-- The following code slightly simplifies the render/update code, making it easier to explain in the comments -- It replaces a few of the functions built into USC and changes behaviour slightly -- Ideally, this should be in the common.lua file, but the rest of the skin does not support it -- I'll be further refactoring and documenting the default skin and making it more easy to -- modify for those who either don't know how to skin well or just want to change a few images -- or behaviours of the default to better suit them. -- Skinning should be easy and fun! local RECT_FILL = "fill" local RECT_STROKE = "stroke" local RECT_FILL_STROKE = RECT_FILL .. RECT_STROKE gfx._ImageAlpha = 1 gfx._FillColor = gfx.FillColor gfx._StrokeColor = gfx.StrokeColor gfx._SetImageTint = gfx.SetImageTint -- we aren't even gonna overwrite it here, it's just dead to us gfx.SetImageTint = nil function gfx.FillColor(r, g, b, a) r = math.floor(r or 255) g = math.floor(g or 255) b = math.floor(b or 255) a = math.floor(a or 255) gfx._ImageAlpha = a / 255 gfx._FillColor(r, g, b, a) gfx._SetImageTint(r, g, b) end function gfx.StrokeColor(r, g, b) r = math.floor(r or 255) g = math.floor(g or 255) b = math.floor(b or 255) gfx._StrokeColor(r, g, b) end function gfx.DrawRect(kind, x, y, w, h) local doFill = kind == RECT_FILL or kind == RECT_FILL_STROKE local doStroke = kind == RECT_STROKE or kind == RECT_FILL_STROKE local doImage = not (doFill or doStroke) gfx.BeginPath() if doImage then gfx.ImageRect(x, y, w, h, kind, gfx._ImageAlpha, 0) else gfx.Rect(x, y, w, h) if doFill then gfx.Fill() end if doStroke then gfx.Stroke() end end end local buttonStates = { } local buttonsInOrder = { game.BUTTON_BTA, game.BUTTON_BTB, game.BUTTON_BTC, game.BUTTON_BTD, game.BUTTON_FXL, game.BUTTON_FXR, game.BUTTON_STA, } function UpdateButtonStatesAfterProcessed() for i = 1, 6 do local button = buttonsInOrder[i] buttonStates[button] = game.GetButton(button) end end function game.GetButtonPressed(button) return game.GetButton(button) and not buttonStates[button] end -- -------------------------------------------------------------------------- -- -- game.IsUserInputActive: -- -- Used to determine if (valid) controller input is happening. -- -- Valid meaning that laser motion will not return true unless the laser is -- -- active in gameplay as well. -- -- This restriction is not applied to buttons. -- -- The player may press their buttons whenever and the function returns true. -- -- Lane starts at 1 and ends with 8. -- function game.IsUserInputActive(lane) if lane < 7 then return game.GetButton(buttonsInOrder[lane]) end return gameplay.IsLaserHeld(lane - 7) end -- -------------------------------------------------------------------------- -- -- gfx.FillLaserColor: -- -- Sets the current fill color to the laser color of the given index. -- -- An optional alpha value may be given as well. -- -- Index may be 1 or 2. -- function gfx.FillLaserColor(index, alpha) alpha = math.floor(alpha or 255) local r, g, b = game.GetLaserColor(index - 1) gfx.FillColor(r, g, b, alpha) end -- -------------------------------------------------------------------------- -- function load_number_image(path) local images = {} for i = 0, 9 do images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0) end return images end -- -------------------------------------------------------------------------- -- function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern) scale = scale or 1; kern = kern or 1; local tw, th = gfx.ImageSize(images[1]) tw = tw * scale; th = th * scale; x = x + (tw * (digits - 1)) / 2 y = y - th / 2 for i = 1, digits do local mul = 10 ^ (i - 1) local digit = math.floor(num / mul) % 10 local a = alpha if is_dim and num < mul then a = 0.4 end gfx.BeginPath() gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0) x = x - (tw * kern) end end -- -------------------------------------------------------------------------- -- -- -------------------------------------------------------------------------- -- -- -------------------------------------------------------------------------- -- -- The actual gameplay script starts