Get basic ht anims working #15

Merged
local merged 2 commits from feat/local/hitfx into master 2022-04-27 02:04:45 +02:00
17 changed files with 98 additions and 266 deletions
Showing only changes of commit 20a7100521 - Show all commits

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@ -226,7 +226,7 @@ end
function result_set()
local reqTextWords = common.splitString(result.requirement_text, ' ');
local reqTextWords = common.split(result.requirement_text, ' ');
for index, word in ipairs(reqTextWords) do
if string.find(word, '%%') ~= nil then -- %% = %, because % is an escape char
local percNumber = tonumber(string.gsub(word, '%%', ''), 10)

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@ -1,203 +1,4 @@
gfx.LoadSkinFont("segoeui.ttf")
-- Memo class
-------------
Memo = {}
Memo.new = function()
local this = {
cache = {}
}
setmetatable(this, {__index = Memo})
return this
end
Memo.memoize = function(this, key, generator)
local value = this.cache[key]
if not value then
value = generator()
this.cache[key] = value
end
return value
end
--[[
-- Image class
--------------
Image = {
ANCHOR_LEFT = 1,
ANCHOR_CENTER = 2,
ANCHOR_RIGHT = 4,
ANCHOR_TOP = 8,
ANCHOR_BOTTOM = 16
}
Image.skin = function(filename, imageFlags)
imageFlags = imageFlags or 0
local image = gfx.CreateSkinImage(filename, imageFlags)
return Image.wrap(image)
end
Image.wrap = function(image)
local this = {
image = image
}
local w, h = gfx.ImageSize(this.image)
this.w = w
this.h = h
setmetatable(this, {__index = Image})
return this
end
Image.draw = function(this, params)
local x = params.x
local y = params.y
local w = params.w or this.w
local h = params.h or this.h
local alpha = params.alpha or 1
local angle = params.angle or 0
local anchor_h = params.anchor_h or Image.ANCHOR_CENTER
local anchor_v = params.anchor_v or Image.ANCHOR_CENTER
local scale = params.scale or 1;
w = w * scale;
h = h * scale;
if anchor_h == Image.ANCHOR_CENTER then
x = x - w / 2
elseif anchor_h == Image.ANCHOR_RIGHT then
x = x - w
end
if anchor_v == Image.ANCHOR_CENTER then
y = y - h / 2
elseif anchor_v == Image.ANCHOR_BOTTOM then
y = y - h
end
gfx.BeginPath()
gfx.ImageRect(x, y, w, h, this.image, alpha, angle)
end
-- ImageFont class
------------------
ImageFont = {}
ImageFont.new = function(path, chars)
local this = {
images = {}
}
-- load character images
for i = 1, chars:len() do
local c = chars:sub(i, i)
local n = c
if c == "." then
n = "dot"
end
local image = Image.skin(string.format("%s/%s.png", path, n), 0)
this.images[c] = image
end
-- use size of first char as font size
local w, h = gfx.ImageSize(this.images[chars:sub(1, 1)].image)
this.w = w
this.h = h
setmetatable(this, {__index = ImageFont})
return this
end
ImageFont.draw = function(this, text, x, y, alpha, hFlag, vFlag)
local totalW = text:len() * this.w
-- adjust horizontal alignment
if hFlag == gfx.TEXT_ALIGN_CENTER then
x = x - totalW / 2
elseif hFlag == gfx.TEXT_ALIGN_RIGHT then
x = x - totalW
end
-- adjust vertical alignment
if vFlag == gfx.TEXT_ALIGN_MIDDLE then
y = y - this.h / 2
elseif vFlag == gfx.TEXT_ALIGN_BOTTOM then
y = y - this.h
end
for i = 1, text:len() do
local c = text:sub(i, i)
local image = this.images[c]
if image ~= nil then
gfx.BeginPath()
gfx.ImageRect(x, y, this.w, this.h, image.image, alpha, 0)
end
x = x + this.w
end
end
]]
function GetDisplayDifficulty(jacketPath, difficulty)
if jacketPath == nil then
return difficulty
end
local strippedPath = string.match(jacketPath:lower(), "[/\\][^\\/]+$")
if difficulty == 3 and strippedPath then
if string.find(strippedPath, "inf") ~= nil then
return 5
elseif string.find(strippedPath, "grv") ~= nil then
return 6
elseif string.find(strippedPath, "hvn") ~= nil then
return 7
elseif string.find(strippedPath, "vvd") ~= nil then
return 8
elseif string.find(strippedPath, "xcd") ~= nil then
return 9
end
end
return difficulty + 1
end
function split(s, delimiter)
result = {};
for match in (s..delimiter):gmatch("(.-)"..delimiter) do
table.insert(result, match);
end
return result;
end
function firstAlphaNum(s)
for i = 1, string.len(s) do
local byte = string.byte(s, i);
if ((byte >= 65 and byte <= 90) or (byte >= 97 and byte <= 122) or (byte >= 48 and byte <= 57)) then
return string.sub(s, i, i);
end
end
return '';
end
---Set's up scaled transforms based on the current resolution.
---@param x number
---@param y number
---@param rotation number
---@return number, boolean # The scale applied to the transform and the current landscape state
function setUpTransforms(x, y, rotation)
local resx, resy = game.GetResolution();
isLandscape = resx > resy;
local desw, desh;
if (isLandscape) then
desw = 1920;
desh = 1080;
else
desw = 1080;
desh = 1920;
end
scale = resx / desw;
gfx.Translate(x, y);
gfx.Rotate(rotation);
gfx.Scale(scale, scale);
return scale, isLandscape;
end
-- NOTE(local): DO NOT PUT ANYTHING HERE PLEASE THANKS
-- IF YOU DO THE GAME WILL IMMEDIATELY CRASH AND IT'S NOT THE BEST
-- THANK YOU HAVE A GOOD LUA
gfx.LoadSkinFont("segoeui.ttf")

