nautica wtf

This commit is contained in:
gskbladez 2021-07-26 12:48:47 -04:00
commit c4b099da94
16 changed files with 40 additions and 34 deletions

1
.gitignore vendored
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@ -1,3 +1,4 @@
_asset
song-assets
skin-assets
nautica.json

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@ -695,47 +695,52 @@ end
-- -------------------------------------------------------------------------- --
-- draw_gauge: --
local gaugeNumBack = gfx.CreateSkinImage("gauge_num_back.png", 0)
local gaugeBgImage = gfx.CreateSkinImage("gameplay/gauges/hard/gauge_back.png", 0)
local gaugeFillImage = gfx.CreateSkinImage("gameplay/gauges/hard/gauge_fill.png", 0)
local gaugeEffBgImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_back.png", 0)
local gaugeEffFailFillImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_fail.png", 0)
local gaugeEffPassFillImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_pass.png", 0)
local gaugeExcBgImage = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_back.png", 0)
local gaugeExcFillImage = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_fill.png", 0)
local gaugeExcArsBgImage = gfx.CreateSkinImage("gameplay/gauges/excessive_ars/gauge_back.png", 0)
local gaugeExcArsFillImage = gfx.CreateSkinImage("gameplay/gauges/excessive_ars/gauge_fill.png", 0)
function draw_gauge(deltaTime)
local width = 82 * scale / 1
local height = 702 * scale / 1
local posx = resx - width
local posy = resy / 2 - height / 2 + 60
if portrait then
posx = resx - width
posy = posy - 90
-- fallbacks in case of unsupported type
local gaugeBgImage = gaugeEffBgImage;
local gaugeFillImage = gaugeEffPassFillImage;
if gameplay.gauge.type == 0 then
gaugeBgImage = gaugeEffBgImage;
if gameplay.gauge.value <= 0.7 then
gaugeFillImage = gaugeEffFailFillImage;
else
gaugeFillImage = gaugeEffPassFillImage;
end
elseif gameplay.gauge.type == 1 then
gaugeBgImage = gaugeExcBgImage;
gaugeFillImage = gaugeExcFillImage;
end
local tw, th = gfx.ImageSize(gaugeBgImage)
gfx.ImageRect(posx, posy, tw, th, gaugeBgImage, 1, 0)
gfx.ImageRect(posx+22, posy+11+(629-(629*(gameplay.gauge.value))), 23, 629*(gameplay.gauge.value), gaugeFillImage, 1, 0)
local BgW, BgH = gfx.ImageSize(gaugeBgImage);
local FillW, FillH = gfx.ImageSize(gaugeFillImage);
local gaugePosX = 1080 - BgW - 48;
local gaugePosY = 1920/2 - BgH/2 - 32;
-- gfx.Text('RESX: ' .. resx .. ' // RESY: ' .. resy .. ' // GPX: ' .. gaugePosX, 255,1200);
gfx.ImageRect(gaugePosX, gaugePosY, BgW, BgH, gaugeBgImage, 1, 0)
gfx.ImageRect(gaugePosX+22, gaugePosY+11+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value), gaugeFillImage, 1, 0)
--draw gauge % label
posx = posx / scale
posx = posx + (-20 * 0.5)
-- 630 = 0% position
height = 960 * 0.5
posy = posy / scale
tw, th = gfx.ImageSize(gaugeNumBack)
-- 80 = 100% position
posy = posy + (95 * 0.5) + height - height * gameplay.gauge.value
-- Draw the background
gfx.BeginPath()
gfx.FillColor(255, 255, 255)
gfx.ImageRect(posx - 44, posy - 10, tw, th, gaugeNumBack, 1, 0)
gfx.BeginPath()
-- gfx.FillColor(250, 228, 112)
draw_number(posx - 24, posy + 4, 1.0, math.floor(gameplay.gauge.value * 100), 3, numberImages, true)
-- gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE)
-- gfx.FontSize(18)
-- gfx.Text(string.format("%d", math.floor(gameplay.gauge.value * 100)), posx, posy + 4)
-- TODO: Draw gauge % label
end
-- -------------------------------------------------------------------------- --
-- draw_combo: --

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