Added bg hexagons and flickering to songtransition
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@ -13,6 +13,12 @@ local frameOverlayImage = gfx.CreateSkinImage("songtransition/frames.png", 0)
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local albumBgImage = gfx.CreateSkinImage("songtransition/album_crop.png", 0)
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local infoOverlayPanel = gfx.CreateSkinImage("songtransition/info_panels_crop.png", 0)
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local linkedHexagonsImage = gfx.CreateSkinImage("songtransition/linked_hexagons_crop.png", 0)
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local hexagonImages = {
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gfx.CreateSkinImage("songtransition/hex1.png", 0),
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gfx.CreateSkinImage("songtransition/hex2.png", 0)
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}
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local difficultyNumbers;
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local difficultyLabelImages = {
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@ -26,8 +32,11 @@ local difficultyLabelImages = {
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gfx.CreateSkinImage("songtransition/difficulty_labels/vvd.png", 0),
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}
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local transitionTimer = 0;
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local outTimer = 0
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local timer = 0
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local transitionProgress = 0;
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local outProgress = 0
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local flickerTime = 0.050 --seconds (50ms)
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-- Window variables
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local resX, resY = game.GetResolution()
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@ -74,13 +83,13 @@ function render(deltaTime)
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gfx.Scale(fullX / 1080, fullY / 1920);
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gfx.Scissor(0, 0, 1080, 1920);
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render_screen(transitionTimer);
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render_screen();
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transitionTimer = transitionTimer + deltaTime * 0.2
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transitionTimer = math.min(transitionTimer,1)
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transitionProgress = transitionProgress + deltaTime * 0.2
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transitionProgress = math.min(transitionProgress,1)
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if transitionTimer < 0.25 then
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local whiteAlpha = math.max(0, (1-transitionTimer/0.25))
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if transitionProgress < 0.25 then
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local whiteAlpha = math.max(0, (1-transitionProgress/0.25))
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gfx.BeginPath();
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gfx.FillColor(255,255,255,math.floor(255*whiteAlpha));
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@ -89,8 +98,8 @@ function render(deltaTime)
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gfx.ClosePath();
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end
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if transitionTimer > 0.85 then
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local blackAlpha = math.min(1, ((transitionTimer-0.85)/0.15))
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if transitionProgress > 0.85 then
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local blackAlpha = math.min(1, ((transitionProgress-0.85)/0.15))
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gfx.BeginPath();
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gfx.FillColor(0,0,0,math.floor(255*blackAlpha));
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@ -99,23 +108,37 @@ function render(deltaTime)
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gfx.ClosePath();
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end
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return transitionTimer >= 1
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timer = timer + deltaTime
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return transitionProgress >= 1
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end
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function render_out(deltaTime)
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outTimer = outTimer + deltaTime * 0.2
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outTimer = math.min(outTimer, 1)
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outProgress = outProgress + deltaTime * 0.2
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outProgress = math.min(outProgress, 1)
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return outTimer >= 1;
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timer = timer + deltaTime
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return outProgress >= 1;
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end
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function sign(x)
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return x>0 and 1 or x<0 and -1 or 0
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end
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function render_screen(progress)
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function render_screen()
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gfx.BeginPath()
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gfx.ImageRect(0, 0, 1080, 1920, bgImage,1,0);
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if transitionProgress < 0.35 then
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local hex1alpha = math.max(0, (1-transitionProgress/0.35))
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local hex2alpha = math.max(0, (1-transitionProgress/0.3))
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gfx.BeginPath()
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gfx.ImageRect(0,0, desw, desh, hexagonImages[1], hex1alpha, 0)
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gfx.BeginPath()
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gfx.ImageRect(0,0, desw, desh, hexagonImages[2], hex2alpha, 0)
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end
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gfx.BeginPath()
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gfx.ImageRect(0,0,1080,1920,frameOverlayImage,1,0);
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gfx.BeginPath()
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@ -123,6 +146,11 @@ function render_screen(progress)
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gfx.BeginPath()
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gfx.ImageRect(37.5, 1074, 1180*0.85, 343*0.85, infoOverlayPanel, 1, 0);
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if (timer % flickerTime) < (flickerTime / 2) then --flicker with 20Hz (50ms), 50% duty cycle
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gfx.BeginPath()
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gfx.ImageRect(37.5, 1074, 1180*0.85, 189*0.85, linkedHexagonsImage, 0.1, 0);
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end
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gfx.BeginPath()
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gfx.ImageRect(10, 195.5, 1060, 1015, albumBgImage,1,0);
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@ -177,10 +205,10 @@ function render_screen(progress)
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end
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function reset()
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transitionTimer = 0
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transitionProgress = 0
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resX, resY = game.GetResolution()
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fullX = portraitWidescreenRatio * resY
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fullY = resY
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outTimer = 0
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outProgress = 0
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wasEnterSfxPlayed = false;
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end
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