here! -- -- -------------------------------------------------------------------------- -- -- -------------------------------------------------------------------------- -- -- -------------------------------------------------------------------------- -- -- Global data used by many things: -- local resx, resy -- The resolution of the window local resx_old = 0 local resy_old = 0 local portrait -- whether the window is in portrait orientation local desw, desh -- The resolution of the deisign local scale -- the scale to get from design to actual units -- -------------------------------------------------------------------------- -- -- All images used by the script: -- local jacketFallback = gfx.CreateSkinImage("song_select/loading.png", 0) local bottomFill = gfx.CreateSkinImage("console/console.png", 0) local topFill = gfx.CreateSkinImage("fill_top.png", 0) local critAnim = gfx.CreateSkinImage("crit_anim.png", 0) local critBar = gfx.CreateSkinImage("crit_bar.png", 0) local critConsole = gfx.CreateSkinImage("console/crit_console.png", 0) local laserTail = gfx.CreateSkinImage("laser_tail.png", 0) local laserCursor = gfx.CreateSkinImage("pointer.png", 0) local laserCursorText = gfx.CreateSkinImage("pointer_bottom.png", 0) local laserCursorOverlay = gfx.CreateSkinImage("pointer_overlay.png", 0) local laserCursorGlow = gfx.CreateSkinImage("pointer_glow.png", 0) local laserCursorShine = gfx.CreateSkinImage("pointer_shine.png", 0) local laserTopWave = gfx.CreateSkinImage("laser_top_wave.png", 0) local scoreEarly = gfx.CreateSkinImage("score_early.png", 0) local scoreLate = gfx.CreateSkinImage("score_late.png", 0) local numberImages = load_number_image("number") local prevGaugeType = nil local gaugeTransition = nil --Skin Settings info local username = game.GetSkinSetting('username') or ''; local ioConsoleDetails = { gfx.CreateSkinImage("console/detail_left.png", 0), gfx.CreateSkinImage("console/detail_right.png", 0), } local consoleAnimImages = { gfx.CreateSkinImage("console/glow_bta.png", 0), gfx.CreateSkinImage("console/glow_btb.png", 0), gfx.CreateSkinImage("console/glow_btc.png", 0), gfx.CreateSkinImage("console/glow_btd.png", 0), gfx.CreateSkinImage("console/glow_fxl.png", 0), gfx.CreateSkinImage("console/glow_fxr.png", 0), gfx.CreateSkinImage("console/glow_voll.png", 0), gfx.CreateSkinImage("console/glow_volr.png", 0), } -- -------------------------------------------------------------------------- -- -- Timers, used for animations: -- local introTimer = 2 local outroTimer = 0 local earlateTimer = 0 local critAnimTimer = 0 local consoleAnimSpeed = 10 local consoleAnimTimers = { 0, 0, 0, 0, 0, 0, 0, 0 } -- -------------------------------------------------------------------------- -- -- Miscelaneous, currently unsorted: -- local score = 0 local jacket = nil local critLinePos = { 0.95, 0.75 }; local late = false local clearTexts = {"TRACK FAILED", "TRACK COMPLETE", "TRACK COMPLETE", "FULL COMBO", "PERFECT" } -- -------------------------------------------------------------------------- -- -- ResetLayoutInformation: -- -- Resets the layout values used by the skin. -- function ResetLayoutInformation() resx, resy = game.GetResolution() portrait = resy > resx desw = portrait and 1080 or 1920 desh = desw * (resy / resx) scale = resx / desw end -- -------------------------------------------------------------------------- -- -- render: -- -- The primary & final render call. -- -- Use this to render basically anything that isn't the crit line or the -- -- intro/outro transitions. -- function render(deltaTime) -- make sure that our transform is cleared, clean working space -- TODO: this shouldn't be necessary!!! gfx.ResetTransform() -- While the intro timer is running, we fade in from black if introTimer > 0 then gfx.FillColor(0, 0, 0, math.floor(255 * math.min(introTimer, 1))) gfx.DrawRect(RECT_FILL, 0, 0, resx, resy) end gfx.Scale(scale, scale) local yshift = 0 -- In portrait, we draw a banner across the top -- The rest of the UI needs to be drawn below that banner -- TODO: this isn't how it'll work in the long run, I don't think if portrait then yshift = draw_banner(deltaTime) end -- gfx.Translate(0, yshift - 150 * math.max(introTimer - 1, 0)) gfx.Translate(0, yshift) draw_song_info(deltaTime) draw_score(deltaTime) -- gfx.Translate(0, -yshift + 150 * math.max(introTimer - 1, 0)) gfx.Translate(0, -yshift) draw_status(deltaTime) draw_gauge(deltaTime) draw_earlate(deltaTime) draw_combo(deltaTime) draw_alerts(deltaTime) end -- -------------------------------------------------------------------------- -- -- SetUpCritTransform: -- -- Utility function which aligns the graphics transform to the center of the -- -- crit line on screen, rotation include. -- -- This function resets the graphics transform, it's up to the caller to -- -- save the transform if needed. -- function SetUpCritTransform() -- start us with a clean empty transform gfx.ResetTransform() -- translate and rotate accordingly gfx.Translate(gameplay.critLine.x, gameplay.critLine.y) gfx.Rotate(-gameplay.critLine.rotation) end -- -------------------------------------------------------------------------- -- -- GetCritLineCenteringOffset: -- -- Utility function which returns the magnitude of an offset to center the -- -- crit line on the screen based on its position and rotation. -- function GetCritLineCenteringOffset() local distFromCenter = resx / 2 - gameplay.critLine.x local dvx = math.cos(gameplay.critLine.rotation) local dvy = math.sin(gameplay.critLine.rotation) return math.sqrt(dvx * dvx + dvy * dvy) * distFromCenter end -- -------------------------------------------------------------------------- -- -- render_crit_base: -- -- Called after rendering the highway and playable objects, but before -- -- the built-in hit effects. -- -- This is the first render function to be called each frame. -- -- This call resets the graphics transform, it's up to the caller to -- -- save the transform if needed. -- function render_crit_base(deltaTime) -- Kind of a hack, but here (since this is the first render function -- that gets called per frame) we update the layout information. -- This means that the player can resize their window and -- not break everything ResetLayoutInformation() critAnimTimer = critAnimTimer + deltaTime SetUpCritTransform() -- Figure out how to offset the center of the crit line to remain -- centered on the players screen local xOffset = GetCritLineCenteringOffset() gfx.Translate(xOffset, 0) -- Draw a transparent black overlay below the crit line -- This darkens the play area as it passes gfx.FillColor(0, 0, 0, 200) gfx.DrawRect(RECT_FILL, -resx, 0, resx * 2, resy) gfx.FillColor(255, 255, 255) -- The absolute width of the crit line itself -- we check to see if we're playing in portrait mode and -- change the width accordingly local critWidth = resx * (portrait and 1.25 or 0.8) -- get the scaled dimensions of the crit line pieces local clw, clh = gfx.ImageSize(critAnim) local critAnimHeight = 9 * scale local critAnimWidth = critAnimHeight * (clw / clh) local cbw, cbh = gfx.ImageSize(critBar) local critBarHeight = critAnimHeight * (cbh / clh) local critBarWidth = critBarHeight * (cbw / cbh) -- render the core of the crit line do -- The crit line is made up of many small pieces scrolling outward -- Calculate how many pieces, starting at what offset, are require to -- completely fill the space with no gaps from edge to center local animWidth = critWidth * 0.65 local numPieces = 1 + math.ceil(animWidth / (critAnimWidth * 2)) local startOffset = critAnimWidth * ((critAnimTimer * 0.15) % 1) -- left side -- Use a scissor to limit the drawable area to only what should be visible gfx.Scissor(-animWidth / 2, -critAnimHeight / 2, animWidth / 2, critAnimHeight) for i = 1, numPieces do gfx.DrawRect(critAnim, -startOffset - critAnimWidth * (i - 1), -critAnimHeight / 2, critAnimWidth, critAnimHeight) end gfx.ResetScissor() -- right side -- exactly the same, but in reverse gfx.Scissor(0, -critAnimHeight / 2, animWidth / 2, critAnimHeight) for i = 1, numPieces do gfx.DrawRect(critAnim, -critAnimWidth + startOffset + critAnimWidth * (i - 1), -critAnimHeight / 2, critAnimWidth, critAnimHeight) end gfx.ResetScissor() end -- Draw the critical bar gfx.DrawRect(critBar, -critWidth / 2, -critBarHeight / 2 - 5 * scale, critWidth, critBarHeight) -- Draw back portion of the console if portrait then local ccw, cch = gfx.ImageSize(critConsole) local critConsoleHeight = 190 * scale local critConsoleWidth = critConsoleHeight * (ccw / cch) local