ExperimentalGear/scripts/songselect/songwheel.lua

296 lines
8.8 KiB
Lua

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),
}
local gradeCutoffs = {
D = 0000000,
C = 7000000,
B = 8000000,
A = 8700000,
A_P = 9000000,
AA = 9300000,
AA_P = 9500000,
AAA = 9700000,
AAA_P = 9800000,
S = 9900000,
}
local gradeImages = {
S = gfx.CreateSkinImage("common/grades/S.png", 0),
AAA_P = gfx.CreateSkinImage("common/grades/AAA+.png", 0),
AAA = gfx.CreateSkinImage("common/grades/AAA.png", 0),
AA_P = gfx.CreateSkinImage("common/grades/AA+.png", 0),
AA = gfx.CreateSkinImage("common/grades/AA.png", 0),
A_P = gfx.CreateSkinImage("common/grades/A+.png", 0),
A = gfx.CreateSkinImage("common/grades/A.png", 0),
B = gfx.CreateSkinImage("common/grades/B.png", 0),
C = gfx.CreateSkinImage("common/grades/C.png", 0),
D = gfx.CreateSkinImage("common/grades/D.png", 0),
none = gfx.CreateSkinImage("common/grades/none.png", 0),
}
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] or jacketCache[song.id]==defaultJacketImage then
jacketCache[song.id] = gfx.LoadImageJob(song.difficulties[1].jacketPath, defaultJacketImage, 165, 165);
end
return jacketCache[song.id];
end
function getGradeImageForScore(score)
local gradeImage = gradeImages.none;
local bestGradeCutoff = 0;
for gradeName, scoreCutoff in pairs(gradeCutoffs) do
if scoreCutoff <= score then
if scoreCutoff > bestGradeCutoff then
gradeImage = gradeImages[gradeName];
bestGradeCutoff = scoreCutoff;
end
end
end
return gradeImage;
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]
if not selectedSongDifficulty then
return;
end
local bestScore;
if selectedSongDifficulty.scores then
bestScore = selectedSongDifficulty.scores[1];
end
-- 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 song title
gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.Text(song.title, songX+90, y+155);
-- 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)
-- Draw grade
local gradeImage = gradeImages.none;
if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
end
gfx.BeginPath();
gfx.ImageRect(songX+390, y+47, 60, 60, gradeImage, 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;