Evaluation adjustments

Move Holds count to sidebars, add song title display, move evaluation
stagedisplay to header, adjust placement of judgment counts/timing and
life difficulty/options
This commit is contained in:
ListenerJubatus
2018-01-18 19:19:31 -06:00
parent e509fffc62
commit 73999c631d
4 changed files with 109 additions and 27 deletions
@@ -0,0 +1,38 @@
if not GAMESTATE:IsCourseMode() then
return Def.ActorFrame {
LoadActor(THEME:GetPathG("ScreenEvaluation", "StageDisplay")) .. {
InitCommand=cmd(x,SCREEN_RIGHT-290;y,SCREEN_TOP+49;);
OffCommand=cmd(linear,0.3;diffusealpha,0;);
}
}
else
return Def.ActorFrame {
InitCommand=cmd(x,SCREEN_RIGHT-290;y,SCREEN_TOP+49;);
OffCommand=cmd(linear,0.3;diffusealpha,0;);
LoadActor(THEME:GetPathG("", "_sortFrame")) .. {
InitCommand=cmd(diffusealpha,0.9;zoom,1.5);
BeginCommand=function(self)
self:playcommand("Set")
end;
SetCommand=function(self)
local curStage = GAMESTATE:GetCurrentStage();
self:diffuse(StageToColor(curStage));
end
};
LoadFont("Common Italic Condensed") .. {
InitCommand=cmd(y,-1;zoom,1;shadowlength,1;uppercase,true;);
BeginCommand=function(self)
self:playcommand("Set")
end;
CurrentSongChangedMessageCommand= cmd(playcommand,"Set"),
SetCommand=function(self)
local curStage = GAMESTATE:GetCurrentStage();
local course = GAMESTATE:GetCurrentCourse()
self:settext(string.upper(ToEnumShortString( course:GetCourseType() )))
-- StepMania is being stupid so we have to do this here;
self:diffuse(StageToColor(curStage)):diffusetopedge(ColorLightTone(StageToColor(curStage)));
self:diffusealpha(0):smooth(0.3):diffusealpha(1);
end;
};
}
end;
@@ -8,12 +8,11 @@ local eval_lines = {
"W4",
"W5",
"Miss",
"Held",
"MaxCombo"
}
local eval_radar = {
Types = { 'Mines', 'Hands', 'Rolls', 'Lifts' },
Types = { 'Holds', 'Rolls', 'Hands', 'Mines', 'Lifts' },
}
local grade_area_offset = 16
@@ -71,22 +70,51 @@ local mid_pane = Def.ActorFrame {
}
}
-- Text that's slapped on top of the banner frame.
-- Song or Course Title
if not GAMESTATE:IsCourseMode() then
mid_pane[#mid_pane+1] = LoadActor(THEME:GetPathG("ScreenEvaluation", "StageDisplay")) .. {
OnCommand=cmd(x,_screen.cx;y,_screen.cy-98;diffuse,color("#9d324e"))
mid_pane[#mid_pane+1] = Def.BitmapText {
Font="Common Fallback",
InitCommand=function(self)
self:x(_screen.cx):y(_screen.cy+188):diffuse(color("#512232")):shadowlength(1):zoom(0.75):maxwidth(500)
end;
OnCommand=function(self)
local song = GAMESTATE:GetCurrentSong();
if song then
self:settext(song:GetDisplayMainTitle());
else
self:settext("");
end;
self:diffusealpha(0):sleep(1.3):decelerate(0.4):diffusealpha(1)
end,
OffCommand=cmd(decelerate,0.4;diffusealpha,0)
}
mid_pane[#mid_pane+1] = Def.BitmapText {
Font="Common Fallback",
InitCommand=function(self)
self:x(_screen.cx):y(_screen.cy+188+22):diffuse(color("#512232")):shadowlength(1):zoom(0.6):maxwidth(500)
end;
OnCommand=function(self)
local song = GAMESTATE:GetCurrentSong();
if song then
self:settext(song:GetDisplaySubTitle());
else
self:settext("");
end;
self:diffusealpha(0):sleep(1.3):decelerate(0.4):diffusealpha(1)
end,
OffCommand=cmd(decelerate,0.4;diffusealpha,0)
}
else
mid_pane[#mid_pane+1] = Def.BitmapText {
Font="_roboto condensed Bold italic 24px",
Font="Common Fallback",
InitCommand=function(self)
self:x(_screen.cx):y(_screen.cy+188):diffuse(color("#512232")):shadowlength(1):zoom(0.75):maxwidth(500)
end;
OnCommand=function(self)
local course = GAMESTATE:GetCurrentCourse()
self:settext(string.upper(ToEnumShortString( course:GetCourseType() )))
self:x(_screen.cx):y(_screen.cy-98):diffuse(color("#9d324e"))
self:settext(course:GetDisplayFullTitle())
self:diffusealpha(0):sleep(1.3):decelerate(0.4):diffusealpha(1)
end,
OnCommand=cmd(playcommand,"Set";zoomx,0.8;diffusealpha,0;decelerate,0.4;zoomx,1;diffusealpha,1),
OffCommand=cmd(decelerate,0.4;diffusealpha,0)
}
end
@@ -97,7 +125,7 @@ for i, v in ipairs(eval_lines) do
local cur_line = "JudgmentLine_" .. v
mid_pane[#mid_pane+1] = Def.ActorFrame{
InitCommand=cmd(x,_screen.cx;y,(_screen.cy/1.4)+(spacing)),
InitCommand=cmd(x,_screen.cx;y,(_screen.cy/1.48)+(spacing)),
OffCommand=function(self)
self:sleep(0.13 * i):decelerate(0.6):diffusealpha(0)
