diff --git a/scripts/api/animation.lua b/scripts/api/animation.lua new file mode 100644 index 0000000..aa869f9 --- /dev/null +++ b/scripts/api/animation.lua @@ -0,0 +1,202 @@ + +require "common.class" + +require "api.graphics" + +local Image = require "api.image" + +---@class AnimationParams +---@field fps number? +---@field loop boolean? +---@field loopPoint integer? +---@field width number? +---@field height number? +---@field x number? +---@field y number? +---@field scaleX number? +---@field scaleY number? +---@field centered boolean? +---@field blendOp integer? +---@field color number[]? +---@field alpha number? +---@field stroke StrokeParams? + +---@class Animation +---@field frames Image[] +---@field frameCount integer +---@field frameTime number +---@field loop boolean +---@field loopPoint integer +---@field width number? +---@field height number? +---@field x number? +---@field y number? +---@field scaleX number? +---@field scaleY number? +---@field centered boolean? +---@field blendOp integer? +---@field color number[]? +---@field alpha number? +---@field stroke StrokeParams? +local Animation = { }; + +---@class AnimationState +---@field animation Animation # The animation data this state is playing through +---@field frameIndex integer # Current frame in the animation +---@field timer number # Timer used to determine when to change to the next frame +---@field running boolean # Is the animation currently running and accepting updates? +---@field callback function? # Called when the animation completes +local AnimationState = { }; + +local function loadSequentialAnimationFrames(animPath) + local frames = { }; + local count = 0; + + local detectedFormat = nil; + + while (true) do + local frame = nil; + if (detectedFormat) then + frame = Image.new(detectedFormat:format(animPath, count + 1), true); + else + for i = 1, 4 do + local format = '%s/%0' .. i .. 'd.png'; + frame = Image.new(format:format(animPath, count + 1), true); + + if (frame) then + detectedFormat = format; + break; + end + end + end + + if (not frame) then + break; + end + + count = count + 1; + frames[count] = frame; + end + + return frames, count; +end + +---Animation constructor +---@param animPath string +---@param params AnimationParams +---@return Animation +function Animation.new(animPath, params) + local frames, frameCount = loadSequentialAnimationFrames(animPath); + + local instance = { + frames = frames, + frameCount = frameCount, + + frameTime = 1 / (params.fps or 30), + loop = params.loop or false, + loopPoint = params.loopPoint or 1, + }; + + if (params.width ~= nil) then instance.width = params.width; end + if (params.height ~= nil) then instance.height = params.height; end + if (params.x ~= nil) then instance.x = params.x; end + if (params.y ~= nil) then instance.y = params.y; end + if (params.scaleX ~= nil) then instance.scaleX = params.scaleX; end + if (params.scaleY ~= nil) then instance.scaleY = params.scaleY; end + if (params.centered ~= nil) then instance.centered = params.centered; end + if (params.blendOp ~= nil) then instance.blendOp = params.blendOp; end + if (params.color ~= nil) then instance.color = params.color; end + if (params.alpha ~= nil) then instance.alpha = params.alpha; end + if (params.stroke ~= nil) then instance.stroke = params.stroke; end + + return Base(Animation, instance); +end + +---Create an AnimationState to play this animation. +---The AnimationState is not started. +---@param callback function? +---@return AnimationState +function Animation:createState(callback) + ---@type AnimationState + local state = { animation = self, callback = callback, frameIndex = 1, timer = 0, running = false }; + return Base(AnimationState, state); +end + +---Create an AnimationState to play this animation and start it. +---@param callback function? +---@return AnimationState +function Animation:start(callback) + local state = self:createState(callback); + state:start(); + + return state; +end + +---Start this AnimationState. +---Does nothing if it's already running. +function AnimationState:start() + self.running = true; +end + +---Restart this AnimationState. +---The