Song meter, map controllers, etc.

This commit is contained in:
ListenerJubatus
2017-09-19 20:42:08 -06:00
parent c0981c42ec
commit 62631abf83
11 changed files with 123 additions and 20 deletions
@@ -11,6 +11,8 @@ local function UpdateTime(self)
end;
end;
end
local function songMeterScale(val) return scale(val,0,1,-380/2,380/2) end
if GAMESTATE:GetCurrentCourse() then
if GAMESTATE:GetCurrentCourse():GetCourseType() == "CourseType_Survival" then
-- RemainingTime
@@ -195,4 +197,34 @@ t.InitCommand=cmd(SetUpdateFunction,UpdateTime);
end;
t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay");
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,SCREEN_CENTER_X+103;y,SCREEN_BOTTOM-25;);
OnCommand=cmd(draworder,DrawOrder.Screen;addy,100;sleep,0.5;decelerate,0.7;addy,-100;);
OffCommand=cmd(sleep,1;decelerate,0.9;addy,100;);
Def.Quad {
InitCommand=cmd(zoomto,264,12);
OnCommand=cmd(diffuse,Color.Black;diffusealpha,0.3;fadeleft,0.05;faderight,0.05);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.25);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.5);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.75);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.SongMeterDisplay {
StreamWidth=260;
Stream=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'stream') )..{
InitCommand=cmd(diffuse,Color.White;diffusealpha,0.4;blend,Blend.Add;);
};
Tip=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'tip')) .. {
InitCommand=cmd(visible,false);
};
};
};
return t
@@ -0,0 +1,16 @@
local t = Def.ActorFrame {};
t[#t+1] = LoadActor(THEME:GetPathG("common bg", "base")) .. {
InitCommand=cmd(Center;zoomto,SCREEN_WIDTH,SCREEN_HEIGHT)
};
-- Overlay
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(Center);
Def.Quad {
InitCommand=cmd(scaletoclipped,SCREEN_WIDTH,SCREEN_HEIGHT);
OnCommand=cmd(diffuse,Color.Black;diffusealpha,0.8);
};
};
--
return t
@@ -12,11 +12,11 @@ function GetLocalProfiles()
InitCommand=cmd(zoomto,200,1;y,40/2);
OnCommand=cmd(diffuse,Color('Outline'););
}; --]]
LoadFont("Common Normal") .. {
LoadFont("Common Condensed") .. {
Text=profile:GetDisplayName();
InitCommand=cmd(shadowlength,1;y,-10;zoom,1;ztest,true);
};
LoadFont("Common Normal") .. {
LoadFont("Common Fallback") .. {
InitCommand=cmd(shadowlength,1;y,8;zoom,0.5;vertspacing,-8;ztest,true);
BeginCommand=function(self)
local numSongsPlayed = profile:GetNumTotalSongsPlayed();
@@ -33,7 +33,7 @@ end;
function LoadCard(cColor)
local t = Def.ActorFrame {
Def.Quad {
InitCommand=cmd(zoomto,300,SCREEN_HEIGHT/1.3;diffuse,ColorDarkTone(cColor);diffusealpha,0.6;fadetop,0.3;fadebottom,0.3)
InitCommand=cmd(zoomto,300,SCREEN_HEIGHT/1.3;y,20;diffuse,ColorDarkTone(cColor);diffusealpha,0.8;fadetop,0.2;fadebottom,0.2)
}
}
return t
@@ -57,9 +57,9 @@ function LoadPlayerStuff(Player)
InitCommand=cmd(zoomto,200,230);
OnCommand=cmd(diffuse,Color('Orange');diffusealpha,0.5);
}; --]]
LoadFont("Common Normal") .. {
LoadFont("Common Italic Condensed") .. {
Text="Press &START; to join.";
InitCommand=cmd(shadowlength,1);
InitCommand=cmd(shadowlength,1;zoom,1.25);
OnCommand=cmd(diffuseshift;effectcolor1,Color('White');effectcolor2,color("0.5,0.5,0.5"));
};
};
@@ -97,10 +97,9 @@ function LoadPlayerStuff(Player)
t[#t+1] = Def.ActorFrame {
Name = "EffectFrame";
};
t[#t+1] = LoadFont("Common Normal") .. {
t[#t+1] = LoadFont("Common Condensed") .. {
Name = 'SelectedProfileText';
--InitCommand=cmd(y,160;shadowlength,1;diffuse,PlayerColor(Player));
InitCommand=cmd(y,160;shadowlength,1;);
InitCommand=cmd(y,160;shadowlength,1;diffuse,ColorLightTone(PlayerColor(Player));diffusebottomedge,color("#FFFFFF");zoom,1.25);
};
return t;
@@ -1,3 +1,4 @@
-- You know what, I guess the "fancy UI background" theme option can be put to use.
