+ afterscroll transition fade effect to difficulties
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@ -93,6 +93,7 @@ local transitionAfterscrollScale = 0;
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local transitionAfterscrollDataOverlayAlpha = 0;
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local transitionAfterscrollGradeAlpha = 0;
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local transitionAfterscrollBadgeAlpha = 0;
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local transitionAfterscrollDifficultiesAlpha = 0;
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function resetLayoutInformation()
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resx, resy = game.GetResolution()
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@ -323,6 +324,7 @@ function drawData() -- Draws the song data on the left panel
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-- Draw difficulties
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local DIFF_X_START = 98.5
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local DIFF_GAP = 114.8;
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gfx.GlobalAlpha(transitionAfterscrollDifficultiesAlpha);
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for index, diff in ipairs(song.difficulties) do
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gfx.BeginPath()
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@ -339,6 +341,7 @@ function drawData() -- Draws the song data on the left panel
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gfx.BeginPath()
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gfx.ImageRect(DIFF_X_START+(index-1)*DIFF_GAP-tw/2, 1050, tw, th, diffLabelImage, 1, 0)
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end
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gfx.GlobalAlpha(1);
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end
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function tickTransitions(deltaTime)
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@ -367,7 +370,6 @@ function tickTransitions(deltaTime)
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transitionAfterscrollDataOverlayAlpha = math.min(1, transitionAfterscrollScale / 0.5)
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else
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transitionAfterscrollDataOverlayAlpha = 1;
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end
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-- Grade alpha
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@ -387,6 +389,13 @@ function tickTransitions(deltaTime)
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else
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transitionAfterscrollBadgeAlpha = 0;
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end
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-- Difficulties alpha
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if transitionAfterscrollScale < 0.25 then
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transitionAfterscrollDifficultiesAlpha = math.min(1, transitionAfterscrollScale / 0.25)
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else
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transitionAfterscrollDifficultiesAlpha = 1;
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end
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end
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