New PIU Noteskins!! :D

This commit is contained in:
Alberto Ramos
2010-07-22 10:39:47 -06:00
131 changed files with 1337 additions and 137 deletions
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_Roll Body inactive
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_Roll Body active
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_Roll BottomCap active
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_Roll BottomCap inactive
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_Roll TopCap active
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_Roll TopCap inactive
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_Blue', 'tap note' );
Frames = Sprite.LinearFrames( 4, 1 );
};
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_Hold Explosion
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local t = Def.ActorFrame{
-- normal
Def.Sprite {
Texture=NOTESKIN:GetPath( '_blue', 'receptor base' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
};
-- flashpert
Def.Sprite {
Texture="_bar receptor tap";
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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_Roll Explosion
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_Tap explosion bright
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_Tap explosion dim
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-- from scratch, with various references.
local Noteskin = ... or {};
-- element redirs
Noteskin.ElementRedirs = {
-- ["element"] = "redir_element";
-- Instead of separate hold heads, use the tap note graphics.
["Hold Head Inactive"] = "Tap Note";
["Hold Head Active"] = "Tap Note";
["Roll Head Inactive"] = "Tap Note";
["Roll Head Active"] = "Tap Note";
};
-- button redirs
-- this noteskin is only for solo play.
-- [white][white][white] [blue][blue][blue]
Noteskin.ButtonRedirs = {
-- dance
Left = "White";
UpLeft = "White";
Down = "White";
Up = "Blue";
UpRight = "Blue";
Right = "Blue";
};
-- things to blank out
Noteskin.Hide = {
-- ["element"] = true/false;
};
-- rotations
Noteskin.BaseRotX = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
Noteskin.BaseRotY = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
local function NoteskinLoader()
local Button = Var "Button"
local Element = Var "Element"
if Noteskin.Hide[Element] then
-- Return a blank element. If SpriteOnly is set, we need to return a
-- sprite; otherwise just return a dummy actor.
local t;
if Var "SpriteOnly" then
t = LoadActor( "_blank" );
else
t = Def.Actor {};
end
return t .. {
cmd(visible,false);
};
end;
-- load element and button, using redirs
local LoadElement = Noteskin.ElementRedirs[Element]
if not LoadElement then
LoadElement = Element;
end;
local LoadButton = Noteskin.ButtonRedirs[Button]
if not LoadButton then
LoadButton = Button;
end;
-- get path to thing
local sPath = NOTESKIN:GetPath( LoadButton, LoadElement );
-- make actor
local t = LoadActor( sPath );
-- apply rotation
t.BaseRotationX=Noteskin.BaseRotX[sButton]
t.BaseRotationY=Noteskin.BaseRotY[sButton]
return t;
end
Noteskin.Load = NoteskinLoader;
Noteskin.CommonLoad = NoteskinLoader;
return Noteskin;
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@@ -0,0 +1 @@
_Roll Body inactive
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_Roll Body active
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_Roll BottomCap active
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_Roll BottomCap inactive
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_Roll TopCap active
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_Roll TopCap inactive
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_White', 'tap note' );
Frames = Sprite.LinearFrames( 4, 1 );
};
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_Hold Explosion
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local t = Def.ActorFrame{
-- normal
Def.Sprite {
Texture=NOTESKIN:GetPath( '_white', 'receptor base' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
};
-- flashpert
Def.Sprite {
Texture="_bar receptor tap";
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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_Roll Explosion
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_Tap explosion bright
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_Tap explosion dim
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return LoadActor("_bar hold explosion bright")..{
CheckpointHitCommand=cmd(diffusealpha,0);
};
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local t = Def.ActorFrame{
-- normal
Def.Sprite {
Texture=NOTESKIN:GetPath( '_bar', 'receptor base' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
};
-- flashpert
Def.Sprite {
Texture="_bar receptor tap";
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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return LoadActor("_bar hold explosion bright")..{
CheckpointHitCommand=cmd(diffusealpha,0);
};
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_bar', 'mine' );
Frame0000=0;
Delay0000=1;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=2;
Delay0004=1;
Frame0005=1;
Delay0005=1;
};
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_Tap explosion bright
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[NoteDisplay]
HoldLetGoGrayPercent=.8
DrawHoldHeadForTapsOnSameRow=0
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=-32
TapNoteNoteColorTextureCoordSpacingX=0
TapNoteNoteColorTextureCoordSpacingY=0
# control the vertical
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0.5
TapFakeAdditionTextureCoordOffsetX=0
TapFakeAdditionTextureCoordOffsetY=0
TapLiftAdditionTextureCoordOffsetX=0
TapLiftAdditionTextureCoordOffsetY=0
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0
[ReceptorArrow]
InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color(".8,.8,.8,1");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
NoneCommand=finishtweening;zoom,.85;diffusealpha,.9;linear,.11;diffusealpha,1;zoom,1
[ReceptorOverlay]
InitCommand=diffusealpha,0
PressCommand=finishtweening;zoom,1;blend,"BlendMode_Add";diffusealpha,.8;decelerate,0.2;diffusealpha,0.4
LiftCommand=stoptweening;decelerate,.2;diffusealpha,0;zoom,1.2
[HoldGhostArrow]
HoldingOnCommand=diffusealpha,0.625;glowshift;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,.7");effectperiod,.1
HoldingOffCommand=diffusealpha,0
InitCommand=finishtweening;playcommand,"HoldingOff"
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local t = Def.ActorFrame {
LoadActor( "Bar Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
LoadActor( "Bar Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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-- from scratch, with various references.
