+ footer and basic header without text to titlescreen

This commit is contained in:
FajsiEx 2021-08-15 23:07:40 +02:00
parent f1199e60ef
commit e3561a8785
4 changed files with 270 additions and 214 deletions

View File

@ -1,4 +1,3 @@
local Footer = require('components.footer');
local cursorIndex = 3;
@ -6,6 +5,9 @@ local buttonHeight = 128 + 16;
local SELECTOR_BAR_OFFSET_FROM_CENTER = 128;
local BAR_ALPHA = 191;
local HEADER_HEIGHT = 100
local buttons = nil
local resx, resy = game.GetResolution()
local desw = 1080
@ -14,29 +16,36 @@ local scale;
local bgImage = gfx.CreateSkinImage('titlescreen/bg.png', 0);
local selectorBgImage = gfx.CreateSkinImage('titlescreen/selector_bg.png', 0);
local selectorArrowsImage = gfx.CreateSkinImage('titlescreen/selector_arrows.png', 0);
local selectorArrowsImage = gfx.CreateSkinImage(
'titlescreen/selector_arrows.png', 0);
local unselectedButtonImage = gfx.CreateSkinImage('titlescreen/unselected_button.png', 0);
local unselectedButtonImage = gfx.CreateSkinImage(
'titlescreen/unselected_button.png', 0);
local selectedButtonBgImage = gfx.CreateSkinImage('titlescreen/selected_button_bg.png', 0);
local selectedButtonOverImage = gfx.CreateSkinImage('titlescreen/selected_button_over.png', 0);
local selectedButtonBgImage = gfx.CreateSkinImage(
'titlescreen/selected_button_bg.png', 0);
local selectedButtonOverImage = gfx.CreateSkinImage(
'titlescreen/selected_button_over.png', 0);
local skillLabelImage = gfx.CreateSkinImage('titlescreen/labels/skill.png', 0);
local friendLabelImage = gfx.CreateSkinImage('titlescreen/labels/friend.png', 0);
local normalLabelImage = gfx.CreateSkinImage('titlescreen/labels/normal.png', 0);
local nauticaLabelImage = gfx.CreateSkinImage('titlescreen/labels/nautica.png', 0);
local settingsLabelImage = gfx.CreateSkinImage('titlescreen/labels/settings.png', 0);
local nauticaLabelImage = gfx.CreateSkinImage('titlescreen/labels/nautica.png',
0);
local settingsLabelImage = gfx.CreateSkinImage(
'titlescreen/labels/settings.png', 0);
local exitLabelImage = gfx.CreateSkinImage('titlescreen/labels/exit.png', 0);
-- ANIMS
local idolAnimation = gfx.LoadSkinAnimation('idol', 1/30, 0, true);
local idolAnimation = gfx.LoadSkinAnimation('idol', 1 / 30, 0, true);
-- AUDIO
game.LoadSkinSample('titlescreen/bgm.wav');
game.LoadSkinSample('titlescreen/cursor_change.wav');
game.LoadSkinSample('titlescreen/cursor_select.wav');
local selectorDescriptionLabel = gfx.CreateLabel('Test description. Blah blah blah', 22, 0);
local selectorDescriptionLabel = gfx.CreateLabel(
'Test description. Blah blah blah', 22, 0);
local selectorLegendScrollLabel = gfx.CreateLabel('Scroll', 20, 0);
local selectorLegendSelectLabel = gfx.CreateLabel('START', 20, 0);
@ -65,10 +74,13 @@ draw_button = function(button, x, y, selected, index)
if (selected) then
-- Draw button background
gfx.BeginPath();
gfx.ImageRect(x, y+(196/2 * (1-scrollTransitionScale)), 505, 196*scrollTransitionScale, selectedButtonBgImage, 1, 0);
gfx.ImageRect(x, y + (196 / 2 * (1 - scrollTransitionScale)), 505,
196 * scrollTransitionScale, selectedButtonBgImage, 1, 0);
-- Draw button main label
gfx.BeginPath();
gfx.ImageRect(x + 256 - (labelWidth/2), (y+58)+(64/2 * (1-scrollTransitionScale)), labelWidth, 64*scrollTransitionScale, labelImage, 1, 0);
gfx.ImageRect(x + 256 - (labelWidth / 2),
(y + 58) + (64 / 2 * (1 - scrollTransitionScale)),
labelWidth, 64 * scrollTransitionScale, labelImage, 1, 0);
-- Draw description
@ -76,23 +88,25 @@ draw_button = function(button, x, y, selected, index)
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
gfx.FontSize(40);
gfx.BeginPath();
gfx.Text(descriptionText, x+256, y+28);
gfx.Text(descriptionText, x + 256, y + 28);
