HitFX, Early/Late display with ms #35
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@ -69,6 +69,27 @@
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"default": true
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},
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"gameplay_earlyLateFor": {
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"label": "Show Early/Late display for",
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"type": "selection",
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"default": "NEAR (or worse)",
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"values": ["CRITICAL (or worse)", "NEAR (or worse)", "OFF"]
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},
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"gameplay_earlyLatePosition": {
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"label": "Early/Late display position",
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"type": "selection",
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"default": "STANDARD",
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"values": ["UPPER+", "UPPER", "STANDARD", "LOWER"]
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},
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"gameplay_msFor": {
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"label": "Show millisecond display for",
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"type": "selection",
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"default": "NEAR (or worse)",
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"values": ["ALL", "CRITICAL (or worse)", "NEAR (or worse)", "NONE"]
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},
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"separator_f": {},
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"Debug": { "type": "label" },
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@ -18,6 +18,7 @@ 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 EarlyLate = require 'gameplay.earlylate'
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local TrackEnd = require('gameplay.track_end')
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@ -59,6 +60,8 @@ function render(deltaTime)
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Chain.render(deltaTime, gameplay.comboState, chain, gameplay.critLine.x, gameplay.critLine.y);
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LaserAlert.render(deltaTime);
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EarlyLate.render(deltaTime)
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end
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function render_crit_base(deltaTime)
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@ -113,6 +116,10 @@ function button_hit(button, rating, delta)
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HitFX.TriggerAnimation("Crit", button + 1)
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end
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end
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if 0 < rating and rating < 3 then
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EarlyLate.TriggerAnimation(rating, delta)
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end
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end
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function laser_slam_hit(slamLength, startPos, endPost, index)
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@ -1,30 +1,94 @@
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local Dimensions = require "common.dimensions"
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local desw = 1080;
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local desh = 1920;
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local transitionExistScale = 0;
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local tickTransitions = function (deltaTime)
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if transitionExistScale < 1 then
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transitionExistScale = transitionExistScale + deltaTime / 2 -- transition should last for that time in seconds
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end
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end
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local render = function (deltaTime, comboState, combo, critLineCenterX, critLineCenterY)
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tickTransitions(deltaTime)
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if (transitionExistScale >= 1) then
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return;
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end
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end
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local trigger = function ()
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end
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return {
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render=render
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-- Used for comparing button_hit()'s delta parameter with the
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-- gameplay_earlyLateFor/gameplay_msDisplay skin settings values.
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-- If the number is <= delta then the EarlyLate/ms should be shown
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local compare = {
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["ALL"] = 2,
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["CRITICAL (or worse)"] = 2,
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["NEAR (or worse)"] = 1,
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["NONE"] = -1,
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["OFF"] = -1
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}
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local heightFractions = {
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["UPPER+"] = 2,
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["UPPER"] = 3,
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["STANDARD"] = 3.5,
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["LOWER"] = 5,
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}
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local earlyLateFor = compare[game.GetSkinSetting("gameplay_earlyLateFor")]
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local msFor = compare[game.GetSkinSetting("gameplay_msFor")]
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local heightFraction = heightFractions[game.GetSkinSetting("gameplay_earlyLatePosition")]
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local EarlyLate = {
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timer = 0,
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lastMillisec = 0,
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showEarlyLate = false,
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showMillisec = false,
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}
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function EarlyLate.render(deltaTime)
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if EarlyLate.timer <= 0 then
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return
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end
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EarlyLate.timer = EarlyLate.timer - deltaTime * 100
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local screenW, screenH = Dimensions.screen.width, Dimensions.screen.height
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local screenCenterX = screenW / 2
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local desh
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if screenH > screenW then
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desh = 1920
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else
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desh = 1080
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end
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local scale = desh / screenH
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local y = screenH / 8 * heightFraction
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gfx.BeginPath()
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gfx.LoadSkinFont("dfmarugoth.ttf")
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gfx.FontSize(12 * scale)
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if EarlyLate.showEarlyLate then
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BASELINE)
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if EarlyLate.lastMillisec < 0 then
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gfx.FillColor(224, 153, 179)
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gfx.FastText("EARLY", screenCenterX - 100 * scale, y)
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else
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gfx.FillColor(90, 131, 211)
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gfx.FastText("LATE", screenCenterX - 100 * scale, y)
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end
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end
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if EarlyLate.showMillisec then
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local msString = string.format("%dms", EarlyLate.lastMillisec)
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if EarlyLate.lastMillisec >= 0 then
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msString = "+"..msString -- prepend + sign for lates
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end
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gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_BASELINE)
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gfx.FastText(msString, screenCenterX + 100 * scale, y)
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end
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end
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function EarlyLate.TriggerAnimation(rating, millisec)
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local showEarlyLate = rating <= earlyLateFor
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local showMillisec = rating <= msFor
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if showEarlyLate or showMillisec then
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EarlyLate.timer = 120
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EarlyLate.lastMillisec = millisec
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EarlyLate.showEarlyLate = showEarlyLate
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EarlyLate.showMillisec = showMillisec
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end
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end
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return EarlyLate
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Reference in New Issue