add DifficultyList highlight

This commit is contained in:
Rob Campbell
2008-07-27 22:32:43 +00:00
parent 4550db5fe8
commit a4f44cded8
5 changed files with 73 additions and 29 deletions
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@@ -377,63 +377,107 @@ t[#t+1] = LoadFont("common normal") .. {
if not GAMESTATE:IsCourseMode() then
t[#t+1] = Def.DifficultyList {
Name="DifficultyList";
InitCommand=cmd(x,SCREEN_CENTER_X+170;y,SCREEN_CENTER_Y+20);
InitCommand=cmd(x,SCREEN_CENTER_X+166;y,SCREEN_CENTER_Y+20);
CursorP1 = Def.ActorFrame {
InitCommand=cmd(x,-150;bounce;effectmagnitude,-5,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,"bgm");
BeginCommand=cmd(visible,true);
StepsSelectedMessageCommand=function( self, param )
if param.Player ~= "PlayerNumber_P1" then return end;
self:visible(false);
end;
children={
LoadActor( "DifficultyList cursor p1" ) .. {
BeginCommand=cmd(player,"PlayerNumber_P1";);
LoadActor( "DifficultyList highlight" ) .. {
InitCommand=cmd(addx,-10;diffusealpha,0.3);
BeginCommand=cmd(player,"PlayerNumber_P1");
OnCommand=cmd(playcommand,"UpdateAlpha");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"UpdateAlpha");
CurrentStepsP2ChangedMessageCommand=cmd(playcommand,"UpdateAlpha");
UpdateAlphaCommand=function(self)
if GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty() == GAMESTATE:GetCurrentSteps(PLAYER_2):GetDifficulty() then
self:linear(.08);
self:diffusealpha(0.15);
else
self:linear(.08); --has no effect if alpha is already .3
self:diffusealpha(0.3);
end;
end;
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P1" then return end;
self:visible( true );
end;
};
LoadFont( "_terminator two 18px" ) .. {
InitCommand=cmd(x,-4;y,-3;settext,"P1";diffuse,PlayerColor("PlayerNumber_P1");shadowlength,0;);
BeginCommand=cmd(player,"PlayerNumber_P1";);
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P1" then return end;
self:visible( true );
end;
Def.ActorFrame {
InitCommand=cmd(x,-150;bounce;effectmagnitude,-12,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,"bgm");
children={
LoadActor( "DifficultyList cursor p1" ) .. {
BeginCommand=cmd(player,"PlayerNumber_P1";);
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P1" then return end;
self:visible( true );
end;
};
LoadFont( "_terminator two 18px" ) .. {
InitCommand=cmd(x,-4;y,-3;settext,"P1";diffuse,PlayerColor("PlayerNumber_P1");shadowlength,0;);
BeginCommand=cmd(player,"PlayerNumber_P1";);
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P1" then return end;
self:visible( true );
end;
};
}
};
}
};
CursorP2 = Def.ActorFrame {
InitCommand=cmd(x,130;bounce;effectmagnitude,5,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,"bgm");
BeginCommand=cmd(visible,true);
StepsSelectedMessageCommand=function( self, param )
if param.Player ~= "PlayerNumber_P2" then return end;
self:visible(false);
end;
children={
LoadActor( "DifficultyList cursor p2" ) .. {
BeginCommand=cmd(player,"PlayerNumber_P2";);
LoadActor( "DifficultyList highlight" ) .. {
InitCommand=cmd(addx,-10;zoomx,-1;diffusealpha,0.3);
BeginCommand=cmd(player,"PlayerNumber_P2");
OnCommand=cmd(playcommand,"UpdateAlpha");
CurrentStepsP1ChangedMessageCommand=cmd(playcommand,"UpdateAlpha");
CurrentStepsP2ChangedMessageCommand=cmd(playcommand,"UpdateAlpha");
UpdateAlphaCommand=function(self)
if GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty() == GAMESTATE:GetCurrentSteps(PLAYER_2):GetDifficulty() then
self:linear(.08);
self:diffusealpha(0.15);
else
self:linear(.08); --has no effect if alpha is already .3
self:diffusealpha(0.3);
end;
end;
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P2" then return end;
self:visible( true );
end;
};
LoadFont( "_terminator two 18px" ) .. {
InitCommand=cmd(x,4;y,-3;settext,"P2";diffuse,PlayerColor("PlayerNumber_P2");shadowlength,0;);
BeginCommand=cmd(player,"PlayerNumber_P2";);
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P2" then return end;
self:visible( true );
end;
Def.ActorFrame {
InitCommand=cmd(x,130;bounce;effectmagnitude,12,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,"bgm");
children={
LoadActor( "DifficultyList cursor p2" ) .. {
BeginCommand=cmd(player,"PlayerNumber_P2";);
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P2" then return end;
self:visible( true );
end;
};
LoadFont( "_terminator two 18px" ) .. {
InitCommand=cmd(x,4;y,-3;settext,"P2";diffuse,PlayerColor("PlayerNumber_P2");shadowlength,0;);
BeginCommand=cmd(player,"PlayerNumber_P2";);
PlayerJoinedMessageCommand=function(self,param )
if param.Player ~= "PlayerNumber_P2" then return end;
self:visible( true );
end;
};
}
};
}
};
CursorP1Frame = LoadActor( "DifficultyList frame p1" ) .. {
InitCommand=cmd(bounce;effectmagnitude,-10,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,"bgm");
};
CursorP2Frame = LoadActor( "DifficultyList frame p2" ) .. {
InitCommand=cmd(bounce;effectmagnitude,10,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,"bgm");
};
CursorP1Frame = Def.Actor{ };
CursorP2Frame = Def.Actor{ };
};
end
-- fade out
+2 -2
View File
@@ -4448,11 +4448,11 @@ PropertyMax=9/8
ItemsSpacingY=20
NumShownItems=7
CapitalizeDifficultyNames=1
CursorP1OnCommand=x,-46;diffusealpha,0;sleep,.5;bounce;effectmagnitude,-10,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,bgm
CursorP1OnCommand=
CursorP1OffCommand=
CursorP1TweenOnCommand=linear,0.5;diffusealpha,1
CursorP1ChangeCommand=finishtweening;decelerate,0.15
CursorP2OnCommand=x,+198;diffusealpha,0;sleep,.5;bounce;effectmagnitude,10,0,0;effectperiod,1.0;effectoffset,0.0;effectclock,bgm
CursorP2OnCommand=
CursorP2OffCommand=
CursorP2TweenOnCommand=linear,0.5;diffusealpha,1
CursorP2ChangeCommand=finishtweening;decelerate,0.15