critConsoleY = 180 * scale gfx.DrawRect(critConsole, -critConsoleWidth / 2, -critConsoleHeight / 2 + critConsoleY, critConsoleWidth, critConsoleHeight) end -- we're done, reset graphics stuffs gfx.FillColor(255, 255, 255) gfx.ResetTransform() end -- -------------------------------------------------------------------------- -- -- render_crit_overlay: -- -- Called after rendering built-int crit line effects. -- -- Use this to render laser cursors or an IO Console in portrait mode! -- -- This call resets the graphics transform, it's up to the caller to -- -- save the transform if needed. -- function render_crit_overlay(deltaTime) SetUpCritTransform() -- Figure out how to offset the center of the crit line to remain -- centered on the players screen. local xOffset = GetCritLineCenteringOffset() -- When in portrait, we can draw the console at the bottom if portrait then -- We're going to make temporary modifications to the transform gfx.Save() gfx.Translate(xOffset * 0.5, -45) local bfw, bfh = gfx.ImageSize(bottomFill) local distBetweenKnobs = 0.446 local distCritVertical = -0.125 local ioFillTx = bfw / 2 local ioFillTy = bfh * distCritVertical -- 0.098 -- The total dimensions for the console image local io_x, io_y, io_w, io_h = -ioFillTx, -ioFillTy, bfw, bfh -- Adjust the transform accordingly first local consoleFillScale = (resx * 0.550) / (bfw * distBetweenKnobs) gfx.Scale(consoleFillScale, consoleFillScale); -- Actually draw the fill gfx.FillColor(255, 255, 255) gfx.DrawRect(bottomFill, io_x, io_y, io_w, io_h) -- Then draw the details which need to be colored to match the lasers -- for i = 1, 2 do -- gfx.FillLaserColor(i) -- gfx.DrawRect(ioConsoleDetails[i], io_x, io_y, io_w, io_h) -- end -- Draw the button press animations by overlaying transparent images gfx.GlobalCompositeOperation(gfx.BLEND_OP_LIGHTER) for i = 1, 6 do -- While a button is held, increment a timer -- If not held, that timer is set back to 0 if game.GetButton(buttonsInOrder[i]) then consoleAnimTimers[i] = consoleAnimTimers[i] + deltaTime * consoleAnimSpeed * 3.14 * 2 else consoleAnimTimers[i] = 0 end -- If the timer is active, flash based on a sin wave local timer = consoleAnimTimers[i] if timer ~= 0 then local image = consoleAnimImages[i] local alpha = (math.sin(timer) * 0.5 + 0.5) * 0.5 + 0.25 gfx.FillColor(255, 255, 255, alpha * 255); gfx.DrawRect(image, io_x, io_y, io_w, io_h) end end gfx.GlobalCompositeOperation(gfx.BLEND_OP_SOURCE_OVER) -- Undo those modifications gfx.Restore(); end local cw, ch = gfx.ImageSize(laserCursor) local cursorWidth = 60 * scale local cursorHeight = cursorWidth * (ch / cw) -- draw each laser cursor for i = 1, 2 do local cursor = gameplay.critLine.cursors[i - 1] local pos, skew = cursor.pos, cursor.skew gfx.Save(); -- Add a kinda-perspective effect with a horizontal skew gfx.SkewX(skew) --Add the tail, only active in critical zone if (gameplay.laserActive[i]) then gfx.FillLaserColor(i, cursor.alpha * 255) gfx.DrawRect(laserTail, pos - cursorWidth / 2 - 64, -cursorHeight / 2 - 5, cursorWidth * 5, cursorHeight * 5) end -- Draw the SDVX Icon eye and tails below the overlay gfx.FillColor(255, 255, 255, cursor.alpha * 255) gfx.DrawRect(laserCursorText, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 18, cursorWidth * 2, cursorHeight * 2) -- Draw the colored background with the appropriate laser color gfx.FillLaserColor(i, cursor.alpha * 130) gfx.DrawRect(laserCursor, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 18, cursorWidth * 2, cursorHeight * 2) --Add the top wave effect, only active in critical zone if (gameplay.laserActive[i]) then gfx.FillLaserColor(i, cursor.alpha * 180) gfx.DrawRect(laserTopWave, pos - cursorWidth / 2 - 80, -cursorHeight / 2 - 24, cursorWidth * 6, cursorHeight * 6) end -- Draw the uncolored overlay on top of the color gfx.FillColor(255, 255, 255, cursor.alpha * 255) gfx.DrawRect(laserCursorOverlay, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 18, cursorWidth * 2, cursorHeight * 2) -- Draw the colored glow on top of the pointer gfx.FillLaserColor(i, cursor.alpha * 160) gfx.DrawRect(laserCursorGlow, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 20, cursorWidth * 2, cursorHeight * 2) -- Draw