Get basic ht anims working #15
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@ -0,0 +1,202 @@
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require "common.class"
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require "api.graphics"
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local Image = require "api.image"
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---@class AnimationParams
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---@field fps number?
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---@field loop boolean?
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---@field loopPoint integer?
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---@field width number?
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---@field height number?
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---@field x number?
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---@field y number?
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---@field scaleX number?
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---@field scaleY number?
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---@field centered boolean?
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---@field blendOp integer?
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---@field color number[]?
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---@field alpha number?
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---@field stroke StrokeParams?
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---@class Animation
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---@field frames Image[]
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---@field frameCount integer
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---@field frameTime number
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---@field loop boolean
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---@field loopPoint integer
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---@field width number?
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---@field height number?
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---@field x number?
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---@field y number?
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---@field scaleX number?
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---@field scaleY number?
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---@field centered boolean?
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---@field blendOp integer?
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---@field color number[]?
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---@field alpha number?
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---@field stroke StrokeParams?
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local Animation = { };
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---@class AnimationState
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---@field animation Animation # The animation data this state is playing through
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---@field frameIndex integer # Current frame in the animation
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---@field timer number # Timer used to determine when to change to the next frame
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---@field running boolean # Is the animation currently running and accepting updates?
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---@field callback function? # Called when the animation completes
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local AnimationState = { };
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local function loadSequentialAnimationFrames(animPath)
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local frames = { };
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local count = 0;
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local detectedFormat = nil;
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while (true) do
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local frame = nil;
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if (detectedFormat) then
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frame = Image.new(detectedFormat:format(animPath, count + 1), true);
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else
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for i = 1, 4 do
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local format = '%s/%0' .. i .. 'd.png';
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frame = Image.new(format:format(animPath, count + 1), true);
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if (frame) then
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detectedFormat = format;
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break;
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end
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end
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end
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if (not frame) then
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break;
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end
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count = count + 1;
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frames[count] = frame;
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end
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return frames, count;
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end
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---Animation constructor
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---@param animPath string
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---@param params AnimationParams
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---@return Animation
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function Animation.new(animPath, params)
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local frames, frameCount = loadSequentialAnimationFrames(animPath);
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local instance = {
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frames = frames,
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frameCount = frameCount,
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frameTime = 1 / (params.fps or 30),
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loop = params.loop or false,
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loopPoint = params.loopPoint or 1,
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};
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if (params.width ~= nil) then instance.width = params.width; end
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if (params.height ~= nil) then instance.height = params.height; end
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if (params.x ~= nil) then instance.x = params.x; end
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if (params.y ~= nil) then instance.y = params.y; end
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if (params.scaleX ~= nil) then instance.scaleX = params.scaleX; end
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if (params.scaleY ~= nil) then instance.scaleY = params.scaleY; end
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if (params.centered ~= nil) then instance.centered = params.centered; end
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if (params.blendOp ~= nil) then instance.blendOp = params.blendOp; end
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if (params.color ~= nil) then instance.color = params.color; end
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if (params.alpha ~= nil) then instance.alpha = params.alpha; end
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if (params.stroke ~= nil) then instance.stroke = params.stroke; end
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return Base(Animation, instance);
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end
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---Create an AnimationState to play this animation.
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---The AnimationState is not started.
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---@param callback function?
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---@return AnimationState
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function Animation:createState(callback)
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---@type AnimationState
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local state = { animation = self, callback = callback, frameIndex = 1, timer = 0, running = false };
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return Base(AnimationState, state);
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end
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---Create an AnimationState to play this animation and start it.
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---@param callback function?
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---@return AnimationState
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function Animation:start(callback)
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local state = self:createState(callback);
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state:start();
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return state;
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end
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---Start this AnimationState.
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---Does nothing if it's already running.
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function AnimationState:start()
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self.running = true;
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end
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---Restart this AnimationState.
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---The frame index is reset to 1.
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function AnimationState:restart()
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self.running = true;
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self.frameIndex = 1;
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self.timer = 0;
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end
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---Stop this AnimationState.
