ExperimentalGear/scripts/songselect/songwheel.lua

195 lines
5.7 KiB
Lua

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 difficultyNumbers;
local resx, resy = game.GetResolution()
local desw, desh;
local scale;
local selectedIndex = 1;
local selectedDifficulty = 1;
local jacketCache = {}
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 = 4; -- 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/2-172/2-172*i)
i=i+1;
end;
-- Draw the selected song
drawSong(songwheel.songs[selectedIndex], desh/2-172/2)
i=1;
while (i <= numOfSongsAround) do
local songIndex = getCorrectedIndex(selectedIndex, i)
drawSong(songwheel.songs[songIndex], desh/2-172/2+172*i)
i=i+1;
end;
end
function drawCursor()
gfx.BeginPath()
gfx.ImageRect(desw/2-14, desh/2-213/2, 555, 213, cursorImage, 1, 0)
end
render = function (deltaTime)
resetLayoutInformation();
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)
gfx.Text('DELTA: ' .. deltaTime .. ' // SELECTED_INDEX: ' .. selectedIndex .. ' // SELECTED_DIFF: ' .. selectedDifficulty .. ' // #JACKET_CACHE: ' .. #jacketCache, 8, 8);
end
set_index = function(newIndex)
selectedIndex = newIndex;
end;
set_diff = function(newDiff)
selectedDifficulty = newDiff;
end;