)
end
return images
end
local chainNumbers = load_number_image('gameplay/chain/reg')
function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern)
scale = scale or 1;
kern = kern or 1;
local tw, th = gfx.ImageSize(images[1])
tw = tw * scale;
th = th * scale;
x = x + (tw * (digits - 1)) / 2
y = y - th / 2
for i = 1, digits do
local mul = 10 ^ (i - 1)
local digit = math.floor(num / mul) % 10
local a = alpha
if is_dim and num < mul then
a = 0.4
end
gfx.BeginPath()
gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
x = x - (tw * kern)
end
end
local tickTransitions = function (deltaTime)
if transitionShakeScale < 1 then
transitionShakeScale = transitionShakeScale + deltaTime / 0.075 -- transition should last for that time in seconds
else
transitionShakeScale = 0
end
if (transitionShakeScale < 0.33) then
transitionShakePosOffset = 0;
elseif (transitionShakeScale > 0.66) then
transitionShakePosOffset = -1;
else
transitionShakePosOffset = 1;
end
end
local render = function (deltaTime, combo, critLineCenterX, critLineCenterY)
tickTransitions(deltaTime)
if combo == 0 then return end
-- comboTimer = comboTimer + deltaTime
local posx = desw / 2 + transitionShakePosOffset;
local posy = desh - 650 + transitionShakePosOffset;
-- if portrait then posy = desh * critLinePos[2] - 150 end
-- if gameplay.comboState == 2 then
-- comboCurrent = comboPUC --puc
-- elseif gameplay.comboState == 1 then
-- comboCurrent = comboUC --uc
-- else
-- comboCurrent = comboREG --regular
-- end
-- local alpha = math.floor(comboTimer * 20) % 2
-- alpha = (alpha * 100 + 155) / 255
local alpha = 1
-- \_ chain _/
local tw, th
-- tw, th = gfx.ImageSize(comboBottom)
-- gfx.BeginPath()
-- gfx.ImageRect(posx - tw / 2 + 10, posy - th / 4 - 210, tw * 0.85, th * 0.85, comboBottom, alpha, 0)
tw, th = gfx.ImageSize(chainNumbers[1])
posy = posy - th + 32
local comboScale = 0.45;
draw_number(posx - (tw*4*comboScale)/2+(tw*comboScale*1.5)+10, posy - th / 2, 1.0, combo, 4, chainNumbers, true, comboScale, 1.12)
end
return {
render=render
}

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