Implemented splash screen

This commit is contained in:
Hersi 2022-03-03 03:55:46 +01:00
parent 2f01f9f96c
commit b586a217a3
6 changed files with 145 additions and 17 deletions

View File

@ -27,8 +27,25 @@ local function filter(tableIn, predicate)
return out return out
end end
local function clamp(x, min, max)
if x < min then
x = min
end
if x > max then
x = max
end
return x
end
local function round(num)
return num + (2^52 + 2^51) - (2^52 + 2^51)
end
return { return {
stopMusic = stopMusic, stopMusic = stopMusic,
splitString = splitString, splitString = splitString,
filter = filter filter = filter,
clamp = clamp,
round = round
} }

View File

@ -21,7 +21,7 @@ local screens = {
local currentScreen = screens.splash; local currentScreen = screens.splash;
local handleScreenResponse = function (res) local function handleScreenResponse(res)
if (res.eventType == 'switch') then if (res.eventType == 'switch') then
if (not screens[res.toScreen]) then if (not screens[res.toScreen]) then
game.Log('Undefined screen ' .. res.toScreen, game.LOGGER_ERROR); game.Log('Undefined screen ' .. res.toScreen, game.LOGGER_ERROR);

View File

@ -1,29 +1,140 @@
local Common = require("common.common")
local Dim = require("common.dimensions")
local BGPattern = require("components.wallpaper")
local Easing = require("common.easing")
local splash1Image = gfx.CreateSkinImage('titlescreen/splash/splash1.png', 0); local splash1BgColor = {182, 0, 20}
local splash1Logo = gfx.CreateSkinImage("titlescreen/splash/ksm.png", 0)
local splash1LogoWidth, splash1LogoHeight = gfx.ImageSize(splash1Logo)
local splashTimer = 5; local splash2BgColor = {255, 255, 255}
local splash2Logo = gfx.CreateSkinImage("titlescreen/splash/usc2.png", 0)
local splash2LogoWidth, splash2LogoHeight = gfx.ImageSize(splash2Logo)
game.LoadSkinSample('titlescreen/splash/splash1.wav'); local splashState = "init"
local splash1SfxPlayed = false; local splashTimer = 0
local fadeDuration = 0.5
local fadeAlpha = 0
local splashInitDuration = 1
local splash1Duration = 4
local splash2Duration = 4
render = function (deltaTime) game.LoadSkinSample("titlescreen/splash/splash1.wav")
gfx.BeginPath(); local splash1SfxPlayed = false
gfx.ImageRect(0, 0, 1080, 1920, splash1Image, 1, 0);
splashTimer = splashTimer - deltaTime local function calcFade(splashDuration)
local t = splashDuration - splashTimer
if (not splash1SfxPlayed) then if t < fadeDuration then
splash1SfxPlayed = true; game.Log("fade in: ", game.LOGGER_ERROR)
game.PlaySample('titlescreen/splash/splash1.wav'); fadeAlpha = Easing.linear(t, 0, 255, fadeDuration) -- fade in
elseif splashTimer < fadeDuration then
game.Log("fade out: ", game.LOGGER_ERROR)
fadeAlpha = Easing.linear(splashTimer, 0, 255, fadeDuration) -- fade out
else
--fadeAlpha = 255
end
fadeAlpha = Common.round(Common.clamp(fadeAlpha, 0, 255))
end end
local function initSplash(deltaTime)
if (splashTimer < 0) then if (splashTimer < 0) then
splash1SfxPlayed = false; splashState = "splash1"
splashTimer = 5; splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splashInitDuration
end
splashTimer = splashTimer - deltaTime
end
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)
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)
if (splashTimer < 0) then
splashState = "done"
splashTimer = 0
return
end
if splashTimer == 0 then
splashTimer = splash2Duration
end
splashTimer = splashTimer - deltaTime
end
function render(deltaTime)
Dim.updateResolution()
BGPattern.render()
gfx.BeginPath()
Dim.transformToDesignSpace()
gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
gfx.FillColor(0, 0, 0)
gfx.Fill()
if splashState == "init" then
initSplash(deltaTime)
elseif splashState == "splash1" then
splash1(deltaTime)
elseif splashState == "splash2" then
splash2(deltaTime)
elseif splashState == "done" then
return { return {
eventType = 'switch', eventType = "switch",
toScreen = 'title' toScreen = "title"
} }
else
game.Log("Splash screen state error, splashState: " .. splashState, game.LOGGER_ERROR)
splashState = "done"
end end
end end

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