Script cleanup, add aliases for SCREEN_* (_screen.w, etc, check alias.lua). [shakesoda]
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@@ -12,7 +12,7 @@ Blend = {
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Multiply = 'BlendMode_WeightedMultiply',
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Invert = 'BlendMode_InvertDest',
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NoEffect = 'BlendMode_NoEffect'
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};
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}
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-- Health Declarations
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-- Used primarily for lifebars.
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@@ -21,37 +21,37 @@ Health = {
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Alive = 'HealthState_Alive',
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Danger = 'HealthState_Danger',
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Dead = 'HealthState_Dead'
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};
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}
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--[[ Actor commands ]]
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function Actor:CenterX()
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self:x(SCREEN_CENTER_X);
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end;
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self:x(SCREEN_CENTER_X)
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end
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function Actor:CenterY()
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self:y(SCREEN_CENTER_Y);
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end;
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self:y(SCREEN_CENTER_Y)
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end
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-- xy(actorX,actorY)
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-- Sets the x and y of an actor in one command.
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function Actor:xy(actorX,actorY)
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self:x(actorX);
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self:y(actorY);
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end;
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self:x(actorX)
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self:y(actorY)
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end
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-- MaskSource([clearzbuffer])
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-- Sets an actor up as the source for a mask. Clears zBuffer by default.
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function Actor:MaskSource(_)
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self:clearzbuffer(_ or true);
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self:zwrite(true);
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self:blend('BlendMode_NoEffect');
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end;
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function Actor:MaskSource(noclear)
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self:clearzbuffer(noclear or true)
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self:zwrite(true)
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self:blend('BlendMode_NoEffect')
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end
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-- MaskDest()
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-- Sets an actor up to be masked by anything with MaskSource().
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function Actor:MaskDest()
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self:ztest(true);
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end;
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self:ztest(true)
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end
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-- Thump()
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-- A customized version of pulse that is more appealing for on-beat
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@@ -59,13 +59,13 @@ end;
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function Actor:thump(fEffectPeriod)
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self:pulse()
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if fEffectPeriod ~= nil then
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self:effecttiming(0,0,0.75*fEffectPeriod,0.25*fEffectPeriod);
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self:effecttiming(0,0,0.75*fEffectPeriod,0.25*fEffectPeriod)
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else
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self:effecttiming(0,0,0.75,0.25);
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self:effecttiming(0,0,0.75,0.25)
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end
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-- The default effectmagnitude will make this effect look very bad.
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self:effectmagnitude(1,1.125,1);
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end;
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self:effectmagnitude(1,1.125,1)
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end
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--[[ BitmapText commands ]]
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@@ -73,22 +73,23 @@ end;
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-- An alias that turns off texture filtering.
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-- Named because it works best with pixel fonts.
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function BitmapText:PixelFont()
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self:SetTextureFiltering(false);
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end;
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self:SetTextureFiltering(false)
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end
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-- Stroke(color)
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-- Sets the text's stroke color.
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function BitmapText:Stroke(c)
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self:strokecolor( c );
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end;
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self:strokecolor( c )
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end
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-- NoStroke()
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-- Removes any stroke.
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function BitmapText:NoStroke()
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self:strokecolor( color("0,0,0,0") );
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end;
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self:strokecolor( color("0,0,0,0") )
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end
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-- Set Text With Format (contributed by Daisuke Master)
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-- this function is my hero - shake
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function BitmapText:settextf(...)
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self:settext(string.format(...))
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end
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@@ -96,8 +97,8 @@ end
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-- DiffuseAndStroke(diffuse,stroke)
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-- Set diffuse and stroke at the same time.
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function BitmapText:DiffuseAndStroke(diffuseC,strokeC)
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self:diffuse(diffuseC);
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self:strokecolor(strokeC);
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self:diffuse(diffuseC)
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self:strokecolor(strokeC)
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end;
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--[[ end BitmapText commands ]]
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@@ -106,20 +107,24 @@ end;
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--[[ helper functions ]]
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function tobool(v)
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if type(v) == "string" then
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local cmp = string.lower(v);
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local cmp = string.lower(v)
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if cmp == "true" or cmp == "t" then
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return true;
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return true
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elseif cmp == "false" or cmp == "f" then
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return false;
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end;
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return false
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end
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elseif type(v) == "number" then
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if v == 0 then return false;
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else return true;
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end;
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end;
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end;
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if v == 0 then
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return false
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else
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return true
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end
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end
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end
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function pname(pn) return ToEnumShortString(pn); end;
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function pname(pn)
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return ToEnumShortString(pn)
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end
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-- from http://ardoris.wordpress.com/2008/11/07/rounding-to-a-certain-number-of-decimal-places-in-lua/
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function round(what, precision)
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