if ThemePrefs.Get("FancyUIBG") then
return Def.ActorFrame {
LoadActor(THEME:GetPathG("common bg", "base")) .. {
@@ -1,4 +1,3 @@
-- You know what, I guess the "fancy UI background" theme option can be put to use.
if ThemePrefs.Get("FancyUIBG") then
return Def.ActorFrame {
@@ -3,7 +3,7 @@ local curStageIndex = GAMESTATE:GetCurrentStageIndex() + 1;
local playMode = GAMESTATE:GetPlayMode();
local t = Def.ActorFrame {
LoadActor("_stageFrame.png") .. {
LoadActor( THEME:GetPathG("ScreenGameplay", "progress")) .. {
OnCommand=cmd(playcommand,"Set");
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
CurrentCourseChangedMessageCommand=cmd(playcommand,"Set");
@@ -17,7 +17,7 @@ local t = Def.ActorFrame {
end
};
LoadFont("Common Italic Condensed") .. {
InitCommand=cmd(y,-1;uppercase,true;playcommand,"Set");
InitCommand=cmd(y,-1;x,-143;uppercase,true;horizalign,center;maxwidth,170;playcommand,"Set");
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
CurrentCourseChangedMessageCommand=cmd(playcommand,"Set");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"Set");
@@ -47,9 +47,9 @@ local t = Def.ActorFrame {
end
end;
self:zoom(1);
self:diffuse(StageToColor(curStage)):diffusetopedge(ColorLightTone(StageToColor(curStage)));
self:diffuse(StageToColor(curStage));
self:diffusetopedge(ColorLightTone(StageToColor(curStage)));
end;
};
};
return t
return t
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+3
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@@ -123,6 +123,9 @@ HeaderText=Evaluation
HeaderSubText=Let's see how you did.
ExtraUnlocked=Extra Stage Available!
[StageAward]
FullComboW1=Full Flawless Combo!!!
[ScreenEditMenu]
HeaderText=Edit Songs
+59 -6
View File
@@ -233,10 +233,64 @@ ShowHelp=false
[ScreenMapControllers]
ShowHeader=false
ShowFooter=false
DevicesOnCommand=vertalign,top;maxheight,92;zoom,1.0;draworder,5;strokecolor,color("0,0,0,1")
ListHeaderCenterOnCommand=x,SCREEN_CENTER_X;y,-11;zoom,0.7;shadowlength,1;ztest,true
ShowFooter=true
DevicesX=SCREEN_CENTER_X
DevicesY=SCREEN_TOP+8
DevicesOnCommand=vertalign,top;maxheight,92;zoom,0.75;draworder,5;strokecolor,color("0,0,0,1")
DevicesOffCommand=
#
# The ListHeader parts are the row that the player's cursor starts on with
# the names of the columns.
ListHeaderP1S1Command=x,SCREEN_CENTER_X-270-80
ListHeaderP1S2Command=x,SCREEN_CENTER_X-195-40
ListHeaderP1S3Command=x,SCREEN_CENTER_X-120
ListHeaderP2S1Command=x,SCREEN_CENTER_X+120
ListHeaderP2S2Command=x,SCREEN_CENTER_X+195+40
ListHeaderP2S3Command=x,SCREEN_CENTER_X+270+80
# ListHeaderCenterOnCommand is for the center element of the ListHeader.
ListHeaderCenterOnCommand=x,SCREEN_CENTER_X;y,-6;zoom,0.7;shadowlength,1;ztest,true
# These commands are shared by all the ListHeader parts.
ListHeaderOnCommand=diffuse,color("#808080");shadowlength,0;max_dimension_use_zoom,true;zoom,0.75;maxwidth,130;
ListHeaderGainFocusCommand=diffuse,color("#808080");diffuseshift;effectcolor2,color("#808080");effectcolor1,color("#FFFFFF")
