ExperimentalGear/scripts/gameplay.lua

126 lines
2.8 KiB
Lua

local VolforceWindow = require('components.volforceWindow')
local Banner = require('gameplay.banner')
local CritLine = require('gameplay.crit_line')
local Console = require('gameplay.console')
local UserPanel = require('gameplay.user_panel')
local SongPanel = require('gameplay.song_panel')
local ScorePanel = require('gameplay.score_panel')
local Gauge = require('gameplay.gauge')
local Chain = require('gameplay.chain')
local LaserAlert = require('gameplay.laser_alert')
local TrackEnd = require('gameplay.track_end')
local resx, resy = game.GetResolution()
local desw, desh;
local scale;
local maxChain = 0;
local chain = 0;
local score = 0;
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);
UserPanel.render(deltaTime, score, gameplay.scoreReplays[1]);
SongPanel.render(deltaTime,
gameplay.bpm,
gameplay.hispeed,
gameplay.jacketPath,
gameplay.difficulty,
gameplay.level,
gameplay.progress,
gameplay.title,
gameplay.artist
);
ScorePanel.render(deltaTime, score, maxChain)
Gauge.render(
deltaTime,
gameplay.gauge.type,
gameplay.gauge.value,
(game.GetSkinSetting('_gaugeARS') == 1)
);
Chain.render(deltaTime, gameplay.comboState, chain, gameplay.critLine.x, gameplay.critLine.y);
LaserAlert.render(deltaTime);
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
local outroTimer = 0;
function render_outro(deltaTime, clearState)
if (clearState == 0) then
return true, 0; -- Exit right away if user manually exited gameplay
end
TrackEnd.render(deltaTime);
outroTimer = outroTimer + deltaTime
return outroTimer > 4, 1 - outroTimer
end
function update_score(newScore)
score = newScore
end
function update_combo(newCombo)
chain = newCombo
Chain.onNewCombo();
if (chain > maxChain) then
maxChain = chain;
end
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)
LaserAlert.show(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