* reintroduce the gameplay rewrite & + crit line and console as accuratelly as possible
1033
scripts/gameplay.lua
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@ -0,0 +1,35 @@
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local consoleBaseImage = gfx.CreateSkinImage("gameplay/console/base.png", 0)
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local CONSOLE_W = 1352;
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local CONSOLE_H = 712;
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-- Similar to crit line transforms, since the console needs to follow the lane rotation
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local setUpTransforms = function (x,y,rotation)
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gfx.Translate(x, y)
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gfx.Rotate(rotation)
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end
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local render = function (deltaTime, critLineCenterX, critLineCenterY, critLineRotation)
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setUpTransforms(
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critLineCenterX,
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critLineCenterY+350,
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critLineRotation
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)
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gfx.BeginPath();
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gfx.ImageRect(
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-CONSOLE_W/2,
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-CONSOLE_H/2,
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CONSOLE_W,
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CONSOLE_H,
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consoleBaseImage,
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1,
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0
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);
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end
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return {
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render=render
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}
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local baseImage = gfx.CreateSkinImage("gameplay/crit_line/base.png", 0)
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local textImage = gfx.CreateSkinImage("gameplay/crit_line/text.png", 0)
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local CRITBAR_W = 1496
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local CRITBAR_H = 348
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local setUpTransforms = function (x,y,rotation)
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gfx.Translate(x, y)
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gfx.Rotate(rotation)
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end
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local renderBase = function (deltaTime, centerX, centerY, rotation)
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setUpTransforms(centerX, centerY, rotation)
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gfx.BeginPath();
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gfx.ImageRect(
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-CRITBAR_W/2,
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-CRITBAR_H/2,
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CRITBAR_W,
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CRITBAR_H,
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baseImage,
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1,
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0
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);
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gfx.ResetTransform()
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end
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local renderOverlay = function (deltaTime)
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end
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return {
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renderBase=renderBase,
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renderOverlay=renderOverlay
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}
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@ -1,71 +0,0 @@
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local VolforceWindow = require('components.volforceWindow')
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local resx, resy = game.GetResolution()
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local desw, desh;
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local scale;
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function resetLayoutInformation()
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resx, resy = game.GetResolution()
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desw = 1080
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desh = 1920
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scale = resx / desw
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end
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function render(deltaTime)
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resetLayoutInformation();
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gfx.Scale(scale, scale);
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end
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function render_crit_base(deltaTime)
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end
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function render_crit_overlay(deltaTime)
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end
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function render_intro(deltaTime)
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return true
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end
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function render_outro(deltaTime, clearState)
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return true, 1
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end
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function update_score(newScore)
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end
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function update_combo(newCombo)
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end
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function near_hit(wasLate)
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end
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function button_hit(button, rating, delta)
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end
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function laser_slam_hit(slamLength, startPos, endPost, index)
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end
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function laser_alert(isRight)
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end
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function practice_start(mission_type, mission_threshold, mission_description)
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end
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function practice_end_run(playCount, successCount, isSuccessful, scoring)
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end
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function practice_end(playCount, successCount)
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end
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