frame index is reset to 1. +function AnimationState:restart() + self.running = true; + self.frameIndex = 1; + self.timer = 0; +end + +---Stop this AnimationState. +function AnimationState:stop() + self.running = false; +end + +---Updates this AnimationState and then rendersit, passing on the given ImageParams to each frame. +---@param deltaTime number +---@param params? ImageParams +function AnimationState:render(deltaTime, params) + if (not self.running) then return; end; + + self.timer = self.timer + deltaTime; + + while (self.timer > self.animation.frameTime) do + self.timer = self.timer - self.animation.frameTime; + self.frameIndex = self.frameIndex + 1; + + if (self.frameIndex > self.animation.frameCount) then + if (self.animation.loop) then + self.frameIndex = self.animation.loopPoint; + else + self.running = false; + + if (self.callback) then + self.callback(); + end + + return; + end + end + end + + if (params) then + if (params.width == nil) then params.width = self.animation.width; end + if (params.height == nil) then params.height = self.animation.height; end + if (params.x == nil) then params.x = self.animation.x; end + if (params.y == nil) then params.y = self.animation.y; end + if (params.scaleX == nil) then params.scaleX = self.animation.scaleX; end + if (params.scaleY == nil) then params.scaleY = self.animation.scaleY; end + if (params.centered == nil) then params.centered = self.animation.centered; end + if (params.blendOp == nil) then params.blendOp = self.animation.blendOp; end + if (params.alpha == nil) then params.alpha = self.animation.alpha; end + if (params.stroke == nil) then params.stroke = self.animation.stroke; end + end + + local frame = self.animation.frames[self.frameIndex]; + if (not frame) then + -- TODO(local): what do + else + frame:render(params); + end +end + +return Animation; diff --git a/scripts/api/graphics.lua b/scripts/api/graphics.lua new file mode 100644 index 0000000..38a8e55 --- /dev/null +++ b/scripts/api/graphics.lua @@ -0,0 +1,6 @@ + +-- TODO(local): put these class types somewhere more common +---@class StrokeParams +---@field color number[]? +---@field alpha number? +---@field size number? diff --git a/scripts/api/image.lua b/scripts/api/image.lua new file mode 100644 index 0000000..05e5c7c --- /dev/null +++ b/scripts/api/image.lua @@ -0,0 +1,171 @@ + +require "common.class" + +require "api.graphics" + +---@class ImageParams +---@field width number +---@field height number +---@field x number? +---@field y number? +---@field scaleX number? +---@field scaleY number? +---@field centered boolean? +---@field blendOp integer? +---@field color number[]? +---@field alpha number? +---@field stroke StrokeParams? + +---@class Image +---@field handle integer +---@field width number +---@field height number +---@field x number? +---@field y number? +---@field scaleX number? +---@field scaleY number? +---@field centered boolean? +---@field blendOp integer? +---@field color number[]? +---@field alpha number? +---@field stroke StrokeParams? +local Image = { }; + +---Image constructor +---@param imagePath string # The path to the skin image to load +---@return Image +function Image.new(imagePath, noFallback) + local handle = gfx.CreateSkinImage(imagePath or '', 0); + if (not handle) then + game.Log('Failed to load image "' .. imagePath .. '"', game.LOGGER_ERROR); + + if (noFallback) then return nil; end + + handle = gfx.CreateSkinImage('missing.png', 0); + if (not handle) then + game.Log('Failed to load fallback image "missing.png"', game.LOGGER_ERROR); + end + end + + local width, height = 64, 64; + if (handle) then + width, height = gfx.ImageSize(handle); + end + + local instance = { + handle = handle, + width = width, + height = height, + }; + + return Base(Image, instance); +end + +---Set the width and height of this Image. +---@param width number +---@param height number +---@return Image # Returns self for method chaining +function Image:setSize(width, height) + if (type(width) ~= "number") then width = 0; end + if (type(height) ~= "number") then height = 0; end + + self.width = width; + self.height = height; + + return