gfx.GlobalAlpha(1)
-- Draw the glow overlay
gfx.BeginPath();
gfx.ImageRect(x+2, (y-42)+(277/2 * (1-scrollTransitionScale)), 501, 277*scrollTransitionScale, selectedButtonOverImage, 1, 0);
gfx.ImageRect(x + 2, (y - 42) + (277 / 2 * (1 - scrollTransitionScale)),
501, 277 * scrollTransitionScale, selectedButtonOverImage,
1, 0);
else
if scrollingUp then
if (index == 3 or index == 0) then
gfx.GlobalAlpha(1-scrollTransitionScale);
gfx.GlobalAlpha(1 - scrollTransitionScale);
end
if (index == 2 or index == 5) then
gfx.GlobalAlpha(scrollTransitionScale);
end
else
if (index == 3 or index == 6) then
gfx.GlobalAlpha(1-scrollTransitionScale);
gfx.GlobalAlpha(1 - scrollTransitionScale);
end
if (index == 1 or index == 4) then
gfx.GlobalAlpha(scrollTransitionScale);
@ -100,57 +114,64 @@ draw_button = function(button, x, y, selected, index)
end
-- Draw button background
gfx.BeginPath();
gfx.ImageRect(x, y + buttonsMovementScale*buttonHeight, 1026 / 2, 257 / 2, unselectedButtonImage, 1, 0);
gfx.ImageRect(x, y + buttonsMovementScale * buttonHeight, 1026 / 2,
257 / 2, unselectedButtonImage, 1, 0);
-- Draw button main label
gfx.BeginPath();
gfx.ImageRect(x+64, y+28 + buttonsMovementScale*buttonHeight, labelWidth, 64, labelImage, 1, 0);
gfx.ImageRect(x + 64, y + 28 + buttonsMovementScale * buttonHeight,
labelWidth, 64, labelImage, 1, 0);
-- Draw description
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.FontSize(28);
gfx.BeginPath();
gfx.Text(descriptionText, x+64, y+18 + buttonsMovementScale*buttonHeight);
gfx.Text(descriptionText, x + 64,
y + 18 + buttonsMovementScale * buttonHeight);
gfx.GlobalAlpha(1)
end;
end
end;
draw_buttons = function()
indexes = {
getCorrectedButtonIndex(cursorIndex, -2),
getCorrectedButtonIndex(cursorIndex, -1),
cursorIndex,
getCorrectedButtonIndex(cursorIndex, -1), cursorIndex,
getCorrectedButtonIndex(cursorIndex, 1),
getCorrectedButtonIndex(cursorIndex, 2),
getCorrectedButtonIndex(cursorIndex, 2)
}
local yBase = desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER;
local yBase = desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER;
centerButtonY = yBase - buttonHeight/2 - 28; -- to fit with the selector bg
centerButtonY = yBase - buttonHeight / 2 - 28; -- to fit with the selector bg
marginFromDesHCenter = 128;
if scrollingUp then
draw_button(buttons[indexes[5]], desw - 512, yBase - marginFromDesHCenter - buttonHeight*3, false, 0); -- Placeholder for fadeout transition
draw_button(buttons[indexes[5]], desw - 512,
yBase - marginFromDesHCenter - buttonHeight * 3, false, 0); -- Placeholder for fadeout transition
end
draw_button(buttons[indexes[1]], desw - 512, yBase - marginFromDesHCenter - buttonHeight*2, false, 1);
draw_button(buttons[indexes[2]], desw - 512, yBase - marginFromDesHCenter- buttonHeight, false, 2);
draw_button(buttons[indexes[1]], desw - 512,
yBase - marginFromDesHCenter - buttonHeight * 2, false, 1);
draw_button(buttons[indexes[2]], desw - 512,
yBase - marginFromDesHCenter - buttonHeight, false, 2);
draw_button(buttons[indexes[3]], desw - 512, centerButtonY, true); -- The main selected center button
if scrollingUp then
draw_button(buttons[indexes[3]], desw - 512, yBase + marginFromDesHCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
draw_button(buttons[indexes[3]], desw - 512,
yBase + marginFromDesHCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
else
draw_button(buttons[indexes[3]], desw - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
end
draw_button(buttons[indexes[4]], desw - 512, yBase + marginFromDesHCenter + 10, false, 4);
draw_button(buttons[indexes[5]], desw - 512, yBase + marginFromDesHCenter + buttonHeight + 10, false, 5);
draw_button(buttons[indexes[4]], desw - 512,
