local VolforceWindow = require('components.volforceWindow') local Banner = require('gameplay.banner') local CritLine = require('gameplay.crit_line') local Console = require('gameplay.console') local Gauge = require('gameplay.gauge') local resx, resy = game.GetResolution() local desw, desh; local scale; function resetLayoutInformation() resx, resy = game.GetResolution() desw = 1080 desh = 1920 scale = resx / desw end function render(deltaTime) resetLayoutInformation(); gfx.Scale(scale, scale); Banner.render(deltaTime); Gauge.render( deltaTime, gameplay.gauge.type, gameplay.gauge.value, (game.GetSkinSetting('_gaugeARS') == 1) ); end function render_crit_base(deltaTime) CritLine.renderBase(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation); Console.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation); end function render_crit_overlay(deltaTime) end function render_intro(deltaTime) return true end function render_outro(deltaTime, clearState) return true, 1 end function update_score(newScore) end function update_combo(newCombo) end function near_hit(wasLate) end function button_hit(button, rating, delta) end function laser_slam_hit(slamLength, startPos, endPost, index) end function laser_alert(isRight) end function practice_start(mission_type, mission_threshold, mission_description) end function practice_end_run(playCount, successCount, isSuccessful, scoring) end function practice_end(playCount, successCount) end