self; +end + +---Set the stored position for this Image. +---If the position of this Image will not change frequently, +---using this method allows you to cache the render position +---instead of passing it to the render method on each invocation. +---@param x number +---@param y number +---@return Image # Returns self for method chaining +function Image:setPosition(x, y) + if (type(x) ~= "number") then x = 0; end + if (type(y) ~= "number") then y = 0; end + + self.x = x; + self.y = y; + + return self; +end + +---Renders this Image, applying any of the given ImageParams, +---then any of the cached Image fields, then any default values. +---@param params? ImageParams +function Image:render(params) + params = params or { }; + + local sx = params.scaleX or self.scaleX or 1; + local sy = params.scaleY or self.scaleY or 1; + + local x = params.x or self.x or 0; + local y = params.y or self.y or 0; + + local w = (params.width or self.width ) * sx; + local h = (params.height or self.height) * sy; + + if (params.centered or self.centered) then + x = x - w / 2; + y = y - h / 2; + end + + local blendOp = params.blendOp or self.blendOp or gfx.BLEND_OP_SOURCE_OVER; + + local r = 255; + local g = 255; + local b = 255; + + if (params.color) then + r = params.color[1]; + g = params.color[2]; + b = params.color[3]; + elseif (self.color) then + r = self.color[1]; + g = self.color[2]; + b = self.color[3]; + end + + local a = params.alpha or self.alpha or 1; + + gfx.BeginPath(); + gfx.GlobalCompositeOperation(blendOp); + + if (not self.handle) then + gfx.FillColor(r, g, b, a); + gfx.Rect(x, y, w, h); + gfx.FillColor(255, 255, 255, 255); + else + gfx.SetImageTint(r, g, b); + gfx.ImageRect(x, y, w, h, self.handle, a, 0); + gfx.SetImageTint(255, 255, 255); + end + + if (params.stroke or self.stroke) then + r = 255; + g = 255; + b = 255; + + if (params.stroke.color) then + r = params.stroke.color[1]; + g = params.stroke.color[2]; + b = params.stroke.color[3]; + elseif (self.stroke and self.stroke.color) then + r = self.stroke.color[1]; + g = self.stroke.color[2]; + b = self.stroke.color[3]; + end + + a = params.stroke.alpha or (self.stroke and self.stroke.alpha) or 255; + + local size = params.stroke.size or (self.stroke and self.stroke.size) or 1; + + gfx.StrokeColor(r, g, b, a); + gfx.StrokeWidth(size); + gfx.Stroke(); + end +end + +return Image; diff --git a/scripts/challengeresult.lua b/scripts/challengeresult.lua index 1ea708e..3d381bc 100644 --- a/scripts/challengeresult.lua +++ b/scripts/challengeresult.lua @@ -226,7 +226,7 @@ end function result_set() - local reqTextWords = common.splitString(result.requirement_text, ' '); + local reqTextWords = common.split(result.requirement_text, ' '); for index, word in ipairs(reqTextWords) do if string.find(word, '%%') ~= nil then -- %% = %, because % is an escape char local percNumber = tonumber(string.gsub(word, '%%', ''), 10) diff --git a/scripts/common.lua b/scripts/common.lua index 8a2a924..5f50dee 100644 --- a/scripts/common.lua +++ b/scripts/common.lua @@ -1,160 +1,4 @@ -gfx.LoadSkinFont("segoeui.ttf") - --- Memo class -------------- -Memo = {} -Memo.new = function() - local this = { - cache = {} - } - setmetatable(this, {__index = Memo}) - return this -end - -Memo.memoize = function(this, key, generator) - local value = this.cache[key] - if not value then - value = generator() - this.cache[key] = value - end - return value -end - - --- Image class --------------- -Image = { - ANCHOR_LEFT = 1, - ANCHOR_CENTER = 2, - ANCHOR_RIGHT = 4, - ANCHOR_TOP = 8, - ANCHOR_BOTTOM = 16 -} -Image.skin = function(filename, imageFlags) - imageFlags = imageFlags or 0 - local image = gfx.CreateSkinImage(filename, imageFlags) - return Image.wrap(image) -end -Image.wrap = function(image) - local this = { - image = image - } - local w, h = gfx.ImageSize(this.image) - this.w = w - this.h = h - setmetatable(this, {__index = Image}) - return this -end - -Image.draw = function(this, params) - local x = params.x - local y = params.y - local w = params.w or this.w - local h = params.h or this.h - local alpha = params.alpha or 1 - local angle = params.angle