447 lines
14 KiB
Lua
447 lines
14 KiB
Lua
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require('common')
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local Footer = require('components.footer');
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local Background = require('components.background');
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local lang = require("language.call")
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local cursorIndex = 3;
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local buttonHeight = 128 + 16;
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local SELECTOR_BAR_OFFSET_FROM_CENTER = 128;
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local BAR_ALPHA = 191;
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local HEADER_HEIGHT = 100
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local buttons = nil
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local resx, resy = game.GetResolution()
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local desw = 1080
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local desh = 1920
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local scale;
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local backgroundImage = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX | gfx.IMAGE_REPEATY)
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local headerTitleImage = gfx.CreateSkinImage('titlescreen/title.png', 0);
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local selectorBgImage = gfx.CreateSkinImage('titlescreen/selector_bg.png', 0);
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local selectorArrowsImage = gfx.CreateSkinImage(
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'titlescreen/selector_arrows.png', 0);
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local unselectedButtonImage = gfx.CreateSkinImage(
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'titlescreen/unselected_button.png', 0);
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local selectedButtonBgImage = gfx.CreateSkinImage(
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'titlescreen/selected_button_bg.png', 0);
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local selectedButtonOverImage = gfx.CreateSkinImage(
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'titlescreen/selected_button_over.png', 0);
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local skillLabelImage = gfx.CreateSkinImage('titlescreen/labels/skill.png', 0);
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local friendLabelImage = gfx.CreateSkinImage('titlescreen/labels/friend.png', 0);
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local normalLabelImage = gfx.CreateSkinImage('titlescreen/labels/normal.png', 0);
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local nauticaLabelImage = gfx.CreateSkinImage('titlescreen/labels/nautica.png',
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0);
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local settingsLabelImage = gfx.CreateSkinImage(
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'titlescreen/labels/settings.png', 0);
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local exitLabelImage = gfx.CreateSkinImage('titlescreen/labels/exit.png', 0);
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local creww = game.GetSkinSetting("single_idol")
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-- ANIMS
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local idolAnimation = gfx.LoadSkinAnimation('crew/anim/'..creww, 1 / 30, 0, true);
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-- AUDIO
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game.LoadSkinSample('titlescreen/bgm.wav');
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game.LoadSkinSample('titlescreen/cursor_change.wav');
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game.LoadSkinSample('titlescreen/cursor_select.wav');
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local selectorDescriptionLabel = gfx.CreateLabel(lang.Start.desc , 22, 0);
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local selectorLegendScrollLabel = gfx.CreateLabel(lang.Start.sc , 20, 0);
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local selectorLegendSelectLabel = gfx.CreateLabel(lang.Start.st3 , 20, 0);
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local scrollTransitionScale = 1; -- Goes from 0 to 1 when transition is happening, sits at 1 when it's not.
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local buttonsMovementScale = 0; -- Basically same as `scrollTransitionScale` but with a +/- sign for the scroll direction and goes from 1 to 0
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local idolAnimTransitionScale = 0;
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local oldCursorIndex = 3;
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local scrollingUp = false;
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local playedBgm = false;
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-- Window variables
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local resX, resY
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-- Aspect Ratios
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local landscapeWidescreenRatio = 16 / 9
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local landscapeStandardRatio = 4 / 3
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local portraitWidescreenRatio = 9 / 16
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-- Portrait sizes
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local fullX, fullY
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local resolutionChange = function(x, y)
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resX = x
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resY = y
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fullX = portraitWidescreenRatio * y
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fullY = y
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end
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function resetLayoutInformation()
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resx, resy = game.GetResolution()
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desw = 1080
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desh = 1920
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scale = resx / desw
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end
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draw_button = function(button, x, y, selected, index)
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local labelImage = button[1];
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local labelWidth = button[2];
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local descriptionText = button[4];
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if (selected) then
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-- Draw button background
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gfx.BeginPath();
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gfx.ImageRect(x, y + (196 / 2 * (1 - scrollTransitionScale)), 505,
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196 * scrollTransitionScale, selectedButtonBgImage, 1, 0);
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-- Draw button main label
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gfx.BeginPath();
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gfx.ImageRect(x + 256 - (labelWidth / 2),
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(y + 58) + (64 / 2 * (1 - scrollTransitionScale)),
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labelWidth, 64 * scrollTransitionScale, labelImage, 1, 0);
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-- Draw description
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gfx.GlobalAlpha((scrollTransitionScale - 0.8) * 5)
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
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gfx.FontSize(40);
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gfx.BeginPath();
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gfx.Text(descriptionText, x + 256, y + 28);
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gfx.GlobalAlpha(1)
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-- Draw the glow overlay
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gfx.BeginPath();
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gfx.ImageRect(x + 2, (y - 42) + (277 / 2 * (1 - scrollTransitionScale)),
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501, 277 * scrollTransitionScale, selectedButtonOverImage,
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1, 0);
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else
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if scrollingUp then
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if (index == 3 or index == 0) then
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gfx.GlobalAlpha(1 - scrollTransitionScale);
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end
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if (index == 2 or index == 5) then
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gfx.GlobalAlpha(scrollTransitionScale);
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end
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else
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if (index == 3 or index == 6) then
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gfx.GlobalAlpha(1 - scrollTransitionScale);
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end
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if (index == 1 or index == 4) then
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gfx.GlobalAlpha(scrollTransitionScale);
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end
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end
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-- Draw button background
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gfx.BeginPath();