yBase + marginFromDesHCenter + 10, false, 4);
draw_button(buttons[indexes[5]], desw - 512,
yBase + marginFromDesHCenter + buttonHeight + 10, false, 5);
if not scrollingUp then
draw_button(buttons[indexes[1]], desw - 512, yBase + marginFromDesHCenter + buttonHeight*2, false, 6);
draw_button(buttons[indexes[1]], desw - 512,
yBase + marginFromDesHCenter + buttonHeight * 2, false, 6);
end
end;
@ -160,16 +181,16 @@ function getCorrectedButtonIndex(from, offset)
index = from + offset;
if index < 1 then
index = buttonsNum + (from+offset) -- this only happens if the offset is negative
end;
index = buttonsNum + (from + offset) -- this only happens if the offset is negative
end
if index > buttonsNum then
indexesUntilEnd = buttonsNum - from;
index = offset - indexesUntilEnd -- this only happens if the offset is positive
end;
end
return index;
end;
end
function drawTexts()
@ -178,49 +199,82 @@ function drawTexts()
gfx.UpdateLabel(selectorDescriptionLabel, currentFullDescriptionText, 22)
gfx.BeginPath();
gfx.UpdateLabel(selectorLegendScrollLabel, 'DEBUG: ' .. buttonsMovementScale, 20);
gfx.UpdateLabel(selectorLegendScrollLabel,
'DEBUG: ' .. buttonsMovementScale, 20);
-- descriptionAlpha = math.abs(selectedButtonScaleY - 0.5) * 2;
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE);
-- Description
gfx.FillColor(255,255,255,math.floor(scrollTransitionScale*255));
gfx.FillColor(255, 255, 255, math.floor(scrollTransitionScale * 255));
gfx.BeginPath();
gfx.DrawLabel(selectorDescriptionLabel, 64, desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52);
gfx.DrawLabel(selectorDescriptionLabel, 64,
desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52);
-- Legend on the selector
gfx.FillColor(217,177,126);
gfx.FillColor(217, 177, 126);
gfx.BeginPath();
gfx.DrawLabel(selectorLegendScrollLabel, 118, desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
gfx.DrawLabel(selectorLegendScrollLabel, 118,
desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
gfx.BeginPath();
gfx.DrawLabel(selectorLegendSelectLabel, 360, desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
gfx.DrawLabel(selectorLegendSelectLabel, 360,
desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
gfx.FillColor(255,255,255);
end;
gfx.FillColor(255, 255, 255);
end
function setButtons()
if buttons == nil then
buttons = {}
buttons[1] = {skillLabelImage, 412, Menu.Challenges, "Idk", "Torture yourself :)"}
buttons[2] = {friendLabelImage, 169, Menu.Multiplayer, "Wait, there's multiplayer???", "Yes, but nobody is ever online"}
buttons[3] = {normalLabelImage, 210, Menu.Start, "Play shit idk", "Play something blah blah blah blah\nWith newlines"}
buttons[4] = {nauticaLabelImage, 230, Menu.DLScreen, "Download more songs", "ksm.dev"}
buttons[5] = {settingsLabelImage, 247, Menu.Settings, "Adjust things", "Open settings"}
buttons[6] = {exitLabelImage, 110, Menu.Exit, "Leave this cursed game", "C'mon press that button!\nYou know you want to do it"}
buttons[1] = {
skillLabelImage, 412, Menu.Challenges, "Idk", "Torture yourself :)"
}
buttons[2] = {
friendLabelImage, 169, Menu.Multiplayer,
"Wait, there's multiplayer???", "Yes, but nobody is ever online"
}
buttons[3] = {
normalLabelImage, 210, Menu.Start, "Play shit idk",
"Play something blah blah blah blah\nWith newlines"
}
buttons[4] = {
nauticaLabelImage, 230, Menu.DLScreen, "Download more songs",
"ksm.dev"
}
buttons[5] = {
settingsLabelImage, 247, Menu.Settings, "Adjust things",
"Open settings"
}
buttons[6] = {
exitLabelImage, 110, Menu.Exit, "Leave this cursed game",
"C'mon press that button!\nYou know you want to do it"
}
end
end
function sign(x)
return x>0 and 1 or x<0 and -1 or 0
function drawHeader()
