This commit is contained in:
RealFD 2022-06-05 18:52:33 +02:00
parent 553c4c60d8
commit c0fd904749
2 changed files with 218 additions and 51 deletions

View File

@ -18,6 +18,7 @@ local Chain = require('gameplay.chain')
local LaserAlert = require('gameplay.laser_alert')
local HitFX = require 'gameplay.hitfx'
local EarlyLate = require 'gameplay.earlylate'
local TrackEnd = require('gameplay.track_end')
@ -59,15 +60,26 @@ function render(deltaTime)
Chain.render(deltaTime, gameplay.comboState, chain, gameplay.critLine.x, gameplay.critLine.y);
LaserAlert.render(deltaTime);
EarlyLate.render(deltaTime)
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);
local cl = gameplay.critLine
CritLine.renderBase(deltaTime, cl.x, cl.y, -cl.rotation);
Console.render(deltaTime, cl.x, cl.y, -cl.rotation);
end
function render_crit_overlay(deltaTime)
local cl = gameplay.critLine
local centerX = cl.x
local centerY = cl.y
local rot = -cl.rotation
HitFX.renderButtons(deltaTime, centerX, centerY, rot);
HitFX.renderLasers(deltaTime, centerX, centerY, rot, cl.cursors);
CritLine.renderOverlay(deltaTime, centerX, centerY, rot, cl.cursors, gameplay.laserActive)
end
function render_intro(deltaTime)
@ -109,10 +121,14 @@ function button_hit(button, rating, delta)
if (showHitAnims) then
if (rating == 1) then
HitFX.TriggerAnimation("Near", button + 1)
else
elseif (rating == 2) then
HitFX.TriggerAnimation("Crit", button + 1)
end
end
if 0 < rating and rating < 3 then
EarlyLate.TriggerAnimation(rating, delta)
end
end
function laser_slam_hit(slamLength, startPos, endPost, index)

