HitFX, Early/Late display with ms #35
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@ -66,11 +66,11 @@ 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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HitFX.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors);
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end
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function render_intro(deltaTime)
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@ -13,26 +13,51 @@ local Animations = {
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Near = Animation.new('gameplay/hit_animation_frames/near_taps', {
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centered = true,
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}),
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HoldCrit = Animation.new('gameplay/hit_animation_frames/hold_critical', {
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centered = true,
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loop = true,
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}),
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HoldDome = Animation.new('gameplay/hit_animation_frames/hold_dome', {
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centered = true,
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loop = true,
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loopPoint = 10
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}),
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HoldEnd = Animation.new('gameplay/hit_animation_frames/hold_end', {
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centered = true,
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}),
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HoldInner = Animation.new('gameplay/hit_animation_frames/hold_inner', {
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centered = true,
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loop = true,
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}),
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};
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local animationStates = {
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---@type AnimationState[]
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Hold = { },
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---@type AnimationState[]
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Tap = { }
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};
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---@class HoldStateTable
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---@field Crit AnimationState
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---@field Dome AnimationState
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---@field End AnimationState
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---@field Inner AnimationState
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---@type HoldStateTable[]
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local holdStateTables = {}
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for i = 1, 6 do
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holdStateTables[i] = {
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Crit = Animations.HoldCrit:createState(),
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Dome = Animations.HoldDome:createState(),
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End = Animations.HoldEnd:createState(),
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Inner = Animations.HoldInner:createState()
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}
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end
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---@type AnimationState[]
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local tapStates = {}
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local HitFX = { };
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local LanePositions = {
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1.5 / 6,
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2.5 / 6,
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3.5 / 6,
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4.5 / 6,
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1 / 3,
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2 / 3
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};
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local function setupLaneTransform(lanePosition, critCenterX, critCenterY)
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local critLine = gameplay.critLine;
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local x = critCenterX + (critLine.line.x2 - critLine.line.x1) * lanePosition;
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@ -55,40 +80,63 @@ function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors
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lanePosition = -track.GetCurrentLaneXPos(6) - laneWidth / 2
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end
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local holdState = animationStates.Hold[i];
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local tapState = animationStates.Tap[i];
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-- Holds
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local isHeld = gameplay.noteHeld[i]
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local holdStates = holdStateTables[i]
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local isAnimationPlaying = holdStates.Dome.running
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local isHeld = gameplay.noteHeld[i];
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if (isHeld) then
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if (holdState) then
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if (not holdState.running) then
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holdState:restart();
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if isHeld and not isAnimationPlaying then
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holdStates.Crit:restart()
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holdStates.Dome:restart()
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holdStates.Inner:restart()
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end
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setupLaneTransform(lanePosition, critCenterX, critCenterY);
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holdState:render(deltaTime);
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gfx.ResetTransform();
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end
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else
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if (holdState and holdState.running) then
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holdState:restart();
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if not isHeld and isAnimationPlaying then
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holdStates.Crit:stop()
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holdStates.Dome:stop()
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holdStates.Inner:stop()
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holdStates.End:restart()
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end
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if (tapState and tapState.running) then
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setupLaneTransform(lanePosition, critCenterX, critCenterY);
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setupLaneTransform(lanePosition, critCenterX, critCenterY)
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holdStates.Inner:render(deltaTime, {
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centered = true,
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width = hitSize,
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height = hitSize
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})
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holdStates.Dome:render(deltaTime, {
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centered = true,
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width = hitSize,
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height = hitSize
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})
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holdStates.Crit:render(deltaTime, {
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centered = true,
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width = hitSize,
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height = hitSize
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})
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holdStates.End:render(deltaTime, {
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centered = true,
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width = hitSize,
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height = hitSize
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})
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-- Taps
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local tapState = tapStates[i]
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if tapState then
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tapState:render(deltaTime, {
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centered = true,
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width = hitSize,
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height = hitSize,
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});
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gfx.ResetTransform();
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end
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end
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gfx.ResetTransform()
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end
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end
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function HitFX.TriggerAnimation(name, lane)
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animationStates.Tap[lane] = Animations[name]:start();
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tapStates[lane] = Animations[name]:start();
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end
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return HitFX;
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Reference in New Issue