ScoreDisplay has actual shadows now...

This commit is contained in:
Jonathan Payne
2014-08-31 23:50:08 -07:00
parent b6ff29fdd8
commit 4fdbb3dff6
2 changed files with 15 additions and 12 deletions
+7 -7
View File
@@ -12,7 +12,7 @@ Color = {
Yellow = color("#fff200"),
Orange = color("#f7941d"),
Purple = color("#92278f"),
Outline = color("0,0,0,0.675"),
Outline = color("0,0,0,0.5"),
Invisible = color("1,1,1,0"),
Stealth = color("0,0,0,0"),
-- Android Design Stencil Colors
@@ -47,8 +47,8 @@ setmetatable(Color, { __call = function(self, c) return self[c] end })
GameColor = {
PlayerColors = {
PLAYER_1 = color("#ef403d"),
PLAYER_2 = color("#0089cf"),
PLAYER_1 = color("#ff4444"),
PLAYER_2 = color("#5d9cec"),
},
Difficulty = {
--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
@@ -126,13 +126,13 @@ function ColorDarkTone(c)
end
function PlayerColor( pn )
if pn == PLAYER_1 then return color("#ef403d") end -- pink-red
if pn == PLAYER_2 then return color("#0089cf") end -- sea-blue
if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red
if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue
return color("1,1,1,1")
end
function PlayerScoreColor( pn )
if pn == PLAYER_1 then return color("#ef403d") end -- pink-red
if pn == PLAYER_2 then return color("#0089cf") end -- sea-blue
if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red
if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue
return color("1,1,1,1")
end
+8 -5
View File
@@ -370,12 +370,14 @@ FrameOnCommand=visible,false;spin
TimeRemainingY=80
TimeRemainingOnCommand=zoom,1;shadowlength,1;
#
DeltaSecondsOnCommand=y,80;spin;
DeltaSecondsOnCommand=y,80;
DeltaSecondsGainLifeCommand=zoom,0.5;
[ScoreDisplayPercentage Percent]
PercentP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,ColorDarkTone(PlayerColor(PLAYER_1))
PercentP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,ColorDarkTone(PlayerColor(PLAYER_2))
PercentP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline
PercentP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline
DancePointsP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline
DancePointsP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline
[ScoreDisplayRave]
MeterP1OnCommand=draworder,-1;texcoordvelocity,1,0
@@ -523,15 +525,15 @@ Fallback="StepsDisplay"
# end;
PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
local offset = itemIndex / numItems \
local rate = 2 \
local rate = 4 \
local fItemWidth = ( 256 / numItems ) \
self:x( ((itemIndex-(numItems/2))*fItemWidth) + ( numItems / 2 ) ); \
self:zoomtowidth(fItemWidth); \
self:diffuseramp(); \
self:effectcolor2(color("1,1,1,1")); \
self:effectcolor1(color("0.5,0.5,0.5,1")); \
self:effectperiod(rate); \
self:effectclock('beat'); \
self:effecttiming(rate*0.75,rate*0.125,rate*0.125,0); \
self:effectoffset(1-offset); \
end;
# PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
@@ -699,6 +701,7 @@ VersionInfoX=SCREEN_RIGHT-16
VersionInfoY=SCREEN_TOP+24
VersionInfoOnCommand=
VersionInfoOffCommand=
#
ShowNetworkStatus=true