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@ -0,0 +1,26 @@
local Charting = { };
function Charting.GetDisplayDifficulty(jacketPath, difficulty)
if jacketPath == nil then
return difficulty
end
local strippedPath = string.match(jacketPath:lower(), "[/\\][^\\/]+$")
if difficulty == 3 and strippedPath then
if string.find(strippedPath, "inf") ~= nil then
return 5
elseif string.find(strippedPath, "grv") ~= nil then
return 6
elseif string.find(strippedPath, "hvn") ~= nil then
return 7
elseif string.find(strippedPath, "vvd") ~= nil then
return 8
elseif string.find(strippedPath, "xcd") ~= nil then
return 9
end
end
return difficulty + 1
end
return Charting;

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@ -42,4 +42,21 @@ dimtable.toViewSpace = function(screenX, screenY, offsetX, offsetY)
return viewX, viewY
end
---Set's up scaled transforms based on the current resolution.
---@param x number
---@param y number
---@param rotation number
---@return number, boolean # The scale applied to the transform and the current landscape state
function dimtable.setUpTransforms(x, y, rotation)
local scale = dimtable.screen.width / dimtable.view.width;
local isLandscape = dimtable.view.width > dimtable.view.height;
gfx.ResetTransform();
gfx.Translate(x, y);
gfx.Rotate(rotation);
gfx.Scale(scale, scale);
return scale, isLandscape;
end
return dimtable

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@ -1,12 +1,9 @@
local function splitString(inputstr, sep)
if sep == nil then
sep = "%s"
local function split(s, delimiter)
result = {};
for match in (s..delimiter):gmatch("(.-)"..delimiter) do
table.insert(result, match);
end
local t={}
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
table.insert(t, str)
end
return t
return result;
end
local function filter(tableIn, predicate)
@ -67,8 +64,19 @@ local function modIndex(index, mod)
return (index - 1) % mod + 1
end
local function firstAlphaNum(s)
for i = 1, string.len(s) do
local byte = string.byte(s, i);
if ((byte >= 65 and byte <= 90) or (byte >= 97 and byte <= 122) or (byte >= 48 and byte <= 57)) then
return string.sub(s, i, i);
end
end
return '';
end
return {
splitString = splitString,
split = split,
filter = filter,
clamp = clamp,
round = round,
@ -77,4 +85,5 @@ return {
areaOverlap = areaOverlap,
lerp = lerp,
modIndex = modIndex,
}
firstAlphaNum = firstAlphaNum,
}

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@ -1,5 +1,3 @@
local resx, resy = game.GetResolution()
local desw, desh = 1080,1920;
local scale = 1;

