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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Binary file not shown.
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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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@ -59,15 +60,26 @@ 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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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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local cl = gameplay.critLine
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CritLine.renderBase(deltaTime, cl.x, cl.y, -cl.rotation);
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Console.render(deltaTime, cl.x, cl.y, -cl.rotation);
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end
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function render_crit_overlay(deltaTime)
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local cl = gameplay.critLine
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local centerX = cl.x
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local centerY = cl.y
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local rot = -cl.rotation
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HitFX.renderButtons(deltaTime, centerX, centerY, rot);
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HitFX.renderLasers(deltaTime, centerX, centerY, rot, cl.cursors);
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CritLine.renderOverlay(deltaTime, centerX, centerY, rot, cl.cursors, gameplay.laserActive)
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end
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function render_intro(deltaTime)
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@ -109,10 +121,14 @@ function button_hit(button, rating, delta)
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if (showHitAnims) then
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if (rating == 1) then
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HitFX.TriggerAnimation("Near", button + 1)
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else
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elseif (rating == 2) then
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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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@ -17,6 +17,10 @@ local cursorGlowTopImages = {
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gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_top_left.png", 0),
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gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_top_right.png", 0),
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}
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local cursorTailImages = {
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gfx.CreateSkinImage("gameplay/crit_line/cursor_tail_l.png", 0),
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gfx.CreateSkinImage("gameplay/crit_line/cursor_tail_r.png", 0),
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}
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local CRITBAR_W = 1080
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local CRITBAR_H = 251
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@ -24,10 +28,15 @@ local CRITBAR_H = 251
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local scale = 1;
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local isLandscape = false;
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local drawCursors = function (centerX, centerY,cursors)
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local drawCursors = function (centerX, centerY,cursors, laserActive)
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local cursorW = 598 * 0.165;
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local cursorH = 673 * 0.14;
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local tailW = cursorW * 9
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local tailH = cursorH * 9
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for i = 0, 1, 1 do
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local luaIndex = i + 1
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local cursor = cursors[i];
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gfx.Save();
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@ -39,6 +48,18 @@ local drawCursors = function (centerX, centerY,cursors)
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local cursorX = cursor.pos * (1 / scale) - cursorW / 2;
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local cursorY = -cursorH / 2;
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if laserActive[luaIndex] then
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gfx.ImageRect(
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cursor.pos - tailW / 2,
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- tailH / 2,
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tailW,
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tailH,
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cursorTailImages[luaIndex],
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cursor.alpha / 2,
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0
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)
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end
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gfx.ImageRect(
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cursorX,
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cursorY,
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@ -54,7 +75,7 @@ local drawCursors = function (centerX, centerY,cursors)
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cursorY,
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cursorW,
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cursorH,
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cursorGlowBottomImages[i+1],
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cursorGlowBottomImages[luaIndex],
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cursor.alpha,
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0
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);
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@ -74,7 +95,7 @@ local drawCursors = function (centerX, centerY,cursors)
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cursorY,
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cursorW,
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cursorH,
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cursorGlowTopImages[i+1],
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cursorGlowTopImages[luaIndex],
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cursor.alpha,
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0
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);
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@ -83,7 +104,7 @@ local drawCursors = function (centerX, centerY,cursors)
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end
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end
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local renderBase = function (deltaTime, centerX, centerY, rotation, cursors)
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local renderBase = function (deltaTime, centerX, centerY, rotation)
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scale, isLandscape = Dimensions.setUpTransforms(centerX, centerY, rotation)
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gfx.BeginPath()
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@ -99,13 +120,15 @@ local renderBase = function (deltaTime, centerX, centerY, rotation, cursors)
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gfx.ImageRect(-CRITBAR_W/2, -CRITBAR_H/2, CRITBAR_W, CRITBAR_H, baseImage, 1, 0);
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end
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drawCursors(centerX, centerY, cursors)