or 0 - local anchor_h = params.anchor_h or Image.ANCHOR_CENTER - local anchor_v = params.anchor_v or Image.ANCHOR_CENTER - local scale = params.scale or 1; - - w = w * scale; - h = h * scale; - - if anchor_h == Image.ANCHOR_CENTER then - x = x - w / 2 - elseif anchor_h == Image.ANCHOR_RIGHT then - x = x - w - end - - if anchor_v == Image.ANCHOR_CENTER then - y = y - h / 2 - elseif anchor_v == Image.ANCHOR_BOTTOM then - y = y - h - end - - gfx.BeginPath() - gfx.ImageRect(x, y, w, h, this.image, alpha, angle) -end - - --- ImageFont class ------------------- -ImageFont = {} -ImageFont.new = function(path, chars) - local this = { - images = {} - } - -- load character images - for i = 1, chars:len() do - local c = chars:sub(i, i) - local n = c - if c == "." then - n = "dot" - end - local image = Image.skin(string.format("%s/%s.png", path, n), 0) - this.images[c] = image - end - -- use size of first char as font size - local w, h = gfx.ImageSize(this.images[chars:sub(1, 1)].image) - this.w = w - this.h = h - - setmetatable(this, {__index = ImageFont}) - return this -end -ImageFont.draw = function(this, text, x, y, alpha, hFlag, vFlag) - local totalW = text:len() * this.w - - -- adjust horizontal alignment - if hFlag == gfx.TEXT_ALIGN_CENTER then - x = x - totalW / 2 - elseif hFlag == gfx.TEXT_ALIGN_RIGHT then - x = x - totalW - end - - -- adjust vertical alignment - if vFlag == gfx.TEXT_ALIGN_MIDDLE then - y = y - this.h / 2 - elseif vFlag == gfx.TEXT_ALIGN_BOTTOM then - y = y - this.h - end - - for i = 1, text:len() do - local c = text:sub(i, i) - local image = this.images[c] - if image ~= nil then - gfx.BeginPath() - gfx.ImageRect(x, y, this.w, this.h, image.image, alpha, 0) - end - x = x + this.w - end -end - -function GetDisplayDifficulty(jacketPath, difficulty) - if jacketPath == nil then - return difficulty - end - - local strippedPath = string.match(jacketPath:lower(), "[/\\][^\\/]+$") - if difficulty == 3 and strippedPath then - if string.find(strippedPath, "inf") ~= nil then - return 5 - elseif string.find(strippedPath, "grv") ~= nil then - return 6 - elseif string.find(strippedPath, "hvn") ~= nil then - return 7 - elseif string.find(strippedPath, "vvd") ~= nil then - return 8 - end - end - - return difficulty+1 -end - -function split(s, delimiter) - result = {}; - for match in (s..delimiter):gmatch("(.-)"..delimiter) do - table.insert(result, match); - end - return result; -end \ No newline at end of file +-- NOTE(local): DO NOT PUT ANYTHING HERE PLEASE THANKS +-- IF YOU DO THE GAME WILL IMMEDIATELY CRASH AND IT'S NOT THE BEST +-- THANK YOU HAVE A GOOD LUA +gfx.LoadSkinFont("segoeui.ttf") \ No newline at end of file diff --git a/scripts/common/charting.lua b/scripts/common/charting.lua new file mode 100644 index 0000000..261c6d5 --- /dev/null +++ b/scripts/common/charting.lua @@ -0,0 +1,26 @@ +local Charting = { }; + +function Charting.GetDisplayDifficulty(jacketPath, difficulty) + if jacketPath == nil then + return difficulty + end + + local strippedPath = string.match(jacketPath:lower(), "[/\\][^\\/]+$") + if difficulty == 3 and strippedPath then + if string.find(strippedPath, "inf") ~= nil then + return 5 + elseif string.find(strippedPath, "grv") ~= nil then + return 6 + elseif string.find(strippedPath, "hvn") ~= nil then + return 7 + elseif string.find(strippedPath, "vvd") ~= nil then + return 8 + elseif string.find(strippedPath, "xcd") ~= nil then + return 9 + end + end + + return difficulty + 1 +end + +return Charting; diff --git a/scripts/common/dimensions.lua b/scripts/common/dimensions.lua index f07da58..e381b8a 100644 --- a/scripts/common/dimensions.lua +++ b/scripts/common/dimensions.lua @@ -42,4 +42,21 @@ dimtable.toViewSpace = function(screenX, screenY, offsetX, offsetY) return viewX, viewY end +---Set's up scaled transforms based on the current resolution. +---@param x number +---@param y number +---@param rotation number +---@return number, boolean # The scale applied to the transform and the current landscape state +function dimtable.setUpTransforms(x, y, rotation) + local scale = dimtable.screen.width / dimtable.view.width; + local isLandscape = dimtable.view.width > dimtable.view.height; + + gfx.ResetTransform(); + gfx.Translate(x, y); + gfx.Rotate(rotation); + gfx.Scale(scale, scale); + + return scale, isLandscape; +end + return dimtable diff --git a/scripts/common/util.lua b/scripts/common/util.lua index 1dbc03b..039a8bf 100644 --- a/scripts/common/util.lua +++ b/scripts/common/util.lua @@ -1,12 +1,9 @@ -local function splitString(inputstr, sep) - if sep == nil then - sep = "%s" +local function split(s, delimiter) + result = {}; + for match in (s..delimiter):gmatch("(.