Fixed quotes and spelling in new actor examples. Fixed RollingNumbers to do nothing instead of crashing if it's rendered before it loads its metrics.
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@@ -1,17 +1,17 @@
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-- A simple BitmapText example. Puts “Hello World!” in the center of the screen.
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-- A simple BitmapText example. Puts "Hello World!" in the center of the screen.
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-- BitmapTexts put text on the screen (pretty self-explanatory)
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Def.BitmapText{
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Font=”Common normal”,
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-- Chooses the font for the text. The font needs to be in the themes Fonts folder or
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-- the fallback theme’s Fonts folder. By default, Common normal is
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-- “_open sans semibold”.
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-- File is used in XML files from ITG, instead of Font. It’s deprecated.
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-- You shouldn’t use it.
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Font="Common Normal",
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-- Chooses the font for the text. The font needs to be in the theme's Fonts
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-- folder or the fallback theme's Fonts folder. By default, Common Normal
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-- is "_open sans semibold".
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-- File is used in XML files from ITG, instead of Font. It's deprecated.
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-- You shouldn't use it.
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Text=”Hello World!”,
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Text="Hello World!",
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-- Chooses what the BitmapText will show. Pretty straightforward.
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OnCommand=cmd(Center)
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OnCommand= function(self) self:Center() end,
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-- Puts the text in the center in the center of the screen.
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}
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@@ -4,16 +4,16 @@
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Def.Quad{
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-- Quads have no special attributes, but they do have a few special functions.
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OnCommand=function(self)
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self:SetWidth(40) -- scales the quad’s width to 40
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self:SetHeight(40) -- scales the quad’s height to 40
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self:SetWidth(40) -- scales the quad's width to 40
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self:SetHeight(40) -- scales the quad's height to 40
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-- SetWidth and SetHeight must be capitalized to work.
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-- SetSize (or setsize) is a shorthand for SetWidth and SetHeight.
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-- The syntax is setsize(x, y), where x is the width and y is the height.
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-- The default width and height is 1, which is less than 1 pixel on some displays
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self:diffuse(color(Red))
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self:diffuse(Color.Red)
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-- Sets the color to red.
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-- A list of all possible names for the colors can be found in
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-- A list of all possible names for the colors can be found in
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-- Themes/_fallback/Scripts/02 Colors.lua
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self:Center()
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@@ -4,35 +4,40 @@
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-- To test this, put this in your metrics ini:
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[RollingNumbersExample]
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Fallback=”RollingNumbers”
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Fallback="RollingNumbers"
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TextFormat=”%04.0f”
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TextFormat="%04.0f"
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ApproachSeconds=10
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Commify=true
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LeadingZeroMultiplyColor=Color.Orange
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-- Be sure to reload the metrics if StepMania is currently open.
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-- Let’s go over the parts:
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-- TextFormat: How many trailing zeroes you want, using the format “xx.0f”, where xx
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-- Let's go over the parts:
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-- TextFormat: How many trailing zeroes you want, using the format "xx.0f", where xx
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-- is the number.
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-- ApproachSeconds: How many seconds it takes to reach the target number (explained later)
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-- Commify: Whether or not to use commas every 3 digits, i.e. 1,000 vs 1000.
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-- Commify can only be true or false.
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-- LeadingZeroMultiplyColor: The color of the closest zero to the number.
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-- For example, if you were to make LeadingZeroMultiplyColor red, and
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-- your RollingNumber was at 100 with a TextFormat of “%04.0f”, then
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-- your RollingNumber was at 100 with a TextFormat of "%04.0f", then
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-- then the zero before the 1 (0100) would be red.
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-- Now, for the actual thing:
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Def.RollingNumbers{
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-- RollingNumbers derives from BitmapText, so you’re gonna need a font.
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Font=”Common Normal”,
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-- RollingNumbers derives from BitmapText, so you're gonna need a font.
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Font="Common Normal",
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-- Text is unnecessary however, and may break the game.
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-- The Text field is ignored.
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-- Let’s load the metrics and set our target number
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OnCommand=cmd(Load,”RollingNumbersExample”;targetnumber,1000)
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-- Let's load the metrics and set our target number
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-- If you don't call Load, your RollingNumbers actor will not be rendered
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-- and you won't be able to set the target number.
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OnCommand= function(self)
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self:Load("RollingNumbersExample"):targetnumber(1000)
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:xy(_screen.cx, _screen.cy - 100)
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end
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}
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-- Your RollingNumber should start at zero, then take 10 seconds to reach 1000.
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