the uncolored overlay on top of the color gfx.FillColor(255, 255, 255, cursor.alpha * 150) gfx.DrawRect(laserCursorShine, pos - cursorWidth / 2 - 18, -cursorHeight / 2 - 20, cursorWidth * 2, cursorHeight * 2) -- Un-skew gfx.SkewX(-skew) gfx.Restore(); end -- We're done, reset graphics stuffs gfx.FillColor(255, 255, 255) gfx.ResetTransform() end -- -------------------------------------------------------------------------- -- -- draw_banner: -- -- Renders the banner across the top of the screen in portrait. -- -- This function expects no graphics transform except the design scale. -- function draw_banner(deltaTime) local bannerWidth, bannerHeight = gfx.ImageSize(topFill) local actualHeight = desw * (bannerHeight / bannerWidth) gfx.FillColor(255, 255, 255) gfx.DrawRect(topFill, 0, 0, desw, actualHeight) return actualHeight end -- -------------------------------------------------------------------------- -- -- draw_stat: -- -- Draws a formatted name + value combination at x, y over w, h area. -- function draw_stat(x, y, w, h, name, value, format, r, g, b) gfx.Save() -- Translate from the parent transform, wherever that may be gfx.Translate(x, y) -- Draw the `name` top-left aligned at `h` size gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP) gfx.FontSize(h) gfx.Text(name .. ":", 0, 0) -- 0, 0, is x, y after translation -- Realign the text and draw the value, formatted gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_TOP) gfx.Text(string.format(format, value), w, 0) -- This draws an underline beneath the text -- The line goes from 0, h to w, h gfx.BeginPath() gfx.MoveTo(0, h) gfx.LineTo(w, h) -- only defines the line, does NOT draw it yet -- If a color is provided, set it if r then gfx.StrokeColor(r, g, b) -- otherwise, default to a light grey else gfx.StrokeColor(200, 200, 200) end -- Stroke out the line gfx.StrokeWidth(1) gfx.Stroke() -- Undo our transform changes gfx.Restore() -- Return the next `y` position, for easier vertical stacking return y + h + 5 end -- -------------------------------------------------------------------------- -- -- draw_song_info: -- -- Draws current song information at the top left of the screen. -- -- This function expects no graphics transform except the design scale. -- local songBack = gfx.CreateSkinImage("song_back.png", 0) local numberDot = gfx.CreateSkinImage("number/dot.png", 0) local diffImages = { gfx.CreateSkinImage("diff/1 novice.png", 0), gfx.CreateSkinImage("diff/2 advanced.png", 0), gfx.CreateSkinImage("diff/3 exhaust.png", 0), gfx.CreateSkinImage("diff/4 maximum.png", 0), gfx.CreateSkinImage("diff/5 infinite.png", 0), gfx.CreateSkinImage("diff/6 gravity.png", 0), gfx.CreateSkinImage("diff/7 heavenly.png", 0), gfx.CreateSkinImage("diff/8 vivid.png", 0) } local memo = Memo.new() function draw_song_info(deltaTime) local jacketWidth = 105 -- Check to see if there's a jacket to draw, and attempt to load one if not if jacket == nil or jacket == jacketFallback then jacket = gfx.LoadImageJob(gameplay.jacketPath, jacketFallback) end gfx.Save() if not portrait then gfx.Translate(0, 112) end -- Ensure the font has been loaded gfx.LoadSkinFont("segoeui.ttf") -- Draw the background local tw, th = gfx.ImageSize(songBack) gfx.FillColor(255,255,255) gfx.BeginPath() gfx.ImageRect(-2, -71, tw * 0.855, th * 0.855, songBack, 1, 0) -- Draw the jacket gfx.BeginPath() gfx.ImageRect(31, -39, jacketWidth, jacketWidth, jacket, 1, 0) -- Draw level name local diffIdx = GetDisplayDifficulty(gameplay.jacketPath, gameplay.difficulty) gfx.BeginPath() tw, th = gfx.ImageSize(diffImages[diffIdx]) gfx.ImageRect(28, 71, tw * 0.85, th * 0.85, diffImages[diffIdx], 1, 0) -- Draw level number draw_number(110, 84, 1.0, gameplay.level, 2, numberImages, false) -- Draw the song title, scaled to fit as best as possible local title = memo:memoize("title", function () local titleText = gameplay.title .. " / " .. gameplay.artist local titleWidth = 520 gfx.LoadSkinFont("rounded-mplus-1c-bold.ttf") return gfx.CreateLabel(titleText, 18, 0) end) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_BASELINE) gfx.FillColor(255, 255, 255, 255) gfx.DrawLabel(title, desw / 2.77, portrait and -23 or -90, 470) -- Draw the BPM