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@ -1,5 +1,11 @@
local VolforceWindow = require('components.volforceWindow')
local Dimensions = require 'common.dimensions';
do
local resx, resy = game.GetResolution();
Dimensions.updateResolution(resx / resy);
end
local Banner = require('gameplay.banner')
local CritLine = require('gameplay.crit_line')
@ -17,30 +23,8 @@ local TrackEnd = require('gameplay.track_end')
local json = require("common.json")
-- Window variables
local resX, resY
-- Aspect Ratios
local landscapeWidescreenRatio = 16 / 9
local landscapeStandardRatio = 4 / 3
local portraitWidescreenRatio = 9 / 16
-- Portrait sizes
local fullX, fullY
local desw = 1080
local desh = 1920
local showHitAnims = true;
local resolutionChange = function(x, y)
resX = x
resY = y
fullX = portraitWidescreenRatio * y
fullY = y
game.Log('resX:' .. resX .. ' // resY:' .. resY .. ' // fullX:' .. fullX .. ' // fullY:' .. fullY, game.LOGGER_ERROR);
end
local users = nil
local maxChain = 0;
@ -48,11 +32,8 @@ local chain = 0;
local score = 0;
function render(deltaTime)
-- detect resolution change
local resx, resy = game.GetResolution();
if resx ~= resX or resy ~= resY then
resolutionChange(resx, resy)
end
Dimensions.updateResolution(resx / resy);
Banner.render(deltaTime, users, gameplay.user_id);

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@ -1,4 +1,6 @@
local Dimensions = require 'common.dimensions'
local consoleBaseImage = gfx.CreateSkinImage("gameplay/console/base.png", 0)
local CONSOLE_W = 1352;
@ -9,8 +11,8 @@ local render = function (deltaTime, critLineCenterX, critLineCenterY, critLineRo
if (resx > resy) then
return
end
setUpTransforms(
Dimensions.setUpTransforms(
critLineCenterX,
critLineCenterY,
critLineRotation

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@ -1,4 +1,6 @@
local Dimensions = require 'common.dimensions'
local blackGradientImage = gfx.CreateSkinImage('gameplay/crit_line/black_gradient.png', 0)
local baseImage = gfx.CreateSkinImage("gameplay/crit_line/base.png", 0)
@ -16,8 +18,8 @@ local cursorGlowTopImages = {
gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_top_right.png", 0),
}
local CRITBAR_W = 1496
local CRITBAR_H = 348
local CRITBAR_W = 1080
local CRITBAR_H = 251
local scale = 1;
local isLandscape = false;
@ -82,7 +84,7 @@ local drawCursors = function (centerX, centerY,cursors)
end
local renderBase = function (deltaTime, centerX, centerY, rotation, cursors)
scale, isLandscape = setUpTransforms(centerX, centerY, rotation)
scale, isLandscape = Dimensions.setUpTransforms(centerX, centerY, rotation)
gfx.BeginPath()
gfx.FillColor(0, 0, 0, 192)
@ -90,8 +92,6 @@ local renderBase = function (deltaTime, centerX, centerY, rotation, cursors)
gfx.Fill()
if (isLandscape) then
--gfx.BeginPath()
--gfx.ImageRect(-9999, -8, 9999 * 2, 24, blackGradientImage, 192.0 / 255, 0)
gfx.BeginPath();
gfx.ImageRect(-9999, -CRITBAR_H/2, 9999 * 2, CRITBAR_H, baseImageLandscape, 1, 0);
else

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@ -1,6 +1,8 @@
require 'common.globals'
local Dimensions = require 'common.dimensions'
local Animation = require 'api.animation'
local Animations = {
@ -20,11 +22,6 @@ local animationStates = {
Tap = { }
};
for i = 1, 6 do
--animationStates.Hold[i] =
--animationStates.Tap[i] = Animations
end
local HitFX = { };
local LanePositions = {
@ -40,7 +37,7 @@ local function setupLaneTransform(lanePosition, critCenterX, critCenterY)
local critLine = gameplay.critLine;
local x = critCenterX + (critLine.line.x2 - critLine.line.x1) * lanePosition;
local y = critCenterY + (critLine.line.y2 - critLine.line.y1) * lanePosition;
setUpTransforms(x, y, -critLine.rotation);
Dimensions.setUpTransforms(x, y, -critLine.rotation);
end
function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors)

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@ -1,4 +1,5 @@
local Charting = require('common.charting');
local DiffRectangle = require('components.diff_rectangle');
local desw = 1080;
@ -98,7 +99,7 @@ local render = function (deltaTime, bpm, laneSpeed, jacketPath, diff, level, pro
);
-- Draw diff rectangle
local adjustedDiff = GetDisplayDifficulty(gameplay.jacketPath, diff)
local adjustedDiff = Charting.GetDisplayDifficulty(gameplay.jacketPath, diff)
DiffRectangle.render(deltaTime, 31, y+140, 0.84, adjustedDiff, level);
gfx.FontSize(30);