local Noteskin = ... or {};
-- element redirs
Noteskin.ElementRedirs = {
-- ["element"] = "redir_element";
};
-- button redirs (since this is a bar noteskin, it's all the same)
Noteskin.ButtonRedirs = {
-- dance
Left = "Bar";
UpLeft = "Bar";
Up = "Bar";
Down = "Bar";
UpRight = "Bar";
Right = "Bar";
-- kb7
Key1 = "Red";
Key2 = "Red";
Key3 = "Red";
Key4 = "Yellow";
Key5 = "Red";
Key6 = "Red";
Key7 = "Red";
-- pump
DownLeft = "Bar";
DownRight = "Bar";
Center = "Bar";
};
-- things to blank out
Noteskin.Hide = {
-- ["element"] = true/false;
["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
};
-- rotations
Noteskin.BaseRotX = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
Noteskin.BaseRotY = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
local function NoteskinLoader()
local Button = Var "Button"
local Element = Var "Element"
if Noteskin.Hide[Element] then
-- Return a blank element. If SpriteOnly is set, we need to return a
-- sprite; otherwise just return a dummy actor.
local t;
if Var "SpriteOnly" then
t = LoadActor( "_blank" );
else
t = Def.Actor {};
end
return t .. {
cmd(visible,false);
};
end;
-- load element and button, using redirs
local LoadElement = Noteskin.ElementRedirs[Element]
if not LoadElement then
LoadElement = Element;
end;
local LoadButton = Noteskin.ButtonRedirs[Button]
if not LoadButton then
LoadButton = Button;
end;
-- get path to thing
local sPath = NOTESKIN:GetPath( LoadButton, LoadElement );
-- make actor
local t = LoadActor( sPath );
-- apply rotation
t.BaseRotationX=Noteskin.BaseRotX[sButton]
t.BaseRotationY=Noteskin.BaseRotY[sButton]
return t;
end
Noteskin.Load = NoteskinLoader;
Noteskin.CommonLoad = NoteskinLoader;
return Noteskin;
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Red Tap Note
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Red Tap Note
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Bar Receptor
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Red Hold Explosion
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Red Tap Note
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Red Tap Note
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local t = Def.Model {
Meshes=NOTESKIN:GetPath('','model/note.txt');
Materials=NOTESKIN:GetPath('','model/grey.txt');
Bones=NOTESKIN:GetPath('','model/note.txt');
};
return t;
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Red Hold Body active
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Red Hold Body inactive
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Red Hold BottomCap active
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Red Hold BottomCap inactive
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Red Hold Explosion
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Yellow Tap Note
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Yellow Tap Note
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local t = Def.ActorFrame {
LoadActor( "Yellow Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
LoadActor( "Yellow Go Receptor" )..{
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
@@ -0,0 +1 @@
Red Roll Body active
@@ -0,0 +1 @@
Red Roll Body inactive
@@ -0,0 +1 @@
Red Roll BottomCap active
@@ -0,0 +1 @@
Red Roll BottomCap inactive
@@ -0,0 +1 @@
Red Hold Explosion
@@ -0,0 +1 @@
Red Tap Note
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Red Tap Note
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