end;
@@ -136,7 +164,7 @@ for ip, p in ipairs(GAMESTATE:GetHumanPlayers()) do
local spacing = 38*i
eval_parts[#eval_parts+1] = Def.BitmapText {
Font = "_overpass 36px",
InitCommand=cmd(x,_screen.cx + step_count_offs;y,(_screen.cy/1.4)+(spacing);diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;diffusealpha,1.0;shadowlength,1;maxwidth,120;),
InitCommand=cmd(x,_screen.cx + step_count_offs;y,(_screen.cy/1.48)+(spacing);diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;diffusealpha,1.0;shadowlength,1;maxwidth,120;),
OnCommand=function(self)
self:settext(GetJLineValue(v, p))
if string.find(p, "P1") then
@@ -279,7 +307,7 @@ for ip, p in ipairs(GAMESTATE:GetHumanPlayers()) do
-- Options
eval_parts[#eval_parts+1] = Def.BitmapText {
Font = "Common Condensed",
InitCommand=cmd(horizalign,center;vertalign,top;x,_screen.cx + (grade_parts_offs);y,(_screen.cy+196);wrapwidthpixels,240;diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;shadowlength,1),
InitCommand=cmd(horizalign,center;vertalign,top;x,_screen.cx + (grade_parts_offs);y,(_screen.cy+196+43);wrapwidthpixels,240;diffuse,ColorDarkTone(PlayerColor(p));zoom,0.75;shadowlength,1),
OnCommand=function(self)
self:settext(GAMESTATE:GetPlayerState(p):GetPlayerOptionsString(0))
self:diffusealpha(0):sleep(0.8):decelerate(0.6):diffusealpha(1)
@@ -389,14 +417,14 @@ t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficult
if gameplay_pause_count > 0 then
t[#t+1]= Def.BitmapText{
Font= "_roboto condensed 24px",
Font= "Common Italic Condensed",
Text= THEME:GetString("PauseMenu", "pause_count") .. ": " .. gameplay_pause_count,
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-100+26;);
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-130;shadowlength,1;maxwidth,140;);
OnCommand=function(self)
self:diffuse(color("#512232")):zoom(0.8);
self:diffusealpha(0):sleep(0.5):smooth(0.3):diffusealpha(1);
self:diffuse(color("#FF0000")):diffusebottomedge(color("#512232")):zoom(0.8);
self:diffusealpha(0):sleep(1.5):smooth(0.3):diffusealpha(1);
end;
OffCommand=cmd(decelerate,0.3;diffusealpha,0);
OffCommand=cmd(sleep,0.2;decelerate,0.3;diffusealpha,0;);
}
end
@@ -3,8 +3,24 @@ local curStageIndex = GAMESTATE:GetCurrentStageIndex();
local t = Def.ActorFrame {};
t[#t+1] = Def.ActorFrame {
LoadActor(THEME:GetPathG("", "_sortFrame")) .. {
InitCommand=cmd(diffusealpha,0.9;zoom,1.5);
BeginCommand=function(self)
local top = SCREENMAN:GetTopScreen()
if top then
if not string.find(top:GetName(),"ScreenEvaluation") then
curStageIndex = curStageIndex + 1
end
end
self:playcommand("Set")
end;
SetCommand=function(self)
local curStage = GAMESTATE:GetCurrentStage();
self:diffuse(StageToColor(curStage));
end
};
LoadFont("Common Italic Condensed") .. {
InitCommand=cmd(y,-1;zoom,1;shadowlength,1);
InitCommand=cmd(y,-1;zoom,1;shadowlength,1;uppercase,true;);
BeginCommand=function(self)
local top = SCREENMAN:GetTopScreen()
if top then
@@ -32,7 +48,7 @@ t[#t+1] = Def.ActorFrame {
end;
end;
-- StepMania is being stupid so we have to do this here;
self:diffuse(StageToColor(curStage)):diffusebottomedge(ColorMidTone(StageToColor(curStage)));
self:diffuse(StageToColor(curStage)):diffusetopedge(ColorLightTone(StageToColor(curStage)));
self:diffusealpha(0):smooth(0.3):diffusealpha(1);
end;
};
+6 -6
View File
@@ -1097,15 +1097,15 @@ MeterHeight=80
# 07 #
[ScreenEvaluationNormal]
ShowTimingDifficulty=true
TimingDifficultyX=SCREEN_CENTER_X;
TimingDifficultyY=SCREEN_BOTTOM-100+6;
TimingDifficultyOnCommand=shadowlength,1;
TimingDifficultyX=SCREEN_CENTER_X-120;
TimingDifficultyY=SCREEN_BOTTOM-126+11;
TimingDifficultyOnCommand=maxwidth,140;shadowlength,1;diffusealpha,0;sleep,0.5;smooth,0.3;diffusealpha,1;
TimingDifficultyOffCommand=decelerate,0.3;diffusealpha,0;
#
ShowLifeDifficulty=true
LifeDifficultyX=SCREEN_CENTER_X;
LifeDifficultyY=SCREEN_BOTTOM-120+6;
LifeDifficultyOnCommand=shadowlength,1;
LifeDifficultyX=SCREEN_CENTER_X+120;
LifeDifficultyY=SCREEN_BOTTOM-126+11;
LifeDifficultyOnCommand=maxwidth,140;shadowlength,1;diffusealpha,0;sleep,0.5;smooth,0.3;diffusealpha,1;
LifeDifficultyOffCommand=decelerate,0.3;diffusealpha,0;
#
StageDisplayUseShortString=false