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gfx.ResetTransform()
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end
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local renderOverlay = function (deltaTime)
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local renderOverlay = function (deltaTime, centerX, centerY, rotation, cursors, laserActive)
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scale, isLandscape = Dimensions.setUpTransforms(centerX, centerY, rotation)
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drawCursors(centerX, centerY, cursors, laserActive)
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gfx.ResetTransform()
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end
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return {
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@ -1,30 +1,109 @@
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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 portraitHeightFractions = {
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["UPPER+"] = 2.4,
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["UPPER"] = 3,
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["STANDARD"] = 4.2,
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["LOWER"] = 5.3,
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}
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local landscapeHeightFractions = {
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["UPPER+"] = 1.5,
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["UPPER"] = 2.7,
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["STANDARD"] = 4.1,
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["LOWER"] = 6.7,
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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 earlyLatePosition = game.GetSkinSetting("gameplay_earlyLatePosition")
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local EarlyLate = {
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timer = 0,
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color = {},
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earlyLateText = "",
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millisecText = ""
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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, fractionTable
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if screenH > screenW then
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desh = 1600
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fractionTable = portraitHeightFractions
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else
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desh = 1080
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fractionTable = landscapeHeightFractions
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end
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local scale = screenH / desh
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local y = screenH / 8 * fractionTable[earlyLatePosition]
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gfx.BeginPath()
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gfx.LoadSkinFont("Digital-Serial-ExtraBold.ttf")
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gfx.FontSize(20 * scale)
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local color = EarlyLate.color
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gfx.FillColor(color[1], color[2], color[3])
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BASELINE)
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gfx.FastText(EarlyLate.earlyLateText, screenCenterX - 100 * scale, y)
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gfx.FastText(EarlyLate.millisecText, screenCenterX + 100 * scale, y)
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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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local isEarly = millisec < 0
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if millisec == 0 then return end
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if not showEarlyLate and not showMillisec then return end
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if showEarlyLate then
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EarlyLate.earlyLateText = isEarly and "EARLY" or "LATE"
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else
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EarlyLate.earlyLateText = ""
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end
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if showMillisec then
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local millisecText = string.format("%dms", millisec)
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-- prepend + sign for lates
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millisecText = isEarly and millisecText or "+"..millisecText
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EarlyLate.millisecText = millisecText
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else
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EarlyLate.millisecText = ""
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end
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if isEarly then
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EarlyLate.color = {206, 94, 135}
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else
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EarlyLate.color = {53, 102, 197}
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end
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EarlyLate.timer = 120
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end
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return EarlyLate
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@ -13,41 +13,166 @@ 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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LaserCrit = Animation.new('gameplay/hit_animation_frames/laser_critical', {
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loop = true,
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}),
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LaserDome = Animation.new('gameplay/hit_animation_frames/laser_dome', {
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loop = true,
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}),
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LaserEndOuter = Animation.new('gameplay/hit_animation_frames/laser_end_outer', {}),
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LaserEndLeft = Animation.new('gameplay/hit_animation_frames/laser_end_l_inner', {}),
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LaserEndRight = Animation.new('gameplay/hit_animation_frames/laser_end_r_inner', {}),
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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 LaserStateTable
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---@field Crit AnimationState
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---@field Dome AnimationState
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---@field EndInner AnimationState
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---@field EndOuter AnimationState
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---@type LaserStateTable[]
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local laserStateTables = {
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{
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Crit = Animations.LaserCrit:createState(),
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Dome = Animations.LaserDome:createState(),
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EndInner = Animations.LaserEndLeft:createState(),
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EndOuter = Animations.LaserEndOuter:createState()
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},
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{