ListHeaderLoseFocusCommand=diffuse,color("#808080");stopeffect
# The positions of the elements showing what is mapped.
MappedToP1S1Command=x,SCREEN_CENTER_X-270-80
MappedToP1S2Command=x,SCREEN_CENTER_X-195-40
MappedToP1S3Command=x,SCREEN_CENTER_X-120
MappedToP2S1Command=x,SCREEN_CENTER_X+120
MappedToP2S2Command=x,SCREEN_CENTER_X+195+40
MappedToP2S3Command=x,SCREEN_CENTER_X+270+80
# These commands are shared between all the elements.
MappedToOnCommand=diffuse,color("#808080");shadowlength,0;zoom,0.75;max_dimension_use_zoom,true;maxwidth,130
# WaitingCommand is executed when the player hits enter to set a key.
MappedToWaitingCommand=diffuse,color("#FF8080");pulse;effectperiod,0.5;effectmagnitude,0.8,1.3,0
# MappedInputCommand is executed after the player maps the key.
MappedToMappedInputCommand=diffuse,color("#808080");diffuseshift;effectcolor2,color("#808080");effectcolor1,color("#FFFFFF")
MappedToGainFocusCommand=diffuse,color("#808080");diffuseshift;effectcolor2,color("#808080");effectcolor1,color("#FFFFFF")
MappedToLoseFocusCommand=diffuse,color("#808080");stopeffect
# GainMarkCommand is executed when the player adds the element to the set list.
MappedToGainMarkCommand=textglowmode,'TextGlowMode_Inner';glow,color("#FF00007f")
# LoseMarkCommand is executed when the player removes the element from the set list.
MappedToLoseMarkCommand=textglowmode,'TextGlowMode_Inner';glow,color("#FF000000")
#
# The LineScroller is an ActorScroller that controls the positioning of the
# rows.
LineScrollerOnCommand=%function(self) self:draworder(-1); self:y(64) self:setsecondsperitem(0.1) self:SetTransformFromHeight(36) end
LineScrollerOffCommand=
LineHideCommand=visible,false
LineOnCommand=%function(self) self:y(0); self:visible(true); local LeftToRight = math.mod(self.ItemIndex, 2) == 0 and 1 or -1; self:addx(-SCREEN_WIDTH * LeftToRight); end
LineOffCommand=%function(self) local LeftToRight = math.mod(self.ItemIndex, 2) == 0 and 1 or -1; self:stoptweening() self:accelerate(0.3); self:addx(SCREEN_WIDTH * LeftToRight); self:queuecommand('Hide') end
#
# The "P1 slots" and "P2 slots" labels. Use the entries in en.ini to change text.
LabelP1OnCommand=x,SCREEN_CENTER_X*0.4;zoom,0.7;shadowlength,1
LabelP1OffCommand=linear,0.5;diffusealpha,0
LabelP2OnCommand=x,SCREEN_CENTER_X*1.6;zoom,0.7;shadowlength,1
LabelP2OffCommand=linear,0.5;diffusealpha,0
# The primary effect of keys on this row.
PrimaryOnCommand=x,SCREEN_CENTER_X;y,-6;zoom,0.7;shadowlength,1;ztest,true
# The secondary effect of keys on this row.
SecondaryOnCommand=x,SCREEN_CENTER_X;y,6;zoom,0.5;shadowlength,1;ztest,true
# 06 #
[ScreenWithMenuElements]
WaitForChildrenBeforeTweeningOut=true
@@ -488,10 +542,9 @@ TitleOnCommand=halign,0;strokecolor,color("#222222FF");shadowlength,1;zoom,0.5
Fallback="ScreenOptionsServiceChild"
NextScreen="ScreenOptionsService"
PrevScreen="ScreenOptionsService"
LineNames="gNotePos,gScore,gSDisp,TimingDisplay,gOpts,gLongFail,gComboUnderField,FlashyCombo,FancyUIBG,PrefMeter"
LineNames="gNotePos,gScore,TimingDisplay,gOpts,gLongFail,gComboUnderField,FlashyCombo,FancyUIBG,PrefMeter"
LinegNotePos="lua,ThemePrefRow('NotePosition')"
LinegScore="lua,ThemePrefRow('GameplayShowScore')"
LinegSDisp="lua,ThemePrefRow('GameplayShowStepsDisplay')"
LineTimingDisplay="lua,ThemePrefRow('TimingDisplay')"
LinegOpts="lua,ThemePrefRow('ShowLotsaOptions')"
LinegAuto="lua,ThemePrefRow('AutoSetStyle')"