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gfx.ImageRect(x, y + buttonsMovementScale * buttonHeight, 1026 / 2,
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257 / 2, unselectedButtonImage, 1, 0);
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-- Draw button main label
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gfx.BeginPath();
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gfx.ImageRect(x + 64, y + 28 + buttonsMovementScale * buttonHeight,
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labelWidth, 64, labelImage, 1, 0);
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-- Draw description
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
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gfx.FontSize(28);
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gfx.BeginPath();
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gfx.Text(descriptionText, x + 64,
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y + 18 + buttonsMovementScale * buttonHeight);
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gfx.GlobalAlpha(1)
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end
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end;
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draw_buttons = function()
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indexes = {
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getCorrectedButtonIndex(cursorIndex, -2),
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getCorrectedButtonIndex(cursorIndex, -1), cursorIndex,
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getCorrectedButtonIndex(cursorIndex, 1),
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getCorrectedButtonIndex(cursorIndex, 2)
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}
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local yBase = desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER;
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centerButtonY = yBase - buttonHeight / 2 - 28; -- to fit with the selector bg
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marginFromDesHCenter = 128;
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if scrollingUp then
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draw_button(buttons[indexes[5]], desw - 512,
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yBase - marginFromDesHCenter - buttonHeight * 3, false, 0); -- Placeholder for fadeout transition
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end
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draw_button(buttons[indexes[1]], desw - 512,
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yBase - marginFromDesHCenter - buttonHeight * 2, false, 1);
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draw_button(buttons[indexes[2]], desw - 512,
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yBase - marginFromDesHCenter - buttonHeight, false, 2);
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draw_button(buttons[indexes[3]], desw - 512, centerButtonY, true); -- The main selected center button
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if scrollingUp then
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draw_button(buttons[indexes[3]], desw - 512,
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yBase + marginFromDesHCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
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else
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draw_button(buttons[indexes[3]], desw - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
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end
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draw_button(buttons[indexes[4]], desw - 512,
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yBase + marginFromDesHCenter + 10, false, 4);
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draw_button(buttons[indexes[5]], desw - 512,
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yBase + marginFromDesHCenter + buttonHeight + 10, false, 5);
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if not scrollingUp then
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draw_button(buttons[indexes[1]], desw - 512,
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yBase + marginFromDesHCenter + buttonHeight * 2, false, 6);
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end
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end;
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function getCorrectedButtonIndex(from, offset)
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buttonsNum = #buttons;
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index = from + offset;
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if index < 1 then
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index = buttonsNum + (from + offset) -- this only happens if the offset is negative
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end
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if index > buttonsNum then
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indexesUntilEnd = buttonsNum - from;
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index = offset - indexesUntilEnd -- this only happens if the offset is positive
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end
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return index;
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end
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function drawTexts()
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currentFullDescriptionText = buttons[cursorIndex][5];
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gfx.BeginPath();
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gfx.UpdateLabel(selectorDescriptionLabel, currentFullDescriptionText, 22)
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gfx.BeginPath();
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-- gfx.UpdateLabel(selectorLegendScrollLabel, 'SCROLL', 20);
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-- descriptionAlpha = math.abs(selectedButtonScaleY - 0.5) * 2;
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE);
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-- Description
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gfx.FillColor(255, 255, 255, math.floor(scrollTransitionScale * 255));
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gfx.BeginPath();
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gfx.DrawLabel(selectorDescriptionLabel, 64,
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desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52);
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-- Legend on the selector
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gfx.FillColor(217, 177, 126);
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gfx.BeginPath();
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gfx.DrawLabel(selectorLegendScrollLabel, 118,
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desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
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gfx.BeginPath();
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gfx.DrawLabel(selectorLegendSelectLabel, 360,
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desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
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gfx.FillColor(255, 255, 255);
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end
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function setButtons()
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if buttons == nil then
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buttons = {}
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buttons[1] = {
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skillLabelImage, 412, Menu.Challenges,
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lang.Challanges.ch, lang.Challanges.ch1
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}
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buttons[2] = {
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friendLabelImage, 169, Menu.Multiplayer,
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lang.Multiplayer.mp, lang.Multiplayer.mp2
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}
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buttons[3] = {
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normalLabelImage, 210, Menu.Start,
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lang.Start.st, lang.Start.st2
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}
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buttons[4] = {
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nauticaLabelImage, 230, Menu.DLScreen,
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lang.Nautica.dls, lang.Nautica.dls2
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}
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buttons[5] = {
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settingsLabelImage, 247, Menu.Settings,
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lang.Settings.se, lang.Settings.se1
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}
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buttons[6] = {
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exitLabelImage, 110, Menu.Exit,
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lang.Exit.ex, lang.Exit.ex2
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}
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end
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end
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function drawHeader()
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gfx.BeginPath();
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gfx.FillColor(0, 0, 0, BAR_ALPHA);
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gfx.Rect(0, 0, desw, HEADER_HEIGHT);
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gfx.Fill();
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gfx.ClosePath()
