midi-* noteskin changes from midiman

This commit is contained in:
AJ Kelly
2010-08-28 15:55:42 -05:00
parent af83f96caf
commit 29742055c0
23 changed files with 22 additions and 255 deletions
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+9 -4
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@@ -17,12 +17,17 @@ ret.Redir = function(sButton, sElement)
-- sButton, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
if sElement == "Hold Head Active" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
sElement = "StreamHead Active";
end
-- Test
if sElement == "Hold Head Inactive" or
sElement == "Roll Head Inactive" or
then
sElement = "StreamHead Inactive";
end
sButton = ret.RedirTable[sButton];
+11 -11
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@@ -66,20 +66,20 @@ 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
W1Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
InitCommand=
NoneCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
[ReceptorArrowOverlay]
W3Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W2Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W1Command=stoptweening;zoom,1.15;linear,0.12;zoom,1
W3Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W2Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
W1Command=stoptweening;zoom,0.85;linear,0.12;zoom,1
InitCommand=blend,"BlendMode_Add";effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
NoneCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
NoneCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
PressCommand=stoptweening;zoom,0.85;linear,0.12;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0;blend,"BlendMode_Add"
PressCommand=finishtweening;zoom,1.1;decelerate,0.12;zoom,1;diffusealpha,0.6;
PressCommand=finishtweening;zoom,0.85;decelerate,0.12;zoom,1;diffusealpha,0.6;
LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
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-106
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@@ -1,106 +0,0 @@
-- 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, sElement = OldRedir(sButton, sElement);
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
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
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
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,
};
--
-- If a derived skin wants to have separate UpLeft graphics,
-- use this:
--
-- ret.RedirTable.UpLeft = "UpLeft";
-- ret.RedirTable.UpRight = "UpLeft";
-- ret.Rotate.UpLeft = 0;
-- ret.Rotate.UpRight = 90;
--
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;
@@ -1,16 +0,0 @@
local t = Def.ActorFrame {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
InitCommand=cmd(diffusealpha,0.5);
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap lift' );
InitCommand=cmd(pulse;effectclock,"beat";effecttiming,0,0,0.75/2,0.25/2;effectmagnitude,1,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1.25,1,1"));
};
Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'lift fill' );
Frames = Sprite.LinearFrames( 4, 1 );
InitCommand=cmd(pulse;effectclock,"beat";effecttiming,0,0,0.75/4,0.25/4;effectmagnitude,1,1,1;effectcolor1,color("1,1,1,1");effectcolor2,color("1,1,1,1"));
};
};
return t;
-117
View File
@@ -1,117 +0,0 @@
-- 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;
+2 -1
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@@ -39,6 +39,7 @@ TapFakeNoteColorTextureCoordSpacingY=0
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0
HoldHeadNoteColorTextureCoordSpacingY=0
[GhostArrowDim]
NoneCommand=
@@ -85,4 +86,4 @@ PressCommand=stoptweening;zoom,1.15;linear,0.12;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0;blend,"BlendMode_Add"
PressCommand=finishtweening;zoom,1.1;decelerate,0.12;zoom,1;diffusealpha,0.6;
LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2
LiftCommand=finishtweening;accelerate,0.12;diffusealpha,0;zoom,1.2