ScoreDisplay has actual shadows now...
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@@ -12,7 +12,7 @@ Color = {
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Yellow = color("#fff200"),
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Orange = color("#f7941d"),
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Purple = color("#92278f"),
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Outline = color("0,0,0,0.675"),
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Outline = color("0,0,0,0.5"),
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Invisible = color("1,1,1,0"),
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Stealth = color("0,0,0,0"),
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-- Android Design Stencil Colors
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@@ -47,8 +47,8 @@ setmetatable(Color, { __call = function(self, c) return self[c] end })
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GameColor = {
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PlayerColors = {
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PLAYER_1 = color("#ef403d"),
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PLAYER_2 = color("#0089cf"),
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PLAYER_1 = color("#ff4444"),
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PLAYER_2 = color("#5d9cec"),
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},
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Difficulty = {
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--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
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@@ -126,13 +126,13 @@ function ColorDarkTone(c)
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end
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function PlayerColor( pn )
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if pn == PLAYER_1 then return color("#ef403d") end -- pink-red
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if pn == PLAYER_2 then return color("#0089cf") end -- sea-blue
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if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red
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if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue
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return color("1,1,1,1")
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end
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function PlayerScoreColor( pn )
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if pn == PLAYER_1 then return color("#ef403d") end -- pink-red
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if pn == PLAYER_2 then return color("#0089cf") end -- sea-blue
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if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red
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if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue
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return color("1,1,1,1")
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end
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@@ -370,12 +370,14 @@ FrameOnCommand=visible,false;spin
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TimeRemainingY=80
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TimeRemainingOnCommand=zoom,1;shadowlength,1;
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#
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DeltaSecondsOnCommand=y,80;spin;
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DeltaSecondsOnCommand=y,80;
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DeltaSecondsGainLifeCommand=zoom,0.5;
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[ScoreDisplayPercentage Percent]
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PercentP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,ColorDarkTone(PlayerColor(PLAYER_1))
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PercentP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,ColorDarkTone(PlayerColor(PLAYER_2))
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PercentP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline
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PercentP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline
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DancePointsP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline
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DancePointsP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline
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[ScoreDisplayRave]
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MeterP1OnCommand=draworder,-1;texcoordvelocity,1,0
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@@ -523,15 +525,15 @@ Fallback="StepsDisplay"
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# end;
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PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
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local offset = itemIndex / numItems \
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local rate = 2 \
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local rate = 4 \
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local fItemWidth = ( 256 / numItems ) \
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self:x( ((itemIndex-(numItems/2))*fItemWidth) + ( numItems / 2 ) ); \
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self:zoomtowidth(fItemWidth); \
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self:diffuseramp(); \
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self:effectcolor2(color("1,1,1,1")); \
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self:effectcolor1(color("0.5,0.5,0.5,1")); \
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self:effectperiod(rate); \
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self:effectclock('beat'); \
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self:effecttiming(rate*0.75,rate*0.125,rate*0.125,0); \
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self:effectoffset(1-offset); \
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end;
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# PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
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@@ -699,6 +701,7 @@ VersionInfoX=SCREEN_RIGHT-16
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VersionInfoY=SCREEN_TOP+24
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VersionInfoOnCommand=
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VersionInfoOffCommand=
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#
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ShowNetworkStatus=true
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