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gfx.ImageRect(desw/2 - 200, HEADER_HEIGHT/2 - 20, 400, 40, headerTitleImage, 1, 0)
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end
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function sign(x) return x > 0 and 1 or x < 0 and -1 or 0 end
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function roundToZero(x)
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if x < 0 then
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return math.ceil(x)
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elseif x > 0 then
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return math.floor(x)
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else
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return 0
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end
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end
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function deltaKnob(delta)
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if math.abs(delta) > 1.5 * math.pi then
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return delta + 2 * math.pi * sign(delta) * -1
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end
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return delta
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end
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local lastKnobs = nil
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local knobProgress = 0
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function handle_controller()
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if lastKnobs == nil then
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lastKnobs = {game.GetKnob(0), game.GetKnob(1)}
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else
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local newKnobs = {game.GetKnob(0), game.GetKnob(1)}
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knobProgress = knobProgress - deltaKnob(lastKnobs[1] - newKnobs[1]) *
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1.2
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knobProgress = knobProgress - deltaKnob(lastKnobs[2] - newKnobs[2]) *
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1.2
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lastKnobs = newKnobs
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if math.abs(knobProgress) > 1 then
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cursorIndex = (((cursorIndex - 1) + roundToZero(knobProgress)) %
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#buttons) + 1
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scrollTransitionScale = 0; -- Reset transitions and play them
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scrollingUp = false;
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if ((cursorIndex > oldCursorIndex and
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not (cursorIndex == 6 and oldCursorIndex == 1)) or
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(cursorIndex == 1 and oldCursorIndex == 6)) then
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scrollingUp = true;
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end
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game.PlaySample('titlescreen/cursor_change.wav');
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oldCursorIndex = cursorIndex;
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knobProgress = knobProgress - roundToZero(knobProgress)
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end
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end
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end
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draw_titlescreen = function (x, y, w, h, deltaTime)
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gfx.Scissor(x,y,w,h);
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gfx.Translate(x,y);
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gfx.Scale(w/1080, h/1920);
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gfx.LoadSkinFont("segoeui.ttf")
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-- Draw background
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gfx.BeginPath();
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Background.draw(deltaTime)
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local idolAnimTickRes = gfx.TickAnimation(idolAnimation, deltaTime);
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if idolAnimTickRes == 1 then
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gfx.GlobalAlpha(idolAnimTransitionScale);
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idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60;
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if (idolAnimTransitionScale > 1) then
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idolAnimTransitionScale = 1;
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end
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gfx.BeginPath();
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gfx.ImageRect(0, 0, desw, desh, idolAnimation, 1, 0);
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gfx.GlobalAlpha(1);
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end
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-- Draw selector background
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gfx.BeginPath();
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gfx.ImageRect(0, (desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280 / 2,
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1079, 280, selectorBgImage, 1, 0);
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setButtons()
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buttonY = (desh / 2) - 2 * (257 + 5);
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draw_buttons();
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drawTexts();
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-- Draw the arrows around the selected button
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gfx.BeginPath();
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gfx.ImageRect(desw - 512, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER -
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buttonHeight - 8, 501, 300, selectorArrowsImage, 1, 0);
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-- Draw top and bottom bars
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drawHeader();
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Footer.draw(deltaTime);
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gfx.ResetTransform();
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end
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render = function(deltaTime)
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if not playedBgm then
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game.PlaySample('titlescreen/bgm.wav', true);
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playedBgm = true;
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end
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game.SetSkinSetting('_currentScreen', 'title')
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-- detect resolution change
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local resx, resy = game.GetResolution();
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if resx ~= resX or resy ~= resY then
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resolutionChange(resx, resy)
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end
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gfx.BeginPath()
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local bgImageWidth, bgImageHeight = gfx.ImageSize(backgroundImage)
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gfx.Rect(0, 0, resX, resY)
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gfx.FillPaint(gfx.ImagePattern(0, 0, bgImageWidth, bgImageHeight, 0, backgroundImage, 0.2))
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gfx.Fill()
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draw_titlescreen((resX - fullX) / 2, 0, fullX, fullY, deltaTime);
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handle_controller()
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scrollTransitionScale = scrollTransitionScale + 1 / 60 * 5;
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if (scrollTransitionScale > 1) then scrollTransitionScale = 1; end
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if scrollingUp then
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buttonsMovementScale = 1 - scrollTransitionScale
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else
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buttonsMovementScale = -1 + scrollTransitionScale
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end
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gfx.BeginPath();
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end;
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mouse_pressed = function(button) return 0 end
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function button_pressed(button)
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if button == game.BUTTON_STA then
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game.PlaySample('titlescreen/cursor_select.wav');
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game.StopSample('titlescreen/bgm.wav');
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buttons[cursorIndex][3]()
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elseif button == game.BUTTON_BCK then
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Menu.Exit()
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end
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end
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-- the thing is... titlescreen script does not have a call to reset function... WHYYYYY
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function reset() playedBgm = false; end
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