-)"..delimiter) do + table.insert(result, match); end - local t={} - for str in string.gmatch(inputstr, "([^"..sep.."]+)") do - table.insert(t, str) - end - return t + return result; end local function filter(tableIn, predicate) @@ -67,8 +64,19 @@ local function modIndex(index, mod) return (index - 1) % mod + 1 end +local function firstAlphaNum(s) + for i = 1, string.len(s) do + local byte = string.byte(s, i); + if ((byte >= 65 and byte <= 90) or (byte >= 97 and byte <= 122) or (byte >= 48 and byte <= 57)) then + return string.sub(s, i, i); + end + end + + return ''; +end + return { - splitString = splitString, + split = split, filter = filter, clamp = clamp, round = round, @@ -77,4 +85,5 @@ return { areaOverlap = areaOverlap, lerp = lerp, modIndex = modIndex, -} \ No newline at end of file + firstAlphaNum = firstAlphaNum, +} diff --git a/scripts/components/background.lua b/scripts/components/background.lua index b100a7a..3f5c9be 100644 --- a/scripts/components/background.lua +++ b/scripts/components/background.lua @@ -1,5 +1,3 @@ - - local resx, resy = game.GetResolution() local desw, desh = 1080,1920; local scale = 1; diff --git a/scripts/gameplay.lua b/scripts/gameplay.lua index d8bfe16..96b8105 100644 --- a/scripts/gameplay.lua +++ b/scripts/gameplay.lua @@ -1,5 +1,11 @@ local VolforceWindow = require('components.volforceWindow') +local Dimensions = require 'common.dimensions'; + +do + local resx, resy = game.GetResolution(); + Dimensions.updateResolution(resx / resy); +end local Banner = require('gameplay.banner') local CritLine = require('gameplay.crit_line') @@ -11,31 +17,13 @@ local Gauge = require('gameplay.gauge') local Chain = require('gameplay.chain') local LaserAlert = require('gameplay.laser_alert') +local HitFX = require 'gameplay.hitfx' + local TrackEnd = require('gameplay.track_end') local json = require("common.json") --- Window variables -local resX, resY - --- Aspect Ratios -local landscapeWidescreenRatio = 16 / 9 -local landscapeStandardRatio = 4 / 3 -local portraitWidescreenRatio = 9 / 16 - --- Portrait sizes -local fullX, fullY -local desw = 1080 -local desh = 1920 - -local resolutionChange = function(x, y) - resX = x - resY = y - fullX = portraitWidescreenRatio * y - fullY = y - - game.Log('resX:' .. resX .. ' // resY:' .. resY .. ' // fullX:' .. fullX .. ' // fullY:' .. fullY, game.LOGGER_ERROR); -end +local showHitAnims = true; local users = nil @@ -44,11 +32,8 @@ local chain = 0; local score = 0; function render(deltaTime) - -- detect resolution change local resx, resy = game.GetResolution(); - if resx ~= resX or resy ~= resY then - resolutionChange(resx, resy) - end + Dimensions.updateResolution(resx / resy); Banner.render(deltaTime, users, gameplay.user_id); @@ -78,11 +63,11 @@ end function render_crit_base(deltaTime) CritLine.renderBase(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors); + HitFX.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors); Console.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation); end function render_crit_overlay(deltaTime) - end function render_intro(deltaTime) @@ -121,11 +106,14 @@ function near_hit(wasLate) end function button_hit(button, rating, delta) - + if (showHitAnims) then + HitFX.TriggerAnimation("Crit", button + 1) + end end function laser_slam_hit(slamLength, startPos, endPost, index) - + if (showHitAnims) then + end end function laser_alert(isRight) @@ -156,9 +144,9 @@ end -- Update the users in the scoreboard function score_callback(response) - if response.status ~= 200 then - error() - return + if response.status ~= 200 then + error() + return