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function AnimationState:stop()
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self.running = false;
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end
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---Updates this AnimationState and then rendersit, passing on the given ImageParams to each frame.
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---@param deltaTime number
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---@param params? ImageParams
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function AnimationState:render(deltaTime, params)
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if (not self.running) then return; end;
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self.timer = self.timer + deltaTime;
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while (self.timer > self.animation.frameTime) do
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self.timer = self.timer - self.animation.frameTime;
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self.frameIndex = self.frameIndex + 1;
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if (self.frameIndex > self.animation.frameCount) then
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if (self.animation.loop) then
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self.frameIndex = self.animation.loopPoint;
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else
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self.running = false;
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if (self.callback) then
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self.callback();
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end
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return;
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end
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end
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end
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if (params) then
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if (params.width == nil) then params.width = self.animation.width; end
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if (params.height == nil) then params.height = self.animation.height; end
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if (params.x == nil) then params.x = self.animation.x; end
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if (params.y == nil) then params.y = self.animation.y; end
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if (params.scaleX == nil) then params.scaleX = self.animation.scaleX; end
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if (params.scaleY == nil) then params.scaleY = self.animation.scaleY; end
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if (params.centered == nil) then params.centered = self.animation.centered; end
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if (params.blendOp == nil) then params.blendOp = self.animation.blendOp; end
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if (params.alpha == nil) then params.alpha = self.animation.alpha; end
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if (params.stroke == nil) then params.stroke = self.animation.stroke; end
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end
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local frame = self.animation.frames[self.frameIndex];
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if (not frame) then
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-- TODO(local): what do
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else
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frame:render(params);
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end
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end
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return Animation;
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@ -0,0 +1,6 @@
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-- TODO(local): put these class types somewhere more common
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---@class StrokeParams
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---@field color number[]?
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---@field alpha number?
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---@field size number?
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@ -0,0 +1,171 @@
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require "common.class"
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require "api.graphics"
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---@class ImageParams
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---@field width number
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---@field height number
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---@field x number?
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---@field y number?
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---@field scaleX number?
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---@field scaleY number?
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---@field centered boolean?
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---@field blendOp integer?
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---@field color number[]?
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---@field alpha number?
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---@field stroke StrokeParams?
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---@class Image
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---@field handle integer
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---@field width number
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---@field height number
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---@field x number?
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---@field y number?
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---@field scaleX number?
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---@field scaleY number?
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---@field centered boolean?
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---@field blendOp integer?
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---@field color number[]?
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---@field alpha number?
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---@field stroke StrokeParams?
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local Image = { };
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---Image constructor
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---@param imagePath string # The path to the skin image to load
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---@return Image
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function Image.new(imagePath, noFallback)
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local handle = gfx.CreateSkinImage(imagePath or '', 0);
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if (not handle) then
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game.Log('Failed to load image "' .. imagePath .. '"', game.LOGGER_ERROR);
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if (noFallback) then return nil; end
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handle = gfx.CreateSkinImage('missing.png', 0);
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if (not handle) then
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game.Log('Failed to load fallback image "missing.png"', game.LOGGER_ERROR);
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end
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end
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local width, height = 64, 64;
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if (handle) then
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width, height = gfx.ImageSize(handle);
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end
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local instance = {
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handle = handle,
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width = width,
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height = height,
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};
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return Base(Image, instance);
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end
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---Set the width and height of this Image.
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---@param width number
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---@param height number
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---@return Image # Returns self for method chaining
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function Image:setSize(width, height)
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if (type(width) ~= "number") then width = 0; end
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if (type(height) ~= "number") then height = 0; end
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self.width = width;
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self.height = height;
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return self;
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end
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---Set the stored position for this Image.
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---If the position of this Image will not change frequently,
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---using this method allows you to cache the render position
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---instead of passing it to the render method on each invocation.
