+ chain label to chain numbers & + variants of chain numbers depending on comboState
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@ -1,4 +1,5 @@
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local chainLabel = gfx.CreateSkinImage("gameplay/chain/label.png", 0)
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local desw = 1080;
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local desh = 1920;
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@ -14,7 +15,9 @@ function load_number_image(path)
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return images
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end
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local chainNumbers = load_number_image('gameplay/chain/reg')
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local chainNumbersReg = load_number_image('gameplay/chain/reg')
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local chainNumbersUC = load_number_image('gameplay/chain/uc')
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local chainNumbersPUC = load_number_image('gameplay/chain/puc')
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function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern)
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scale = scale or 1;
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@ -54,35 +57,26 @@ local tickTransitions = function (deltaTime)
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end
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end
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local render = function (deltaTime, combo, critLineCenterX, critLineCenterY)
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local render = function (deltaTime, comboState, combo, critLineCenterX, critLineCenterY)
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tickTransitions(deltaTime)
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if combo == 0 then return end
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-- comboTimer = comboTimer + deltaTime
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local posx = desw / 2 + transitionShakePosOffset;
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local posy = desh - 650 + transitionShakePosOffset;
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local posy = desh - 640 + transitionShakePosOffset;
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-- if portrait then posy = desh * critLinePos[2] - 150 end
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-- if gameplay.comboState == 2 then
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-- comboCurrent = comboPUC --puc
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-- elseif gameplay.comboState == 1 then
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-- comboCurrent = comboUC --uc
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-- else
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-- comboCurrent = comboREG --regular
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-- end
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-- local alpha = math.floor(comboTimer * 20) % 2
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-- alpha = (alpha * 100 + 155) / 255
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local alpha = 1
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local chainNumbers = chainNumbersReg --regular
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if comboState == 2 then
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chainNumbers = chainNumbersPUC --puc
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elseif comboState == 1 then
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chainNumbers = chainNumbersUC --uc
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end
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-- \_ chain _/
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local tw, th
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-- tw, th = gfx.ImageSize(comboBottom)
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-- gfx.BeginPath()
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-- gfx.ImageRect(posx - tw / 2 + 10, posy - th / 4 - 210, tw * 0.85, th * 0.85, comboBottom, alpha, 0)
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tw, th = gfx.ImageSize(chainLabel)
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gfx.BeginPath()
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gfx.ImageRect(posx - tw * 0.85 / 2, posy - 220, tw * 0.85, th * 0.85, chainLabel, 1, 0)
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tw, th = gfx.ImageSize(chainNumbers[1])
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posy = posy - th + 32
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