end local jsondata = json.decode(response.text) users = {} diff --git a/scripts/gameplay/console.lua b/scripts/gameplay/console.lua index 0cfe8f1..6c5d24f 100644 --- a/scripts/gameplay/console.lua +++ b/scripts/gameplay/console.lua @@ -1,30 +1,18 @@ +local Dimensions = require 'common.dimensions' + local consoleBaseImage = gfx.CreateSkinImage("gameplay/console/base.png", 0) local CONSOLE_W = 1352; local CONSOLE_H = 712; --- Similar to crit line transforms, since the console needs to follow the lane rotation -local setUpTransforms = function (x,y,rotation) - local resx, resy = game.GetResolution() - local desw = 1080 - local desh = 1920 - local scale = resx / desw - - - gfx.Translate(x, y) - gfx.Rotate(rotation) - gfx.Scale(scale,scale) -end - - local render = function (deltaTime, critLineCenterX, critLineCenterY, critLineRotation) local resx, resy = game.GetResolution(); if (resx > resy) then return end - - setUpTransforms( + + Dimensions.setUpTransforms( critLineCenterX, critLineCenterY, critLineRotation diff --git a/scripts/gameplay/crit_line.lua b/scripts/gameplay/crit_line.lua index 6886e2b..0541641 100644 --- a/scripts/gameplay/crit_line.lua +++ b/scripts/gameplay/crit_line.lua @@ -1,4 +1,8 @@ +local Dimensions = require 'common.dimensions' + +local blackGradientImage = gfx.CreateSkinImage('gameplay/crit_line/black_gradient.png', 0) + local baseImage = gfx.CreateSkinImage("gameplay/crit_line/base.png", 0) local baseImageLandscape = gfx.CreateSkinImage("gameplay/crit_line/base_landscape.png", 0) local textImage = gfx.CreateSkinImage("gameplay/crit_line/text.png", 0) @@ -14,45 +18,26 @@ local cursorGlowTopImages = { gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_top_right.png", 0), } -local CRITBAR_W = 1496 -local CRITBAR_H = 348 - -local scale; +local CRITBAR_W = 1080 +local CRITBAR_H = 251 +local scale = 1; local isLandscape = false; -local setUpTransforms = function (x,y,rotation) - local resx, resy = game.GetResolution(); - isLandscape = resx > resy; - - local desw, desh; - - if (isLandscape) then - desw = 1920; - desh = 1080; - else - desw = 1080; - desh = 1920; - end - - scale = resx / desw - - gfx.Translate(x, y) - gfx.Rotate(rotation) - gfx.Scale(scale,scale) -end - local drawCursors = function (centerX, centerY,cursors) - local cursorW = 598*0.2; - local cursorH = 673*0.2; + local cursorW = 598 * 0.165; + local cursorH = 673 * 0.14; for i = 0, 1, 1 do - gfx.Save(); local cursor = cursors[i]; - gfx.BeginPath(); - gfx.SkewX(cursor.skew) - local cursorX = (cursor.pos *(1/scale) - cursorW/2); - local cursorY = (-cursorH/2); + gfx.Save(); + gfx.BeginPath(); + + local skew = cursor.pos * 0.001; + gfx.SkewX(skew); + + local cursorX = cursor.pos * (1 / scale) - cursorW / 2; + local cursorY = -cursorH / 2; gfx.ImageRect( cursorX, @@ -99,27 +84,28 @@ local drawCursors = function (centerX, centerY,cursors) end local renderBase = function (deltaTime, centerX, centerY, rotation, cursors) - setUpTransforms(centerX, centerY, rotation) + scale, isLandscape = Dimensions.setUpTransforms(centerX, centerY, rotation) gfx.BeginPath() gfx.FillColor(0, 0, 0, 192) - gfx.Rect(-1080/2, 0, 1080, 1080) + gfx.Rect(-9999, 0, 9999 * 2, 1080) gfx.Fill() - gfx.BeginPath(); if (isLandscape) then - gfx.ImageRect(-CRITBAR_W/2, -CRITBAR_H/2, CRITBAR_W, CRITBAR_H, baseImageLandscape, 1, 0); + gfx.BeginPath(); + gfx.ImageRect(-9999, -CRITBAR_H/2, 9999 * 2, CRITBAR_H, baseImageLandscape, 1, 0); else + gfx.BeginPath(); gfx.ImageRect(-CRITBAR_W/2, -CRITBAR_H/2, CRITBAR_W, CRITBAR_H, baseImage, 1, 0); end drawCursors(centerX, centerY, cursors) - + gfx.ResetTransform() end local renderOverlay = function (deltaTime) - + end return { diff --git a/scripts/gameplay/hitfx.lua b/scripts/gameplay/hitfx.lua new file mode 100644 index 0000000..ec9cd1e --- /dev/null +++ b/scripts/gameplay/hitfx.lua @@ -0,0 +1,94 @@ + +require 'common.globals' + +local Dimensions = require 'common.dimensions' + +local Animation = require 'api.animation' + +local Animations = { + Crit = Animation.new('gameplay/hit_animation_frames/critical_taps', { + centered = true, + }), + + Near = Animation.new('gameplay/hit_animation_frames/near_taps', { + centered = true, + }), +}; + +local animationStates = { + ---@type AnimationState[] + Hold = { }, + ---@type AnimationState[] + Tap = { } +}; + +local HitFX = { }; + +local LanePositions = { + 1.5 / 6, + 2.5 / 6, + 3.5 / 6, + 4.5 / 6, + 1 / 3, + 2 / 3 +}; + +local function setupLaneTransform(lanePosition, critCenterX, critCenterY) + local critLine = gameplay.critLine; + local x = critCenterX + (critLine.line.x2 - critLine.line.x1) * lanePosition; + local y = critCenterY + (critLine.line.y2 - critLine.line.y1) * lanePosition; + Dimensions.setUpTransforms(x, y, -critLine.rotation); +end + +function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors) + local baseHitSize = 325; + + for i = 1, 6 do + local hitSize = baseHitSize; + if (i > 4) then + hitSize = hitSize * 1.5; + end + + local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2); + local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2 + if (i == 5) then + lanePosition = -track.GetCurrentLaneXPos(6) - laneWidth / 2 + end + + local holdState = animationStates.Hold[i]; + local tapState = animationStates.Tap[i]; + + local isHeld = gameplay.noteHeld[i]; + if (isHeld) then + if (holdState) then + if (not holdState.running) then + holdState:restart(); + end + + setupLaneTransform(lanePosition, critCenterX, critCenterY); + holdState:render(deltaTime); + gfx.ResetTransform(); + end + else + if (holdState and holdState.running) then + holdState:restart(); + end + + if (tapState and tapState.running) then + setupLaneTransform(lanePosition, critCenterX, critCenterY); + tapState:render(deltaTime, { + centered = true, + width = hitSize, + height = hitSize, + }); + gfx.ResetTransform(); + end + end + end +end + +function HitFX.TriggerAnimation(name, lane) + animationStates.Tap[lane] = Animations[name]:start(); +end + +return HitFX; diff --git a/scripts/gameplay/song_panel.lua b/scripts/gameplay/song_panel.lua index 827beb0..7b95dd0 100644 --- a/scripts/gameplay/song_panel.lua +++ b/scripts/gameplay/song_panel.lua @@ -1,4 +1,5 @@ +local Charting = require('common.charting'); local DiffRectangle = require('components.diff_rectangle'); local desw = 1080; @@ -98,7 +99,7 @@ local render = function (deltaTime, bpm, laneSpeed, jacketPath, diff, level, pro ); -- Draw diff rectangle - local adjustedDiff = GetDisplayDifficulty(gameplay.jacketPath, diff) + local adjustedDiff = Charting.GetDisplayDifficulty(gameplay.jacketPath, diff) DiffRectangle.render(deltaTime, 31, y+140, 0.84, adjustedDiff, level); gfx.FontSize(30); diff --git a/scripts/result.lua b/scripts/result.lua index 970f747..6a7a389 100644 --- a/scripts/result.lua +++ b/scripts/result.lua @@ -1,4 +1,5 @@ local Easing = require('common.easing'); +local Charting = require('common.charting'); local Background = require('components.background'); local Footer = require('components.footer'); local Numbers = require('components.numbers') @@ -599,7 +600,7 @@ end local drawJacketPanelContent = function(deltaTime) gfx.BeginPath(); gfx.ImageRect(jacketPanelX + 13, jacketPanelY + 28, 265, 265, jacketImage or defaultJacketImage, 1, 0); - local adjustedDiff = GetDisplayDifficulty(result.jacketPath, result.difficulty) + local adjustedDiff = Charting.GetDisplayDifficulty(result.jacketPath, result.difficulty) DiffRectangle.render(deltaTime, jacketPanelX+183, jacketPanelY+2.5, 0.67, adjustedDiff, result.level); -- gfx.BeginPath(); diff --git a/scripts/songselect/chalwheel.lua b/scripts/songselect/chalwheel.lua index cfa50cb..f94d29e 100644 --- a/scripts/songselect/chalwheel.lua +++ b/scripts/songselect/chalwheel.lua @@ -1,4 +1,5 @@ local Common = require("common.util") +local Charting = require('common.charting') local Numbers = require('components.numbers') local DiffRectangle = require("components.diff_rectangle") local Header = require("components.headers.challengeSelectHeader") @@ -164,7 +165,7 @@ local check_or_create_cache = function(challenge) if not challengeCache[challenge.id]["percent_required"] then local percentRequired = 100 - local reqTextWords = Common.splitString(challenge.requirement_text, ' '); + local reqTextWords = Common.split(challenge.requirement_text, ' '); for _, word in ipairs(reqTextWords) do if string.find(word, '%%') ~= nil then -- %% = %, because % is an escape char local percentNumber = tonumber(string.gsub(word, '%%', ''), 10) @@ -405,7 +406,7 @@ draw_challenge = function(challenge, x, y, w, h, selected) for i, chart in ipairs(challengeCache[challenge.id]["charts"]) do local ypos = offsetY + paddingY * (i - 1) - local adjustedDiff = GetDisplayDifficulty(chart.jacketPath, chart.difficulty) + local adjustedDiff = Charting.GetDisplayDifficulty(chart.jacketPath, chart.difficulty) DiffRectangle.render(timer, offsetX, ypos, diffIconScale, adjustedDiff, chart.level) local _, titleHeight = gfx.LabelSize(chart.title) diff --git a/scripts/songselect/filterwheel.lua b/scripts/songselect/filterwheel.lua index d4c84c6..088f37f 100644 --- a/scripts/songselect/filterwheel.lua +++ b/scripts/songselect/filterwheel.lua @@ -1,4 +1,3 @@ -require('common') local Easing = require('common.easing') local Dim = require("common.dimensions") local SongSelectHeader = require('components.headers.songSelectHeader') diff --git a/scripts/songselect/songwheel.lua b/scripts/songselect/songwheel.lua index b9a8aac..68e3371 100644 --- a/scripts/songselect/songwheel.lua +++ b/scripts/songselect/songwheel.lua @@ -1,4 +1,4 @@ -require('common') +local Charting = require('common.charting') local Easing = require('common.easing') local Background = require('components.background') local Dim = require("common.dimensions") @@ -328,7 +328,7 @@ function drawSong(song, y) -- Draw the difficulty notch background gfx.BeginPath() - local diffIndex = GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty) + local diffIndex = Charting.GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty) gfx.ImageRect(songX, y+95, 83, 74, difficultyLabelImages[diffIndex], 1, 0) -- Draw the difficulty level number @@ -498,7 +498,7 @@ function drawData() -- Draws the song data on the left panel Numbers.draw_number(85+(index-1)*DIFF_GAP, 1085, 1.0, diff.level, 2, difficultyNumbers, false, 0.8, 1) local diffLabelImage = difficultyLabelUnderImages[ - GetDisplayDifficulty(diff.jacketPath, diff.difficulty) + Charting.GetDisplayDifficulty(diff.jacketPath, diff.difficulty) ] local tw, th = gfx.ImageSize(diffLabelImage) tw=tw*0.9 @@ -785,8 +785,9 @@ function drawScrollbar() gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_MIDDLE + gfx.TEXT_ALIGN_CENTER) if (songwheel.songs[selectedIndex] ~= nil) then - local letter = string.upper(common.firstLetter(songwheel.songs[selectedIndex].title)) - gfx.Text(letter, fillXPos-10, scrollbarYPos + 5) + local title = songwheel.songs[selectedIndex].title; + local letter = string.upper(common.firstAlphaNum(title)) + gfx.Text(letter, fillXPos-10, scrollbarYPos + 5) end end diff --git a/scripts/songselect/sortwheel.lua b/scripts/songselect/sortwheel.lua index 2d2a600..f76dc7c 100644 --- a/scripts/songselect/sortwheel.lua +++ b/scripts/songselect/sortwheel.lua @@ -1,4 +1,3 @@ -require('common') local Easing = require('common.easing'); local resx, resy = game.GetResolution() diff --git a/scripts/titlescreen/modeselect.lua b/scripts/titlescreen/modeselect.lua index 516527f..2036c5c 100644 --- a/scripts/titlescreen/modeselect.lua +++ b/scripts/titlescreen/modeselect.lua @@ -1,4 +1,4 @@ -require("common") + local Footer = require("components.footer") local Wallpaper = require("components.wallpaper") local Background = require("components.background") diff --git a/textures/gameplay/crit_line/black_gradient.png b/textures/gameplay/crit_line/black_gradient.png new file mode 100644 index 0000000..4823d1d Binary files /dev/null and b/textures/gameplay/crit_line/black_gradient.png differ diff --git a/textures/gameplay/hit_animation_frames/critical naked/1.png b/textures/gameplay/hit_animation_frames/critical_naked/1.png similarity index 100% rename from textures/gameplay/hit_animation_frames/critical naked/1.png rename to textures/gameplay/hit_animation_frames/critical_naked/1.png diff --git a/textures/gameplay/hit_animation_frames/critical naked/10.png 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