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---@param x number
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---@param y number
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---@return Image # Returns self for method chaining
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function Image:setPosition(x, y)
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if (type(x) ~= "number") then x = 0; end
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if (type(y) ~= "number") then y = 0; end
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self.x = x;
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self.y = y;
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return self;
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end
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---Renders this Image, applying any of the given ImageParams,
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---then any of the cached Image fields, then any default values.
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---@param params? ImageParams
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function Image:render(params)
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params = params or { };
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local sx = params.scaleX or self.scaleX or 1;
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local sy = params.scaleY or self.scaleY or 1;
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local x = params.x or self.x or 0;
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local y = params.y or self.y or 0;
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local w = (params.width or self.width ) * sx;
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local h = (params.height or self.height) * sy;
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if (params.centered or self.centered) then
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x = x - w / 2;
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y = y - h / 2;
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end
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local blendOp = params.blendOp or self.blendOp or gfx.BLEND_OP_SOURCE_OVER;
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local r = 255;
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local g = 255;
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local b = 255;
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if (params.color) then
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r = params.color[1];
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g = params.color[2];
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b = params.color[3];
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elseif (self.color) then
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r = self.color[1];
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g = self.color[2];
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b = self.color[3];
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end
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local a = params.alpha or self.alpha or 1;
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gfx.BeginPath();
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gfx.GlobalCompositeOperation(blendOp);
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if (not self.handle) then
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gfx.FillColor(r, g, b, a);
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gfx.Rect(x, y, w, h);
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gfx.FillColor(255, 255, 255, 255);
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else
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gfx.SetImageTint(r, g, b);
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gfx.ImageRect(x, y, w, h, self.handle, a, 0);
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gfx.SetImageTint(255, 255, 255);
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end
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if (params.stroke or self.stroke) then
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r = 255;
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g = 255;
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b = 255;
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if (params.stroke.color) then
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r = params.stroke.color[1];
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g = params.stroke.color[2];
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b = params.stroke.color[3];
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elseif (self.stroke and self.stroke.color) then
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r = self.stroke.color[1];
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g = self.stroke.color[2];
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b = self.stroke.color[3];
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end
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a = params.stroke.alpha or (self.stroke and self.stroke.alpha) or 255;
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local size = params.stroke.size or (self.stroke and self.stroke.size) or 1;
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gfx.StrokeColor(r, g, b, a);
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gfx.StrokeWidth(size);
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gfx.Stroke();
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end
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end
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return Image;
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@ -20,6 +20,7 @@ Memo.memoize = function(this, key, generator)
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return value
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end
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--[[
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hersi marked this conversation as resolved
Outdated
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-- Image class
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--------------
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@ -130,6 +131,8 @@ ImageFont.draw = function(this, text, x, y, alpha, hFlag, vFlag)
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end
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end
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]]
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function GetDisplayDifficulty(jacketPath, difficulty)
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hersi marked this conversation as resolved
Outdated
hersi
commented
could maybe go into common/globals.lua? could maybe go into common/globals.lua?
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if jacketPath == nil then
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return difficulty
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@ -137,18 +140,20 @@ function GetDisplayDifficulty(jacketPath, difficulty)
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local strippedPath = string.match(jacketPath:lower(), "[/\\][^\\/]+$")
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if difficulty == 3 and strippedPath then
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if string.find(strippedPath, "inf") ~= nil then
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return 5
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if string.find(strippedPath, "inf") ~= nil then
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return 5
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elseif string.find(strippedPath, "grv") ~= nil then
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return 6
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return 6
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elseif string.find(strippedPath, "hvn") ~= nil then
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return 7
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elseif string.find(strippedPath, "vvd") ~= nil then
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return 8
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end
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return 7
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elseif string.find(strippedPath, "vvd") ~= nil then
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return 8
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elseif string.find(strippedPath, "xcd") ~= nil then
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return 9
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end
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end
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return difficulty+1
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return difficulty + 1
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end
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function split(s, delimiter)
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@ -157,4 +162,42 @@ function split(s, delimiter)
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table.insert(result, match);
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end
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return result;
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end
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function firstAlphaNum(s)
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hersi marked this conversation as resolved
Outdated
hersi
commented
could instead go into common/utils.lua could instead go into common/utils.lua
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for i = 1, string.len(s) do
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local byte = string.byte(s, i);
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if ((byte >= 65 and byte <= 90) or (byte >= 97 and byte <= 122) or (byte >= 48 and byte <= 57)) then
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return string.sub(s, i, i);
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end
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end
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return '';
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end
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---Set's up scaled transforms based on the current resolution.
