106 lines
2.3 KiB
Lua
106 lines
2.3 KiB
Lua
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local VolforceWindow = require('components.volforceWindow')
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local Banner = require('gameplay.banner')
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local CritLine = require('gameplay.crit_line')
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local Console = require('gameplay.console')
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local UserPanel = require('gameplay.user_panel')
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local SongPanel = require('gameplay.song_panel')
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local ScorePanel = require('gameplay.score_panel')
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local Gauge = require('gameplay.gauge')
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local Chain = require('gameplay.chain')
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local LaserAlert = require('gameplay.laser_alert')
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local resx, resy = game.GetResolution()
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local desw, desh;
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local scale;
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local maxChain = 0;
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local chain = 0;
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local score = 0;
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function resetLayoutInformation()
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resx, resy = game.GetResolution()
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desw = 1080
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desh = 1920
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scale = resx / desw
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end
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function render(deltaTime)
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resetLayoutInformation();
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gfx.Scale(scale, scale);
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Banner.render(deltaTime);
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UserPanel.render(deltaTime);
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SongPanel.render(deltaTime, gameplay.bpm, gameplay.hispeed, gameplay.jacketPath);
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ScorePanel.render(deltaTime, score, maxChain)
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Gauge.render(
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deltaTime,
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gameplay.gauge.type,
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gameplay.gauge.value,
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(game.GetSkinSetting('_gaugeARS') == 1)
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);
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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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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);
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Console.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation);
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end
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function render_crit_overlay(deltaTime)
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end
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function render_intro(deltaTime)
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return true
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end
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function render_outro(deltaTime, clearState)
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return true, 1
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end
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function update_score(newScore)
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score = newScore
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end
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function update_combo(newCombo)
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chain = newCombo
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if (chain > maxChain) then
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maxChain = chain;
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end
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end
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function near_hit(wasLate)
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end
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function button_hit(button, rating, delta)
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end
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function laser_slam_hit(slamLength, startPos, endPost, index)
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end
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function laser_alert(isRight)
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LaserAlert.show(isRight)
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end
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function practice_start(mission_type, mission_threshold, mission_description)
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end
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function practice_end_run(playCount, successCount, isSuccessful, scoring)
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end
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function practice_end(playCount, successCount)
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end
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