gfx.FillColor(255,255,255) draw_number(220, 178, 1.0, gameplay.bpm, 3, numberImages, false) -- Draw the hi-speed gfx.FontSize(16) draw_number(213 + 20, 212, 1.0, math.floor((gameplay.hispeed + 0.05) * 10) % 10, 1, numberImages, false) tw, th = gfx.ImageSize(numberDot) gfx.BeginPath() gfx.ImageRect(213 + 5, 206, tw, th, numberDot, 1, 0) draw_number(213, 212, 1.0, math.floor(gameplay.hispeed), 1, numberImages, false) -- gfx.Text(string.format("%.1f", gameplay.hispeed), 208, 9) -- Fill the progress bar gfx.BeginPath() gfx.FillColor(244, 204, 101) gfx.Rect(233, 11, 625 * gameplay.progress, 3) gfx.Fill() -- When the player is holding Start, the hispeed can be changed -- Shows the current hispeed values if game.GetButton(game.BUTTON_STA) then gfx.BeginPath() gfx.FillColor(255,255,255) gfx.Text(string.format("HiSpeed: %.0f x %.1f = %.0f", gameplay.bpm, gameplay.hispeed, gameplay.bpm * gameplay.hispeed), 0, 115) end gfx.Restore() end -- -------------------------------------------------------------------------- -- -- draw_best_diff: -- -- If there are other saved scores, this displays the difference between -- -- the current play and your best. -- function draw_best_diff(deltaTime, x, y) -- Don't do anything if there's nothing to do if not gameplay.scoreReplays[1] then return end -- Calculate the difference between current and best play local difference = score - gameplay.scoreReplays[1].currentScore local prefix = "" -- used to properly display negative values gfx.BeginPath() gfx.FontSize(26) gfx.FillColor(255, 255, 255) if difference < 0 then -- If we're behind the best score, separate the minus sign and change the color gfx.FillColor(255, 90, 70) difference = math.abs(difference) prefix = "- " elseif difference > 0 then -- If we're behind the best score, separate the minus sign and change the color gfx.FillColor(120, 146, 218) difference = math.abs(difference) prefix = "+ " end -- %08d formats a number to 8 characters -- This includes the minus sign, so we do that separately gfx.LoadSkinFont("Digital-Serial-Bold.ttf") gfx.FontSize(26) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP) gfx.Text(string.format("%s%08d", prefix, difference), x, y) end function draw_username(deltaTime, x, y) gfx.BeginPath() gfx.FillColor(255, 255, 255) gfx.LoadSkinFont("Digital-Serial-Bold.ttf") gfx.FontSize(26) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP) gfx.Text(string.sub(username, 1, 8), x, y) end -- -------------------------------------------------------------------------- -- -- draw_score: -- local scoreBack = gfx.CreateSkinImage("score_back.png", 0) local scoreNumber = load_number_image("score_num") local maxCombo = 0 function draw_score(deltaTime) local tw, th = gfx.ImageSize(scoreBack) gfx.FillColor(255, 255, 255) gfx.BeginPath() tw = tw * 0.61; th = th * 0.61; gfx.ImageRect(desw - tw + 12, portrait and 50 or 0, tw, th, scoreBack, 1, 0) gfx.FillColor(255, 255, 255) draw_number(desw - 305, portrait and 132 or 64, 1.0, math.floor(score / 10000), 4, scoreNumber, true, 0.40, 1.12) draw_number(desw - 110, portrait and 137 or 68, 1.0, score, 4, scoreNumber, true, 0.3, 1.12) -- Draw max combo gfx.FillColor(255, 255, 255) draw_number(desw - 300, portrait and 207 or 110, 1.0, maxCombo, 4, numberImages, true) end -- -------------------------------------------------------------------------- -- -- draw_gauge: -- local gaugeNumBack = gfx.CreateSkinImage("gauge_num_back.png", 0) local gaugeWarnTransitionScale = 0; local gaugeEffBgImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_back.png", 0) local gaugeEffFailFillImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_fail.png", 0) local gaugeEffPassFillImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_pass.png", 0) local gaugeExcBgImage = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_back.png", 0) local gaugeExcFillImage = gfx.CreateSkinImage("gameplay/gauges/excessive/gauge_fill.png", 0) local gaugeExcArsBgImage = gfx.CreateSkinImage("gameplay/gauges/excessive_ars/gauge_back.png", 0) local gaugeExcArsFillImage = gfx.CreateSkinImage("gameplay/gauges/excessive_ars/gauge_fill.png", 0) local gaugePermBgImage = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_back.png", 0) local gaugePermFillImage = gfx.CreateSkinImage("gameplay/gauges/permissive/gauge_fill.png", 0) function draw_gauge(deltaTime) -- fallbacks in case of unsupported type local gaugeFillAlpha = 1; local gaugeBgImage = gaugeEffBgImage; local gaugeFillImage = gaugeEffPassFillImage; if gameplay.gauge.type == 0 then gaugeBgImage = gaugeEffBgImage; if gameplay.gauge.value <= 0.7 then gaugeFillImage = gaugeEffFailFillImage; else gaugeFillImage = gaugeEffPassFillImage; end elseif gameplay.gauge.type == 1 then gaugeBgImage = gaugeExcBgImage; gaugeFillImage = gaugeExcFillImage; if gameplay.gauge.value < 0.3 then gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.5); -- 100 -> 50 -> 100 gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10; if gaugeWarnTransitionScale > 1 then gaugeWarnTransitionScale = 0; end end elseif gameplay.gauge.type == 2 then gaugeBgImage = gaugePermBgImage; gaugeFillImage = gaugePermFillImage; if gameplay.gauge.value < 0.3 then gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.5); -- 100 -> 50 -> 100 gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10; if gaugeWarnTransitionScale > 1 then gaugeWarnTransitionScale = 0; end end end local BgW, BgH = gfx.ImageSize(gaugeBgImage); local FillW, FillH = gfx.ImageSize(gaugeFillImage); local gaugePosX = 1080 - BgW - 110; local gaugePosY = 1920/2 - BgH/2 - 95; -- gfx.Text('RESX: ' .. resx .. ' // RESY: ' .. resy .. ' // GPX: ' .. gaugePosX, 255,1200); gfx.BeginPath() gfx.ImageRect(gaugePosX, gaugePosY, BgW, BgH, gaugeBgImage, 1, 0) gfx.GlobalAlpha(gaugeFillAlpha); gfx.BeginPath() gfx.ImageRect(gaugePosX+18, gaugePosY+9+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value), gaugeFillImage, 1, 0) gfx.GlobalAlpha(1); -- TODO: Draw gauge % label end -- -------------------------------------------------------------------------- -- -- draw_combo: -- local comboBottom = gfx.CreateSkinImage("chain/chain.png", 0) local comboPUC = load_number_image("chain/puc") local comboUC = load_number_image("chain/uc") local comboREG = load_number_image("chain/reg") local comboTimer = 0 local combo = 0 local comboCurrent function draw_combo(deltaTime) if combo == 0 then return end comboTimer = comboTimer + deltaTime local posx = desw / 2 + 5 local posy = desh * critLinePos[1] - 100 if portrait then posy = desh * critLinePos[2] - 150 end if gameplay.comboState == 2 then comboCurrent = comboPUC --puc elseif gameplay.comboState == 1 then comboCurrent = comboUC --uc else comboCurrent = comboREG --regular end local alpha = math.floor(comboTimer * 20) % 2 alpha = (alpha * 100 + 155) / 255 -- \_ chain _/ local tw, th tw, th = gfx.ImageSize(comboBottom) gfx.BeginPath() gfx.ImageRect(posx - tw / 2 + 10, posy - th / 4 - 210, tw * 0.85, th * 0.85, comboBottom, alpha, 0) tw, th = gfx.ImageSize(comboCurrent[1]) posy = posy - th local digit = combo % 10 gfx.BeginPath() gfx.ImageRect(posx + 70, posy - th / 2, tw * 0.5, th * 0.5, comboCurrent[digit + 1], alpha, 0) digit = math.floor(combo / 10) % 10 gfx.BeginPath() gfx.ImageRect(posx, posy - th / 2, tw * 0.5, th * 0.5, comboCurrent[digit + 1], combo >= 10 and alpha or 0.2, 0) digit = math.floor(combo / 100) % 10 gfx.BeginPath() gfx.ImageRect(posx - 70, posy - th / 2, tw * 0.5, th * 0.5, comboCurrent[digit + 1], combo >= 100 and alpha or 0.2, 0) digit = math.floor(combo / 1000) % 10 gfx.BeginPath() gfx.ImageRect(posx - 140, posy - th / 2, tw * 0.5, th * 0.5, comboCurrent[digit + 1], combo >= 1000 and alpha or 0.2, 0) end -- -------------------------------------------------------------------------- -- -- draw_earlate: -- function draw_earlate(deltaTime) earlateTimer = math.max(earlateTimer - deltaTime,0) if earlateTimer == 0 then return nil end local alpha = math.floor(earlateTimer * 20) % 2 alpha = (alpha * 100 + 155) / 255 gfx.BeginPath() local xpos = desw / 2 local ypos = desh * critLinePos[1] - 220 if portrait then ypos = desh * critLinePos[2] - 240 end local tw, th if late then tw, th = gfx.ImageSize(scoreLate) gfx.ImageRect(xpos - tw / 2, ypos - th / 2, tw, th, scoreLate, alpha, 0) else tw, th = gfx.ImageSize(scoreEarly) gfx.ImageRect(xpos - tw / 2, ypos - th / 2, tw, th, scoreEarly, alpha, 0) end end -- -------------------------------------------------------------------------- -- -- draw_alerts: -- local alertTimers = {-2,-2} local alertBgR = Image.skin("alert_bg.png") local alertBgL = Image.skin("alert_bg2.png") local alertL = Image.skin("alert_l.png") local alertR = Image.skin("alert_r.png") function draw_alerts(deltaTime) alertTimers[1] = math.max(alertTimers[1] - deltaTime,-2) alertTimers[2] = math.max(alertTimers[2] - deltaTime,-2) if alertTimers[1] > 0 then --draw left alert gfx.Save() local posx = desw / 2 - 220 local posy = desh * critLinePos[1] - 135 if portrait then posy = desh * critLinePos[2] - 240 posx = 105 end gfx.Translate(posx,posy) local r,g,b = game.GetLaserColor(0) local alertScale = (-(alertTimers[1] ^ 2.0) + (1.5 * alertTimers[1])) * 5.0 alertScale = math.min(alertScale, 1) gfx.Scale(1, alertScale) gfx.FillColor(r, g, b) alertBgL:draw({ x = 0, y = 0 }) gfx.FillColor(255, 255, 255) alertL:draw({ x = 0, y = 0 }) gfx.Restore() end if alertTimers[2] > 0 then --draw right alert gfx.Save() local posx = desw / 2 + 220 local posy = desh * critLinePos[1] - 40 if portrait then posy = desh * critLinePos[2] - 240 posx = desw - 105 end gfx.Translate(posx,posy) local r,g,b = game.GetLaserColor(1) local alertScale = (-(alertTimers[2] ^ 2.0) + (1.5 * alertTimers[2])) * 5.0 alertScale = math.min(alertScale, 1) gfx.Scale(1, alertScale) gfx.FillColor(r, g, b) alertBgR:draw({ x = 0, y = 0 }) gfx.FillColor(255, 255, 255) alertR:draw({ x = 0, y = 0 }) gfx.Restore() end end -- -------------------------------------------------------------------------- -- -- draw_status: -- local statusBack = Image.skin("status_back.png") local apealCard = Image.skin("appeal_card.png") local dan = Image.skin("dan.png") local volforce = Image.skin ("volforce.png") function draw_status(deltaTime) -- Draw the background gfx.FillColor(255, 255, 255) statusBack:draw({ x = 0, y = desh / 2 - 195, w = statusBack.w * 0.85, h = statusBack.h * 0.85, anchor_h = Image.ANCHOR_LEFT }) -- Draw the apeal card apealCard:draw({ x = 12, y = desh / 2 - 220, w = apealCard.w * 0.62, h = apealCard.h * 0.62, anchor_h = Image.ANCHOR_LEFT, anchor_v = Image.ANCHOR_TOP }) -- Draw the dan dan:draw({ x = 164, y = desh / 2 - 117, w = dan.w * 0.32, h = dan.h * 0.32 }) -- Draw the Volforce volforce:draw({ x = 240, y = desh / 2 - 119, w = volforce.w * 0.12, h = volforce.h * 0.12 }) -- Draw the best difference draw_best_diff(deltaTime, 145, desh / 2 - 174) -- Draw the username draw_username(deltatime, 145, desh / 2 - 198) end -- -------------------------------------------------------------------------- -- -- render_intro: -- function render_intro(deltaTime) if not game.GetButton(game.BUTTON_STA) then introTimer = introTimer - deltaTime end introTimer = math.max(introTimer, 0) return introTimer <= 0 end -- -------------------------------------------------------------------------- -- -- render_outro: -- function render_outro(deltaTime, clearState) if clearState == 0 then return true end gfx.ResetTransform() gfx.BeginPath() gfx.Rect(0,0,resx,resy) gfx.FillColor(0,0,0, math.floor(127 * math.min(outroTimer, 1))) gfx.Fill() gfx.Scale(scale,scale) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE) gfx.FillColor(255,255,255, math.floor(255 * math.min(outroTimer, 1))) gfx.LoadSkinFont("NovaMono.ttf") gfx.FontSize(70) gfx.Text(clearTexts[clearState], desw / 2, desh / 2) outroTimer = outroTimer + deltaTime return outroTimer > 2, 1 - outroTimer end -- -------------------------------------------------------------------------- -- -- update_score: -- function update_score(newScore) score = newScore end -- -------------------------------------------------------------------------- -- -- update_combo: -- function update_combo(newCombo) combo = newCombo if combo > maxCombo then maxCombo = combo end end -- -------------------------------------------------------------------------- -- -- near_hit: -- function near_hit(wasLate) --for updating early/late display late = wasLate earlateTimer = 0.75 end -- -------------------------------------------------------------------------- -- -- laser_alert: -- function laser_alert(isRight) --for starting laser alert animations if isRight and alertTimers[2] < -1.5 then alertTimers[2] = 1.5 elseif alertTimers[1] < -1.5 then alertTimers[1] = 1.5 end end