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---@param x number
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---@param y number
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---@param rotation number
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---@return number, boolean # The scale applied to the transform and the current landscape state
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function setUpTransforms(x, y, rotation)
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hersi marked this conversation as resolved
Outdated
hersi
commented
unnecessary, common/dimensions.lua already has this function
unnecessary, common/dimensions.lua already has this function
```lua
local Dim = require("common/dimensions")
function render(deltaTime)
Dim.updateResolution() --optional if it's a component, only useful in screen rendering function
Dim.transformToScreenSpace()
end
```
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local resx, resy = game.GetResolution();
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isLandscape = resx > resy;
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local desw, desh;
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if (isLandscape) then
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desw = 1920;
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desh = 1080;
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else
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desw = 1080;
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desh = 1920;
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end
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scale = resx / desw;
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gfx.Translate(x, y);
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gfx.Rotate(rotation);
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gfx.Scale(scale, scale);
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return scale, isLandscape;
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end
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@ -11,6 +11,8 @@ local Gauge = require('gameplay.gauge')
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local Chain = require('gameplay.chain')
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local LaserAlert = require('gameplay.laser_alert')
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local HitFX = require 'gameplay.hitfx'
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local TrackEnd = require('gameplay.track_end')
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local json = require("common.json")
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@ -28,6 +30,8 @@ local fullX, fullY
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local desw = 1080
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local desh = 1920
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local showHitAnims = true;
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local resolutionChange = function(x, y)
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resX = x
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resY = y
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@ -78,11 +82,11 @@ end
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function render_crit_base(deltaTime)
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CritLine.renderBase(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors);
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HitFX.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors);
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Console.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation);
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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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@ -121,11 +125,14 @@ function near_hit(wasLate)