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Crit = Animations.LaserCrit:createState(),
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Dome = Animations.LaserDome:createState(),
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EndInner = Animations.LaserEndRight:createState(),
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EndOuter = Animations.LaserEndOuter:createState()
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}
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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 setUpTransform(critCenterX, critCenterY, critRotation, xScalar)
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local critLine = gameplay.critLine
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local x = critCenterX + (critLine.line.x2 - critLine.line.x1) * xScalar
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local y = critCenterY + (critLine.line.y2 - critLine.line.y1) * xScalar
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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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local y = critCenterY + (critLine.line.y2 - critLine.line.y1) * lanePosition;
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Dimensions.setUpTransforms(x, y, -critLine.rotation);
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Dimensions.setUpTransforms(x, y, critRotation)
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end
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|
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function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors)
|
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local baseHitSize = 325;
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function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, cursors)
|
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local hitSize = 406
|
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|
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-- Lasers
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for laser = 1, 2 do
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-- Update
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local isActive = gameplay.laserActive[laser]
|
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local laserState = laserStateTables[laser]
|
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local isAnimationPlaying = laserState.Dome.running
|
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|
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if isActive and not isAnimationPlaying then
|
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laserState.Crit:restart()
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laserState.Dome:restart()
|
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end
|
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|
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if not isActive and isAnimationPlaying then
|
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laserState.Crit:stop()
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laserState.Dome:stop()
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|
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laserState.EndInner:restart()
|
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laserState.EndOuter:restart()
|
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end
|
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|
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-- Render
|
||||
local laserColor = {game.GetLaserColor(laser - 1)}
|
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local x = cursors[laser - 1].pos
|
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|
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Dimensions.setUpTransforms(critCenterX, critCenterY, critRotation)
|
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|
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laserState.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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color = laserColor,
|
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x = x,
|
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})
|
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|
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laserState.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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x = x,
|
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})
|
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laserState.EndInner:render(deltaTime, {
|
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centered = true,
|
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width = hitSize,
|
||||
height = hitSize,
|
||||
x = x,
|
||||
})
|
||||
laserState.EndOuter:render(deltaTime, {
|
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centered = true,
|
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width = hitSize,
|
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height = hitSize,
|
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color = laserColor,
|
||||
x = x,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
function HitFX.renderButtons(deltaTime, critCenterX, critCenterY, critRotation)
|
||||
--local baseHitSize = 325;
|
||||
local hitSize = 406
|
||||
|
||||
-- BT + FX
|
||||
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
|
||||
|
@ -55,40 +180,66 @@ function HitFX.render(deltaTime, critCenterX, critCenterY, critRotation, cursors
|
|||
lanePosition = -track.GetCurrentLaneXPos(6) - laneWidth / 2
|
||||
end
|
||||
|
||||
local holdState = animationStates.Hold[i];
|
||||
local tapState = animationStates.Tap[i];
|
||||
-- Update Holds
|
||||
local isHeld = gameplay.noteHeld[i]
|
||||
local holdStates = holdStateTables[i]
|
||||
local isAnimationPlaying = holdStates.Dome.running
|
||||
|
||||
local isHeld = gameplay.noteHeld[i];
|
||||
if (isHeld) then
|
||||
if (holdState) then
|
||||
if (not holdState.running) then
|
||||
holdState:restart();
|
||||
if isHeld and not isAnimationPlaying then
|
||||
holdStates.Crit:restart()
|
||||
holdStates.Dome:restart()
|
||||
holdStates.Inner:restart()
|
||||
end
|
||||
|
||||
setupLaneTransform(lanePosition, critCenterX, critCenterY);
|
||||
holdState:render(deltaTime);
|
||||
gfx.ResetTransform();
|
||||
end
|
||||
else
|
||||
if (holdState and holdState.running) then
|
||||
holdState:restart();
|
||||
if not isHeld and isAnimationPlaying then
|
||||
holdStates.Crit:stop()
|
||||
holdStates.Dome:stop()
|
||||
holdStates.Inner:stop()
|
||||
|
||||
holdStates.End:restart()
|
||||
end
|
||||
|
||||
if (tapState and tapState.running) then
|
||||
setupLaneTransform(lanePosition, critCenterX, critCenterY);
|
||||
-- Render holds
|
||||
setUpTransform(critCenterX, critCenterY, critRotation, lanePosition)
|
||||
|
||||
holdStates.Inner:render(deltaTime, {
|
||||
centered = true,
|
||||
width = hitSize,
|
||||
height = hitSize
|
||||
})
|
||||
holdStates.Dome:render(deltaTime, {
|
||||
centered = true,
|
||||
width = hitSize,
|
||||
height = hitSize
|
||||
})
|
||||
holdStates.Crit:render(deltaTime, {
|
||||
centered = true,
|
||||
width = hitSize,
|
||||
height = hitSize
|
||||
})
|
||||
holdStates.End:render(deltaTime, {
|
||||
centered = true,
|
||||
width = hitSize,
|
||||
height = hitSize
|
||||
})
|
||||
|
||||
-- Render Taps
|
||||
local tapState = tapStates[i]
|
||||
|
||||
if tapState then
|
||||
tapState:render(deltaTime, {
|
||||
centered = true,
|
||||
width = hitSize,
|
||||
height = hitSize,
|
||||
});
|
||||
gfx.ResetTransform();
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
gfx.ResetTransform()
|
||||
end
|
||||
|
||||
function HitFX.TriggerAnimation(name, lane)
|
||||
animationStates.Tap[lane] = Animations[name]:start();
|
||||
tapStates[lane] = Animations[name]:start();
|
||||
end
|
||||
|
||||
return HitFX;
|
||||
|
|
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Reference in New Issue