+ progress bar in song panel
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084a10bd5a
commit
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@ -35,7 +35,14 @@ function render(deltaTime)
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Banner.render(deltaTime);
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UserPanel.render(deltaTime);
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SongPanel.render(deltaTime, gameplay.bpm, gameplay.hispeed, gameplay.jacketPath, gameplay.difficulty, gameplay.level);
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SongPanel.render(deltaTime,
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gameplay.bpm,
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gameplay.hispeed,
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gameplay.jacketPath,
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gameplay.difficulty,
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gameplay.level,
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gameplay.progress
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);
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ScorePanel.render(deltaTime, score, maxChain)
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Gauge.render(
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@ -64,6 +71,10 @@ end
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local outroTimer = 0;
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function render_outro(deltaTime, clearState)
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if (clearState == 0) then
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return true, 0; -- Exit right away if user manually exited gameplay
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end
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TrackEnd.render(deltaTime);
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outroTimer = outroTimer + deltaTime
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@ -34,7 +34,7 @@ local tickTransitions = function (deltaTime)
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end
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local render = function (deltaTime, bpm, laneSpeed, jacketPath, diff, level)
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local render = function (deltaTime, bpm, laneSpeed, jacketPath, diff, level, progress)
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if (not loadedJacketImage and jacketPath) then
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loadJacketImage(jacketPath)
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end
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@ -91,6 +91,12 @@ local render = function (deltaTime, bpm, laneSpeed, jacketPath, diff, level)
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gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE);
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renderOutlinedText(260,y+247, string.format("%.0f", bpm), 2);
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renderOutlinedText(260,y+281, string.format("%.2f", actualLaneSpeed), 2);
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-- Draw progress
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gfx.BeginPath()
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gfx.FillColor(244, 204, 101)
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gfx.Rect(222, 291, 622 * progress, 3)
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gfx.Fill()
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end
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return {
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