90 lines
2.5 KiB
Lua
90 lines
2.5 KiB
Lua
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local chainLabel = gfx.CreateSkinImage("gameplay/chain/label.png", 0)
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local desw = 1080;
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local desh = 1920;
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local transitionShakeScale = 0;
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local transitionShakePosOffset = 0;
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function load_number_image(path)
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local images = {}
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for i = 0, 9 do
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images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0)
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end
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return images
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end
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local chainNumbersReg = load_number_image('gameplay/chain/reg')
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local chainNumbersUC = load_number_image('gameplay/chain/uc')
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local chainNumbersPUC = load_number_image('gameplay/chain/puc')
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function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern)
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scale = scale or 1;
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kern = kern or 1;
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local tw, th = gfx.ImageSize(images[1])
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tw = tw * scale;
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th = th * scale;
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x = x + (tw * (digits - 1)) / 2
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y = y - th / 2
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for i = 1, digits do
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local mul = 10 ^ (i - 1)
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local digit = math.floor(num / mul) % 10
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local a = alpha
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if is_dim and num < mul then
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a = 0.4
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end
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gfx.BeginPath()
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gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
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x = x - (tw * kern)
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end
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end
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local tickTransitions = function (deltaTime)
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if transitionShakeScale < 1 then
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transitionShakeScale = transitionShakeScale + deltaTime / 0.075 -- transition should last for that time in seconds
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else
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transitionShakeScale = 0
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end
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if (transitionShakeScale < 0.33) then
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transitionShakePosOffset = 0;
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elseif (transitionShakeScale > 0.66) then
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transitionShakePosOffset = -1;
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else
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transitionShakePosOffset = 1;
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end
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end
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local render = function (deltaTime, comboState, combo, critLineCenterX, critLineCenterY)
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tickTransitions(deltaTime)
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if combo == 0 then return end
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local posx = desw / 2 + transitionShakePosOffset;
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local posy = desh - 640 + transitionShakePosOffset;
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local chainNumbers = chainNumbersReg --regular
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if comboState == 2 then
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chainNumbers = chainNumbersPUC --puc
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elseif comboState == 1 then
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chainNumbers = chainNumbersUC --uc
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end
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-- \_ chain _/
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local tw, th
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tw, th = gfx.ImageSize(chainLabel)
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gfx.BeginPath()
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gfx.ImageRect(posx - tw * 0.85 / 2, posy - 220, tw * 0.85, th * 0.85, chainLabel, 1, 0)
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tw, th = gfx.ImageSize(chainNumbers[1])
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posy = posy - th + 32
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local comboScale = 0.45;
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draw_number(posx - (tw*4*comboScale)/2+(tw*comboScale*1.5)+10, posy - th / 2, 1.0, combo, 4, chainNumbers, true, comboScale, 1.12)
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end
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return {
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render=render
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} |