View File

@ -13,41 +13,166 @@ local Animations = {
Near = Animation.new('gameplay/hit_animation_frames/near_taps', {
centered = true,
}),
HoldCrit = Animation.new('gameplay/hit_animation_frames/hold_critical', {
centered = true,
loop = true,
}),
HoldDome = Animation.new('gameplay/hit_animation_frames/hold_dome', {
centered = true,
loop = true,
loopPoint = 10
}),
HoldEnd = Animation.new('gameplay/hit_animation_frames/hold_end', {
centered = true,
}),
HoldInner = Animation.new('gameplay/hit_animation_frames/hold_inner', {
centered = true,
loop = true,
}),
LaserCrit = Animation.new('gameplay/hit_animation_frames/laser_critical', {
loop = true,
}),
LaserDome = Animation.new('gameplay/hit_animation_frames/laser_dome', {
loop = true,
}),
LaserEndOuter = Animation.new('gameplay/hit_animation_frames/laser_end_outer', {}),
LaserEndLeft = Animation.new('gameplay/hit_animation_frames/laser_end_l_inner', {}),
LaserEndRight = Animation.new('gameplay/hit_animation_frames/laser_end_r_inner', {}),
};
local animationStates = {
---@type AnimationState[]
Hold = { },
---@type AnimationState[]
Tap = { }
};
---@class LaserStateTable
---@field Crit AnimationState
---@field Dome AnimationState
---@field EndInner AnimationState
---@field EndOuter AnimationState
---@type LaserStateTable[]
local laserStateTables = {
{
Crit = Animations.LaserCrit:createState(),
Dome = Animations.LaserDome:createState(),
EndInner = Animations.LaserEndLeft:createState(),
EndOuter = Animations.LaserEndOuter:createState()
},
{
Crit = Animations.LaserCrit:createState(),
Dome = Animations.LaserDome:createState(),
EndInner = Animations.LaserEndRight:createState(),
EndOuter = Animations.LaserEndOuter:createState()
}
}
---@class HoldStateTable
---@field Crit AnimationState
---@field Dome AnimationState
---@field End AnimationState
---@field Inner AnimationState
---@type HoldStateTable[]
local holdStateTables = {}
for i = 1, 6 do
holdStateTables[i] = {
Crit = Animations.HoldCrit:createState(),
Dome = Animations.HoldDome:createState(),
End = Animations.HoldEnd:createState(),
Inner = Animations.HoldInner:createState()
}
end
---@type AnimationState[]
local tapStates = {}
local HitFX = { };
local LanePositions = {
1.5 / 6,
2.5 / 6,
3.5 / 6,
4.5 / 6,
1 / 3,
2 / 3
};
local function setUpTransform(critCenterX, critCenterY, critRotation, xScalar)
local critLine = gameplay.critLine
local x = critCenterX + (critLine.line.x2 - critLine.line.x1) * xScalar
local y = critCenterY + (critLine.line.y2 - critLine.line.y1) * xScalar
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);
Dimensions.setUpTransforms(x, y, critRotation)
end
function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors)
local baseHitSize = 325;
function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, cursors)
local hitSize = 406
-- Lasers
for laser = 1, 2 do
-- Update
local isActive = gameplay.laserActive[laser]
local laserState = laserStateTables[laser]
local isAnimationPlaying = laserState.Dome.running
if isActive and not isAnimationPlaying then
laserState.Crit:restart()
laserState.Dome:restart()
end
if not isActive and isAnimationPlaying then
laserState.Crit:stop()
laserState.Dome:stop()
laserState.EndInner:restart()
laserState.EndOuter:restart()
end
-- Render
local laserColor = {game.GetLaserColor(laser - 1)}
local x = cursors[laser - 1].pos
Dimensions.setUpTransforms(critCenterX, critCenterY, critRotation)
laserState.Dome:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize,
color = laserColor,
x = x,
})
laserState.Crit:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize,
x = x,
})
laserState.EndInner:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize,
x = x,
})
laserState.EndOuter:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize,
color = laserColor,
x = x,
})
end
end
function HitFX.renderButtons(deltaTime, critCenterX, critCenterY, critRotation)
--local baseHitSize = 325;
local hitSize = 406
-- BT + FX
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
@ -55,40 +180,66 @@ function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors
lanePosition = -track.GetCurrentLaneXPos(6) - laneWidth / 2
end
local holdState = animationStates.Hold[i];
local tapState = animationStates.Tap[i];
-- Update Holds
local isHeld = gameplay.noteHeld[i]
local holdStates = holdStateTables[i]
local isAnimationPlaying = holdStates.Dome.running
local isHeld = gameplay.noteHeld[i];
if (isHeld) then
if (holdState) then
if (not holdState.running) then
holdState:restart();
if isHeld and not isAnimationPlaying then
holdStates.Crit:restart()
holdStates.Dome:restart()
holdStates.Inner:restart()
end
setupLaneTransform(lanePosition, critCenterX, critCenterY);
holdState:render(deltaTime);
gfx.ResetTransform();
end
else
if (holdState and holdState.running) then
holdState:restart();
if not isHeld and isAnimationPlaying then
holdStates.Crit:stop()
holdStates.Dome:stop()
holdStates.Inner:stop()
holdStates.End:restart()
end
if (tapState and tapState.running) then
setupLaneTransform(lanePosition, critCenterX, critCenterY);
-- Render holds
setUpTransform(critCenterX, critCenterY, critRotation, lanePosition)
holdStates.Inner:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
holdStates.Dome:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
holdStates.Crit:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
holdStates.End:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize
})
-- Render Taps
local tapState = tapStates[i]
if tapState then
tapState:render(deltaTime, {
centered = true,
width = hitSize,
height = hitSize,
});
gfx.ResetTransform();
end
end
end
gfx.ResetTransform()
end
function HitFX.TriggerAnimation(name, lane)
animationStates.Tap[lane] = Animations[name]:start();
tapStates[lane] = Animations[name]:start();
end
return HitFX;