gfx.BeginPath();
gfx.FillColor(0, 0, 0, BAR_ALPHA);
gfx.Rect(0, 0, desw, HEADER_HEIGHT);
gfx.Fill();
gfx.ClosePath()
-- gfx.ImageRect(42, 14, 423*0.85, 80*0.85, headerTitleImage, 1, 0)
-- gfx.ImageRect(42, 14, 423*0.85, 80*0.85, headerGlowTitleImage, animationHeaderGlowAlpha, 0)
end
function sign(x) return x > 0 and 1 or x < 0 and -1 or 0 end
function roundToZero(x)
if x<0 then return math.ceil(x)
elseif x>0 then return math.floor(x)
else return 0 end
if x < 0 then
return math.ceil(x)
elseif x > 0 then
return math.floor(x)
else
return 0
end
end
function deltaKnob(delta)
@ -238,20 +292,25 @@ function handle_controller()
else
local newKnobs = {game.GetKnob(0), game.GetKnob(1)}
knobProgress = knobProgress - deltaKnob(lastKnobs[1] - newKnobs[1]) * 1.2
knobProgress = knobProgress - deltaKnob(lastKnobs[2] - newKnobs[2]) * 1.2
knobProgress = knobProgress - deltaKnob(lastKnobs[1] - newKnobs[1]) *
1.2
knobProgress = knobProgress - deltaKnob(lastKnobs[2] - newKnobs[2]) *
1.2
lastKnobs = newKnobs
if math.abs(knobProgress) > 1 then
cursorIndex = (((cursorIndex - 1) + roundToZero(knobProgress)) % #buttons) + 1
cursorIndex = (((cursorIndex - 1) + roundToZero(knobProgress)) %
#buttons) + 1
scrollTransitionScale = 0; -- Reset transitions and play them
scrollingUp = false;
if ((cursorIndex > oldCursorIndex and not (cursorIndex == 6 and oldCursorIndex == 1)) or (cursorIndex == 1 and oldCursorIndex == 6)) then
if ((cursorIndex > oldCursorIndex and
not (cursorIndex == 6 and oldCursorIndex == 1)) or
(cursorIndex == 1 and oldCursorIndex == 6)) then
scrollingUp = true;
end;
end
game.PlaySample('titlescreen/cursor_change.wav');
@ -279,7 +338,7 @@ render = function(deltaTime)
if idolAnimTickRes == 1 then
gfx.GlobalAlpha(idolAnimTransitionScale);
idolAnimTransitionScale = idolAnimTransitionScale + 1/60;
idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60;
if (idolAnimTransitionScale > 1) then
idolAnimTransitionScale = 1;
end
@ -291,7 +350,8 @@ render = function(deltaTime)
-- Draw selector background
gfx.BeginPath();
gfx.ImageRect(0, (desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280/2, 1079, 280, selectorBgImage, 1, 0);
gfx.ImageRect(0, (desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280 / 2,
1079, 280, selectorBgImage, 1, 0);
setButtons()
@ -302,30 +362,28 @@ render = function(deltaTime)
-- Draw the arrows around the selected button
gfx.BeginPath();
gfx.ImageRect(desw-512, desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight - 8, 501, 300, selectorArrowsImage, 1, 0);
gfx.ImageRect(desw - 512, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER -
buttonHeight - 8, 501, 300, selectorArrowsImage, 1, 0);
-- Draw top and bottom bars
--Bars.draw();
drawHeader();
Footer.draw();
handle_controller()
scrollTransitionScale = scrollTransitionScale + 1/60 * 5;
if (scrollTransitionScale > 1) then
scrollTransitionScale = 1;
end
scrollTransitionScale = scrollTransitionScale + 1 / 60 * 5;
if (scrollTransitionScale > 1) then scrollTransitionScale = 1; end
if scrollingUp then
buttonsMovementScale = 1-scrollTransitionScale
buttonsMovementScale = 1 - scrollTransitionScale
else
buttonsMovementScale = -1+scrollTransitionScale
end;
buttonsMovementScale = -1 + scrollTransitionScale
end
gfx.BeginPath();
end;
mouse_pressed = function(button)
return 0
end
mouse_pressed = function(button) return 0 end
function button_pressed(button)
if button == game.BUTTON_STA then
@ -338,6 +396,4 @@ function button_pressed(button)
end
-- the thing is... titlescreen script does not have a call to reset function... WHYYYYY
function reset()
playedBgm = false;
end
function reset() playedBgm = false; end

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