updates to midi-note and midi-vivid from saturn

This commit is contained in:
AJ Kelly
2010-08-18 14:16:57 -05:00
parent 5bc199c9b7
commit 23cd195157
33 changed files with 150 additions and 7 deletions
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@@ -1,4 +0,0 @@
return Def.Sprite {
Texture=NOTESKIN:GetPath('Down','Roll BottomCap Active');
InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
};
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+21 -2
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@@ -14,7 +14,7 @@ ret.RedirTable =
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
-- sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
@@ -30,16 +30,23 @@ ret.Redir = function(sButton, sElement)
return sButton, sElement;
end
-- local OldRedir = ret.Redir;
-- ret.Redir = function(sButton, sElement)
-- sButton = ret.RedirTable[sButton];
-- return sButton, sElement;
-- end
-- To have separate graphics for each hold part:
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") then
if string.find(sElement, "hold") or string.find(sElement, "roll") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
--[[
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
@@ -52,6 +59,18 @@ function ret.Load()
end
return t;
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
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+5 -1
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@@ -1,5 +1,5 @@
[Global]
# FallbackNoteSkin=default
FallbackNoteSkin=default
[NoteDisplay]
TapNoteAnimationIsVivid=0
@@ -61,6 +61,10 @@ W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoo
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[HoldGhostArrow]
HoldingOnCommand=hidden,0
HoldingOffCommand=hidden,1
[ReceptorArrow]
W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
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+117
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@@ -0,0 +1,117 @@
-- Haggen Daze
local ret = ... or {};
ret.RedirTable =
{
Up = "Down",
Down = "Down",
Left = "Down",
Right = "Down",
UpLeft = "Down",
UpRight = "Down",
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
-- To have separate graphics for each hold part:
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
-- Redirect non-hold, non-roll parts.
if string.find(sElement, "hold") or string.find(sElement, "roll") then
return sButton, sElement;
end
return OldRedir(sButton, sElement);
end
--[[
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if Var "Element" == "Explosion" or
Var "Element" == "Roll Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
--we want to use custom hold/roll per direction, but
--keep global hold/roll heads and explosions.
if not string.find(sElement, "Head") and
not string.find(sElement, "Explosion") then
if string.find(sElement, "Hold") or
string.find(sElement, "Roll") then
return sButton, sElement;
end
end
sButton = ret.RedirTable[sButton];
return sButton, sElement;
end
]]
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
--Explosion should not be rotated; it calls other actors.
if Var "Element" == "Explosion" then
t.BaseRotationZ = nil;
end
return t;
end
ret.PartsToRotate =
{
["Receptor"] = true,
["Go Receptor"] = true,
["Ready Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Tap Lift"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
["Hold Explosion"] = true,
["Roll Explosion"] = true,
};
ret.Rotate =
{
Up = 180,
Down = 0,
Left = 90,
Right = -90,
UpLeft = 135,
UpRight = 225,
};
ret.Blank =
{
["Hold Topcap Active"] = true,
["Hold Topcap Inactive"] = true,
["Roll Topcap Active"] = true,
["Roll Topcap Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
["Roll Explosion"] = true,
};
return ret;
+7
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@@ -3,6 +3,7 @@ FallbackNoteSkin=midi-note
[NoteDisplay]
TapNoteAnimationIsVivid=1
TapAdditionAnimationIsVivid=1
DrawHoldHeadForTapsOnSameRow=1
TapNoteAnimationLength=4
TapAdditionAnimationLength=4
@@ -22,6 +23,8 @@ HoldLetGoGrayPercent=0.125
ReverseDrawOrder=1101
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapNoteNoteColorTextureCoordOffsetX=0
TapNoteNoteColorTextureCoordOffsetY=0
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0
FlipHeadAndTailWhenReverse=1
@@ -61,6 +64,10 @@ W1Command=blend,'BlendMode_Add';diffuse,1.0,1.0,1.0,0.875;zoom,1;linear,0.06;zoo
LetGoCommand=blend,'BlendMode_Add';
HeldCommand=blend,'BlendMode_Add';diffuse,1.0,1.0,0.3,0.875;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
[HoldGhostArrow]
HoldingOnCommand=hidden,0
HoldingOffCommand=hidden,1
[ReceptorArrow]
W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1