176 lines
4.7 KiB
Lua
176 lines
4.7 KiB
Lua
local Common = require("common.util")
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local Dim = require("common.dimensions")
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local Wallpaper = require("components.wallpaper")
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local Easing = require("common.easing")
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local splash1BgColor = {182, 0, 20}
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local splash1Logo = gfx.CreateSkinImage("titlescreen/splash/ksm.png", 0)
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local splash1LogoWidth, splash1LogoHeight = gfx.ImageSize(splash1Logo)
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local splash2BgColor = {255, 255, 255}
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local splash2Logo = gfx.CreateSkinImage("titlescreen/splash/usc2.png", 0)
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local splash2LogoWidth, splash2LogoHeight = gfx.ImageSize(splash2Logo)
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local splashState = "init"
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local splashTimer = 0
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local fadeDuration = 0.5
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local fadeAlpha = 0
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local splashInitDuration = 1
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local splash1Duration = 4
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local splash2Duration = 4
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game.LoadSkinSample("titlescreen/splash/splash1.wav")
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local splash1SfxPlayed = false
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local triggerSkip = false
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local function calcFade(splashDuration)
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local t = splashDuration - splashTimer
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if t < fadeDuration then
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fadeAlpha = Easing.linear(t, 0, 255, fadeDuration) -- fade in
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elseif splashTimer < fadeDuration then
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fadeAlpha = Easing.linear(splashTimer, 0, 255, fadeDuration) -- fade out
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else
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--fadeAlpha = 255
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end
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fadeAlpha = Common.round(Common.clamp(fadeAlpha, 0, 255))
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end
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local function initSplash(deltaTime)
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if (splashTimer < 0) then
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splashState = "splash1"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splashInitDuration
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end
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splashTimer = splashTimer - deltaTime
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end
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local function splash1(deltaTime)
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local splash1LogoXOffset = (Dim.design.width - splash1LogoWidth) / 2
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local splash1LogoYOffset = (Dim.design.height - splash1LogoHeight) / 2
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calcFade(splash1Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash1BgColor[1], splash1BgColor[2], splash1BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash1LogoXOffset, splash1LogoYOffset, splash1LogoWidth, splash1LogoHeight, splash1Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(255, 255, 255, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, 10)
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if (splashTimer < 0) then
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splashState = "splash2"
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splash1SfxPlayed = false
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash1Duration
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end
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if not splash1SfxPlayed then
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game.PlaySample("titlescreen/splash/splash1.wav")
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splash1SfxPlayed = true
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end
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splashTimer = splashTimer - deltaTime
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end
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local function splash2(deltaTime)
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local splash2LogoXOffset = (Dim.design.width - splash2LogoWidth) / 2
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local splash2LogoYOffset = (Dim.design.height - splash2LogoHeight) / 2
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calcFade(splash2Duration)
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(splash2BgColor[1], splash2BgColor[2], splash2BgColor[3], fadeAlpha)
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gfx.Fill()
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gfx.BeginPath()
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gfx.ImageRect(splash2LogoXOffset, splash2LogoYOffset, splash2LogoWidth, splash2LogoHeight, splash2Logo, fadeAlpha / 255, 0)
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gfx.BeginPath()
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gfx.LoadSkinFont("segoeui.ttf")
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gfx.FillColor(0, 0, 0, fadeAlpha)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
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gfx.FontSize(28)
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gfx.Text("Press START to skip...", 10, 10)
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if (splashTimer < 0) then
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splashState = "done"
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splashTimer = 0
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return
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end
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if splashTimer == 0 then
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splashTimer = splash2Duration
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end
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splashTimer = splashTimer - deltaTime
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end
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function render(deltaTime)
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if triggerSkip then
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triggerSkip = false
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game.StopSample("titlescreen/splash/splash1.wav")
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return {
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eventType = "switch",
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toScreen = "title"
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}
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end
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Dim.updateResolution()
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Wallpaper.render()
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Dim.transformToScreenSpace()
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gfx.BeginPath()
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gfx.Rect(0, 0, Dim.design.width, Dim.design.height)
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gfx.FillColor(255, 255, 255)
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gfx.Fill()
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if splashState == "init" then
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initSplash(deltaTime)
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elseif splashState == "splash1" then
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splash1(deltaTime)
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elseif splashState == "splash2" then
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splash2(deltaTime)
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elseif splashState == "done" then
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return {
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eventType = "switch",
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toScreen = "title"
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}
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else
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game.Log("Splash screen state error, splashState: " .. splashState, game.LOGGER_ERROR)
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splashState = "done"
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end
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end
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local function onButtonPressed(button)
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if button == game.BUTTON_STA then
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triggerSkip = true
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end
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end
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return {
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render = render,
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onButtonPressed = onButtonPressed
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} |