diff --git a/Themes/_fallback/Scripts/02 Colors.lua b/Themes/_fallback/Scripts/02 Colors.lua index fd36d2591d..ebe8bfc464 100644 --- a/Themes/_fallback/Scripts/02 Colors.lua +++ b/Themes/_fallback/Scripts/02 Colors.lua @@ -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 diff --git a/Themes/default/metrics.ini b/Themes/default/metrics.ini index 92cb0fb08c..fe4c55865d 100644 --- a/Themes/default/metrics.ini +++ b/Themes/default/metrics.ini @@ -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