local Easing = require('common.easings'); local backgroundImage = gfx.CreateSkinImage("song_select/bg.png", 1) local songPlateBg = gfx.CreateSkinImage("song_select/plate/bg.png", 1) local songPlateBottomBarOverlayImage = gfx.CreateSkinImage("song_select/plate/bottom_bar_overlay.png", 1) local cursorImage = gfx.CreateSkinImage("song_select/cursor.png", 1) local defaultJacketImage = gfx.CreateSkinImage("song_select/loading.png", 0) local difficultyLabelImages = { gfx.CreateSkinImage("song_select/plate/difficulty_labels/novice.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/advanced.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/exhaust.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/maximum.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/infinite.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/gravity.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/heavenly.png", 1), gfx.CreateSkinImage("song_select/plate/difficulty_labels/vivid.png", 1), } local badgeImages = { gfx.CreateSkinImage("song_select/medal/nomedal.png", 1), gfx.CreateSkinImage("song_select/medal/played.png", 1), gfx.CreateSkinImage("song_select/medal/clear.png", 1), gfx.CreateSkinImage("song_select/medal/hard.png", 1), gfx.CreateSkinImage("song_select/medal/uc.png", 1), gfx.CreateSkinImage("song_select/medal/puc.png", 1), } game.LoadSkinSample('song_wheel/cursor_change.wav'); local difficultyNumbers; local resx, resy = game.GetResolution() local desw, desh; local scale; local songPlateHeight = 172; local selectedIndex = 1; local selectedDifficulty = 1; local jacketCache = {} local transitionScrollScale = 0; local transitionScrollOffsetY = 0; local scrollingUp = false; function resetLayoutInformation() resx, resy = game.GetResolution() desw = 1080 desh = 1920 scale = resx / desw 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 function getCorrectedIndex(from, offset) total = #songwheel.songs; index = from + offset; if index < 1 then index = total + (from+offset) -- this only happens if the offset is negative end; if index > total then indexesUntilEnd = total - from; index = offset - indexesUntilEnd -- this only happens if the offset is positive end; return index; end; function getJacketImage(song) if not jacketCache[song.id] then jacketCache[song.id] = gfx.CreateImage(song.difficulties[1].jacketPath, 0) end return jacketCache[song.id]; end function drawBackground() gfx.BeginPath() gfx.ImageRect(0, 0, desw, desh, backgroundImage, 1, 0) end function drawSong(song, y) local songX = desw/2+28 local selectedSongDifficulty = song.difficulties[selectedDifficulty] local bestScore = selectedSongDifficulty.scores[1] or nil; -- Draw the bg for the song plate gfx.BeginPath() gfx.ImageRect(songX, y, 515, 172, songPlateBg, 1, 0) -- Draw jacket local jacketImage = getJacketImage(song); gfx.BeginPath() gfx.ImageRect(songX+4, y+4, 163, 163, jacketImage or defaultJacketImage, 1, 0) -- Draw the overlay for the song plate (that bottom black bar) gfx.BeginPath() gfx.ImageRect(songX, y, 515, 172, songPlateBottomBarOverlayImage, 1, 0) -- Draw the difficulty notch background gfx.BeginPath() gfx.ImageRect(songX, y+95, 83, 74, difficultyLabelImages[selectedSongDifficulty.difficulty+1], 1, 0) -- Draw the difficulty level number gfx.BeginPath() draw_number(songX+30, y+125, 1.0, selectedSongDifficulty.level, 2, difficultyNumbers, false, 0.65, 1) -- Draw score badge local badgeImage = badgeImages[1]; if bestScore then badgeImage = badgeImages[bestScore.badge+1]; end gfx.BeginPath() gfx.ImageRect(songX+282, y+44, 79, 69, badgeImage, 1, 0) end function drawSongList() local numOfSongsAround = 7; -- How many songs should be up and how many should be down of the selected one local i=1; while (i <= numOfSongsAround) do local songIndex = getCorrectedIndex(selectedIndex, -i) drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2-songPlateHeight*i + transitionScrollOffsetY) i=i+1; end; -- Draw the selected song drawSong(songwheel.songs[selectedIndex], desh/2-songPlateHeight/2 + transitionScrollOffsetY) i=1; while (i <= numOfSongsAround) do local songIndex = getCorrectedIndex(selectedIndex, i) drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2+songPlateHeight*i + transitionScrollOffsetY) i=i+1; end; end function drawCursor() gfx.BeginPath() gfx.ImageRect(desw/2-14, desh/2-213/2, 555, 213, cursorImage, 1, 0) end function tickTransitions(deltaTime) if transitionScrollScale < 1 then transitionScrollScale = transitionScrollScale + deltaTime / 0.1 -- transition should last for that time in seconds else transitionScrollScale = 1 end if scrollingUp then transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * songPlateHeight; else transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * -songPlateHeight; end end render = function (deltaTime) resetLayoutInformation(); tickTransitions(deltaTime); gfx.Scale(scale, scale); if not difficultyNumbers then difficultyNumbers = load_number_image('diff_num') end drawBackground(); drawSongList() drawCursor() gfx.BeginPath(); gfx.FontSize(18) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP) local debugScrollingUp= "FALSE" if scrollingUp then debugScrollingUp = "TRUE" end; gfx.Text('DELTA: ' .. deltaTime .. ' // SELECTED_INDEX: ' .. selectedIndex .. ' // SELECTED_DIFF: ' .. selectedDifficulty .. ' // SCROLLING_UP: ' .. debugScrollingUp, 8, 8); end set_index = function(newIndex) transitionScrollScale = 0; scrollingUp = false; if ((newIndex > selectedIndex and not (newIndex == #songwheel.songs and selectedIndex == 1)) or (newIndex == 1 and selectedIndex == #songwheel.songs)) then scrollingUp = true; end; game.PlaySample('song_wheel/cursor_change.wav'); selectedIndex = newIndex; end; set_diff = function(newDiff) selectedDifficulty = newDiff; end;