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end
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function button_hit(button, rating, delta)
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|
||||
if (showHitAnims) then
|
||||
HitFX.TriggerAnimation("Crit", button + 1)
|
||||
end
|
||||
end
|
||||
|
||||
function laser_slam_hit(slamLength, startPos, endPost, index)
|
||||
|
||||
if (showHitAnims) then
|
||||
end
|
||||
end
|
||||
|
||||
function laser_alert(isRight)
|
||||
|
@ -156,9 +163,9 @@ end
|
|||
|
||||
-- Update the users in the scoreboard
|
||||
function score_callback(response)
|
||||
if response.status ~= 200 then
|
||||
error()
|
||||
return
|
||||
if response.status ~= 200 then
|
||||
error()
|
||||
return
|
||||
end
|
||||
local jsondata = json.decode(response.text)
|
||||
users = {}
|
||||
|
|
|
@ -4,20 +4,6 @@ local consoleBaseImage = gfx.CreateSkinImage("gameplay/console/base.png", 0)
|
|||
local CONSOLE_W = 1352;
|
||||
local CONSOLE_H = 712;
|
||||
|
||||
-- Similar to crit line transforms, since the console needs to follow the lane rotation
|
||||
local setUpTransforms = function (x,y,rotation)
|
||||
local resx, resy = game.GetResolution()
|
||||
local desw = 1080
|
||||
local desh = 1920
|
||||
local scale = resx / desw
|
||||
|
||||
|
||||
gfx.Translate(x, y)
|
||||
gfx.Rotate(rotation)
|
||||
gfx.Scale(scale,scale)
|
||||
end
|
||||
|
||||
|
||||
local render = function (deltaTime, critLineCenterX, critLineCenterY, critLineRotation)
|
||||
local resx, resy = game.GetResolution();
|
||||
if (resx > resy) then
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
|
||||
local blackGradientImage = gfx.CreateSkinImage('gameplay/crit_line/black_gradient.png', 0)
|
||||
|
||||
local baseImage = gfx.CreateSkinImage("gameplay/crit_line/base.png", 0)
|
||||
local baseImageLandscape = gfx.CreateSkinImage("gameplay/crit_line/base_landscape.png", 0)
|
||||
local textImage = gfx.CreateSkinImage("gameplay/crit_line/text.png", 0)
|
||||
|
@ -17,42 +19,23 @@ local cursorGlowTopImages = {
|
|||
local CRITBAR_W = 1496
|
||||
local CRITBAR_H = 348
|
||||
|
||||
local scale;
|
||||
|
||||
local scale = 1;
|
||||
local isLandscape = false;
|
||||
|
||||
local setUpTransforms = function (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)
|
||||
end
|
||||
|
||||
local drawCursors = function (centerX, centerY,cursors)
|
||||
local cursorW = 598*0.2;
|
||||
local cursorH = 673*0.2;
|
||||
local cursorW = 598 * 0.165;
|
||||
local cursorH = 673 * 0.14;
|
||||
for i = 0, 1, 1 do
|
||||
gfx.Save();
|
||||
local cursor = cursors[i];
|
||||
gfx.BeginPath();
|
||||
gfx.SkewX(cursor.skew)
|
||||
|
||||
local cursorX = (cursor.pos *(1/scale) - cursorW/2);
|
||||
local cursorY = (-cursorH/2);
|
||||
gfx.Save();
|
||||
gfx.BeginPath();
|
||||
|
||||
local skew = cursor.pos * 0.001;
|
||||
gfx.SkewX(skew);
|
||||
|
||||
local cursorX = cursor.pos * (1 / scale) - cursorW / 2;
|
||||
local cursorY = -cursorH / 2;
|
||||
|
||||
gfx.ImageRect(
|
||||
cursorX,
|
||||
|
@ -99,27 +82,30 @@ local drawCursors = function (centerX, centerY,cursors)
|
|||
end
|
||||
|
||||
local renderBase = function (deltaTime, centerX, centerY, rotation, cursors)
|
||||
setUpTransforms(centerX, centerY, rotation)
|
||||
scale, isLandscape = setUpTransforms(centerX, centerY, rotation)
|
||||
|
||||
gfx.BeginPath()
|
||||
gfx.FillColor(0, 0, 0, 192)
|
||||
gfx.Rect(-1080/2, 0, 1080, 1080)
|
||||
gfx.Rect(-9999, 0, 9999 * 2, 1080)
|
||||
gfx.Fill()
|
||||
|
||||
gfx.BeginPath();
|
||||
if (isLandscape) then
|
||||
gfx.ImageRect(-CRITBAR_W/2, -CRITBAR_H/2, CRITBAR_W, CRITBAR_H, baseImageLandscape, 1, 0);
|
||||
--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
|
||||
gfx.BeginPath();
|
||||
gfx.ImageRect(-CRITBAR_W/2, -CRITBAR_H/2, CRITBAR_W, CRITBAR_H, baseImage, 1, 0);
|
||||
end
|
||||
|
||||
