* replace frame based laser anim with code based anim in songwheel
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@ -13,6 +13,8 @@ local illustratedBgImage = gfx.CreateSkinImage("song_select/data_panel/illust_bg
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local songPlateBg = gfx.CreateSkinImage("song_select/plate/bg.png", 1)
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local songPlateBottomBarOverlayImage = gfx.CreateSkinImage("song_select/plate/bottom_bar_overlay.png", 1)
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local laserAnimBaseImage = gfx.CreateSkinImage("song_select/laser_anim.png", 1)
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local top50OverlayImage = gfx.CreateSkinImage("song_select/top50.png", 1)
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local top50JacketOverlayImage = gfx.CreateSkinImage("song_select/top50_jacket.png", 1)
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@ -90,9 +92,6 @@ local difficultyLabelUnderImages = {
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gfx.CreateSkinImage("songtransition/difficulty_labels/vvd.png", 0),
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}
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-- ANIMS
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local laserAnimation = gfx.LoadSkinAnimation('song_select/laser_anim', 1/60, 0, false);
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game.LoadSkinSample('song_wheel/cursor_change.wav');
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game.LoadSkinSample('song_wheel/diff_change.wav');
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@ -125,6 +124,9 @@ local transitionAfterscrollTextSongArtist = 0;
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local transitionAfterscrollDifficultiesAlpha = 0;
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local transitionAfterscrollJacketBgAlpha = 0;
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local transitionLaserScale = 0;
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local transitionLaserY = 0;
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local transitionLeaveReverse = false;
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local transitionLeaveScale = 0;
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local transitionLeaveOffsetY = 0;
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@ -215,6 +217,16 @@ function getGradeImageForScore(score)
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return gradeImage;
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end
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function drawLaserAnim()
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gfx.BeginPath()
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gfx.Scissor(0, transitionLaserY, desw, 100);
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gfx.ImageRect(0, 0, desw, desh, laserAnimBaseImage, 1, 0)
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gfx.ResetScissor();
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end
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function drawBackground(deltaTime)
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gfx.BeginPath()
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gfx.ImageRect(0, 0, desw, desh, backgroundImage, 1, 0)
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@ -239,12 +251,7 @@ function drawBackground(deltaTime)
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gfx.ImageRect(0, 0, desw, desh, dataPanelImage, 1, 0)
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local laserAnimTickRes = gfx.TickAnimation(laserAnimation, deltaTime);
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if laserAnimTickRes == 1 then
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gfx.BeginPath()
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gfx.ImageRect(0, 0, desw, desh, laserAnimation, 1, 0);
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gfx.GlobalAlpha(1);
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end
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drawLaserAnim()
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if song and diff then
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gfx.BeginPath()
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@ -571,6 +578,16 @@ function tickTransitions(deltaTime)
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transitionAfterscrollJacketBgAlpha = 1;
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end
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-- Laser anim
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if transitionLaserScale < 1 then
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transitionLaserScale = transitionLaserScale + deltaTime / 3 -- transition should last for that time in seconds
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else
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transitionLaserScale = 0
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end
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transitionLaserY = desh - math.min(transitionLaserScale * 2 * desh, desh);
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-- Leave transition
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if (transitionLeaveReverse) then
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if transitionLeaveScale > 0 then
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