local chainLabel = gfx.CreateSkinImage("gameplay/chain/label.png", 0) local desw = 1080; local desh = 1920; local transitionShakeScale = 0; local transitionShakePosOffset = 0; local shakeTimer = 0; 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 local chainNumbersReg = load_number_image('gameplay/chain/reg') local chainNumbersUC = load_number_image('gameplay/chain/uc') local chainNumbersPUC = load_number_image('gameplay/chain/puc') 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 local tickTransitions = function (deltaTime) if transitionShakeScale < 1 then transitionShakeScale = transitionShakeScale + deltaTime / 0.075 -- transition should last for that time in seconds else transitionShakeScale = 0 end if (transitionShakeScale < 1/3) then transitionShakePosOffset = 0; elseif (transitionShakeScale > 2/3) then transitionShakePosOffset = -1; else transitionShakePosOffset = 1; end end local onNewCombo = function () shakeTimer = 0.25; end local render = function (deltaTime, comboState, combo, critLineCenterX, critLineCenterY) tickTransitions(deltaTime) if shakeTimer > 0 then shakeTimer = shakeTimer - deltaTime; else transitionShakePosOffset = 0; end if combo == 0 then return end local posx = desw / 2 + transitionShakePosOffset; local posy = desh - 640 + transitionShakePosOffset; local chainNumbers = chainNumbersReg --regular if comboState == 2 then chainNumbers = chainNumbersPUC --puc elseif comboState == 1 then chainNumbers = chainNumbersUC --uc if (not game.GetSkinSetting('gameplay_ucDifferentColor')) then chainNumbers = chainNumbersPUC -- force the PUC numbers in case the setting is turned off end end -- \_ chain _/ local tw, th tw, th = gfx.ImageSize(chainLabel) gfx.BeginPath() gfx.ImageRect(posx - tw * 0.85 / 2, posy - 220, tw * 0.85, th * 0.85, chainLabel, 1, 0) tw, th = gfx.ImageSize(chainNumbers[1]) posy = posy - th + 32 local comboScale = 0.45; draw_number(posx - (tw*4*comboScale)/2+(tw*comboScale*1.5)+10, posy - th / 2, 1.0, combo, 4, chainNumbers, true, comboScale, 1.12) end return { onNewCombo=onNewCombo, render=render }