drawCursors(centerX, centerY, cursors)
|
||||
|
||||
|
||||
gfx.ResetTransform()
|
||||
end
|
||||
|
||||
local renderOverlay = function (deltaTime)
|
||||
|
||||
|
||||
end
|
||||
|
||||
return {
|
||||
|
|
|
@ -0,0 +1,97 @@
|
|||
|
||||
require 'common.globals'
|
||||
|
||||
local Animation = require 'api.animation'
|
||||
|
||||
local Animations = {
|
||||
Crit = Animation.new('gameplay/hit_animation_frames/critical_taps', {
|
||||
centered = true,
|
||||
}),
|
||||
|
||||
Near = Animation.new('gameplay/hit_animation_frames/near_taps', {
|
||||
centered = true,
|
||||
}),
|
||||
};
|
||||
|
||||
local animationStates = {
|
||||
---@type AnimationState[]
|
||||
Hold = { },
|
||||
---@type AnimationState[]
|
||||
Tap = { }
|
||||
};
|
||||
|
||||
for i = 1, 6 do
|
||||
--animationStates.Hold[i] =
|
||||
--animationStates.Tap[i] = Animations
|
||||
end
|
||||
|
||||
local HitFX = { };
|
||||
|
||||
local LanePositions = {
|
||||
1.5 / 6,
|
||||
2.5 / 6,
|
||||
3.5 / 6,
|
||||
4.5 / 6,
|
||||
1 / 3,
|
||||
2 / 3
|
||||
};
|
||||
|
||||
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);
|
||||
end
|
||||
|
||||
function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors)
|
||||
local baseHitSize = 325;
|
||||
|
||||
for i = 1, 6 do
|
||||
local hitSize = baseHitSize;
|
||||
if (i > 4) then
|
||||
hitSize = hitSize * 1.5;
|
||||
end
|
||||
|
||||
local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2);
|
||||
local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2
|
||||
if (i == 5) then
|
||||
lanePosition = -track.GetCurrentLaneXPos(6) - laneWidth / 2
|
||||
end
|
||||
|
||||
local holdState = animationStates.Hold[i];
|
||||
local tapState = animationStates.Tap[i];
|
||||
|
||||
local isHeld = gameplay.noteHeld[i];
|
||||
if (isHeld) then
|
||||
if (holdState) then
|
||||
if (not holdState.running) then
|
||||
holdState:restart();
|
||||
end
|
||||
|
||||
setupLaneTransform(lanePosition, critCenterX, critCenterY);
|
||||
holdState:render(deltaTime);
|
||||
gfx.ResetTransform();
|
||||
end
|
||||
else
|
||||
if (holdState and holdState.running) then
|
||||
holdState:restart();
|
||||
end
|
||||
|
||||
if (tapState and tapState.running) then
|
||||
setupLaneTransform(lanePosition, critCenterX, critCenterY);
|
||||
tapState:render(deltaTime, {
|
||||
centered = true,
|
||||
width = hitSize,
|
||||
height = hitSize,
|
||||
});
|
||||
gfx.ResetTransform();
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function HitFX.TriggerAnimation(name, lane)
|
||||
animationStates.Tap[lane] = Animations[name]:start();
|
||||
end
|
||||
|
||||
return HitFX;
|
|
@ -785,8 +785,9 @@ function drawScrollbar()
|
|||
gfx.FillColor(255,255,255)
|
||||
gfx.TextAlign(gfx.TEXT_ALIGN_MIDDLE + gfx.TEXT_ALIGN_CENTER)
|
||||
if (songwheel.songs[selectedIndex] ~= nil) then
|
||||
local letter = string.upper(common.firstLetter(songwheel.songs[selectedIndex].title))
|
||||
gfx.Text(letter, fillXPos-10, scrollbarYPos + 5)
|
||||
local title = songwheel.songs[selectedIndex].title;
|
||||
local letter = string.upper(firstAlphaNum(title))
|
||||
gfx.Text(letter, fillXPos-10, scrollbarYPos + 5)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
After Width: | Height: | Size: 785 B |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 9.9 KiB After Width: | Height: | Size: 9.9 KiB |
Before Width: | Height: | Size: 9.4 KiB After Width: | Height: | Size: 9.4 KiB |
Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 7.1 KiB |
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
Before Width: | Height: | Size: 4.3 KiB After Width: | Height: | Size: 4.3 KiB |
Before Width: | Height: | Size: 3.8 KiB After Width: | Height: | Size: 3.8 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 91 B After Width: | Height: | Size: 133 B |
After Width: | Height: | Size: 226 B |
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 194 B |
let's just delete this file...