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@ -1,4 +1,5 @@
local Easing = require('common.easing');
local Charting = require('common.charting');
local Background = require('components.background');
local Footer = require('components.footer');
local Numbers = require('components.numbers')
@ -599,7 +600,7 @@ end
local drawJacketPanelContent = function(deltaTime)
gfx.BeginPath();
gfx.ImageRect(jacketPanelX + 13, jacketPanelY + 28, 265, 265, jacketImage or defaultJacketImage, 1, 0);
local adjustedDiff = GetDisplayDifficulty(result.jacketPath, result.difficulty)
local adjustedDiff = Charting.GetDisplayDifficulty(result.jacketPath, result.difficulty)
DiffRectangle.render(deltaTime, jacketPanelX+183, jacketPanelY+2.5, 0.67, adjustedDiff, result.level);
-- gfx.BeginPath();

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@ -1,4 +1,5 @@
local Common = require("common.util")
local Charting = require('common.charting')
local Numbers = require('components.numbers')
local DiffRectangle = require("components.diff_rectangle")
local Header = require("components.headers.challengeSelectHeader")
@ -164,7 +165,7 @@ local check_or_create_cache = function(challenge)
if not challengeCache[challenge.id]["percent_required"] then
local percentRequired = 100
local reqTextWords = Common.splitString(challenge.requirement_text, ' ');
local reqTextWords = Common.split(challenge.requirement_text, ' ');
for _, word in ipairs(reqTextWords) do
if string.find(word, '%%') ~= nil then -- %% = %, because % is an escape char
local percentNumber = tonumber(string.gsub(word, '%%', ''), 10)
@ -405,7 +406,7 @@ draw_challenge = function(challenge, x, y, w, h, selected)
for i, chart in ipairs(challengeCache[challenge.id]["charts"]) do
local ypos = offsetY + paddingY * (i - 1)
local adjustedDiff = GetDisplayDifficulty(chart.jacketPath, chart.difficulty)
local adjustedDiff = Charting.GetDisplayDifficulty(chart.jacketPath, chart.difficulty)
DiffRectangle.render(timer, offsetX, ypos, diffIconScale, adjustedDiff, chart.level)
local _, titleHeight = gfx.LabelSize(chart.title)

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@ -1,4 +1,3 @@
require('common')
local Easing = require('common.easing')
local Dim = require("common.dimensions")
local SongSelectHeader = require('components.headers.songSelectHeader')

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@ -1,4 +1,4 @@
require('common')
local Charting = require('common.charting')
local Easing = require('common.easing')
local Background = require('components.background')
local Dim = require("common.dimensions")
@ -328,7 +328,7 @@ function drawSong(song, y)
-- Draw the difficulty notch background
gfx.BeginPath()
local diffIndex = GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty)
local diffIndex = Charting.GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty)
gfx.ImageRect(songX, y+95, 83, 74, difficultyLabelImages[diffIndex], 1, 0)
-- Draw the difficulty level number
@ -498,7 +498,7 @@ function drawData() -- Draws the song data on the left panel
Numbers.draw_number(85+(index-1)*DIFF_GAP, 1085, 1.0, diff.level, 2, difficultyNumbers, false, 0.8, 1)
local diffLabelImage = difficultyLabelUnderImages[
GetDisplayDifficulty(diff.jacketPath, diff.difficulty)
Charting.GetDisplayDifficulty(diff.jacketPath, diff.difficulty)
]
local tw, th = gfx.ImageSize(diffLabelImage)
tw=tw*0.9
@ -786,7 +786,7 @@ function drawScrollbar()
gfx.TextAlign(gfx.TEXT_ALIGN_MIDDLE + gfx.TEXT_ALIGN_CENTER)
if (songwheel.songs[selectedIndex] ~= nil) then
local title = songwheel.songs[selectedIndex].title;
local letter = string.upper(firstAlphaNum(title))
local letter = string.upper(common.firstAlphaNum(title))
gfx.Text(letter, fillXPos-10, scrollbarYPos + 5)
end
end

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@ -1,4 +1,3 @@
require('common')
local Easing = require('common.easing');
local resx, resy = game.GetResolution()

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@ -1,4 +1,4 @@
require("common")
local Footer = require("components.footer")
local Wallpaper = require("components.wallpaper")
local Background = require("components.background")