diff --git a/Themes/_fallback/Scripts/02 Branches.lua b/Themes/_fallback/Scripts/02 Branches.lua index 6430b459cd..81f19ec563 100644 --- a/Themes/_fallback/Scripts/02 Branches.lua +++ b/Themes/_fallback/Scripts/02 Branches.lua @@ -232,7 +232,7 @@ Branch = { end if STATSMAN:GetStagesPlayed() == 0 then - return "ScreenSelectPlayMode" + return "ScreenSelectStyle" end return "ScreenProfileLoad" diff --git a/Themes/_fallback/Scripts/02 Colors.lua b/Themes/_fallback/Scripts/02 Colors.lua index ebe8bfc464..3fe7335e3d 100644 --- a/Themes/_fallback/Scripts/02 Colors.lua +++ b/Themes/_fallback/Scripts/02 Colors.lua @@ -47,9 +47,13 @@ setmetatable(Color, { __call = function(self, c) return self[c] end }) GameColor = { PlayerColors = { - PLAYER_1 = color("#ff4444"), + PLAYER_1 = color("#ed5565"), PLAYER_2 = color("#5d9cec"), }, + PlayerDarkColors = { + PLAYER_1 = color("#da4453"), + PLAYER_2 = color("#4a89dc"), + }, Difficulty = { --[[ These are for 'Custom' Difficulty Ranks. It can be very useful in some cases, especially to apply new colors for stuff you @@ -126,13 +130,18 @@ function ColorDarkTone(c) end function PlayerColor( pn ) - 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 + if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end + if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end return color("1,1,1,1") end + function PlayerScoreColor( pn ) - 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 PlayerColor( pn ); +end + +function PlayerDarkColor( pn ) + if pn == PLAYER_1 then return GameColor.PlayerDarkColors["PLAYER_1"] end + if pn == PLAYER_2 then return GameColor.PlayerDarkColors["PLAYER_2"] end return color("1,1,1,1") end diff --git a/Themes/default/BGAnimations/ScreenSelectMusic overlay.lua b/Themes/default/BGAnimations/ScreenSelectMusic overlay.lua index f7326baa14..8e20872d73 100644 --- a/Themes/default/BGAnimations/ScreenSelectMusic overlay.lua +++ b/Themes/default/BGAnimations/ScreenSelectMusic overlay.lua @@ -15,7 +15,7 @@ local t = Def.ActorFrame { }; -- for i=1,#num_players do - t[#t+1] = Def.ActorFrame { + local f = Def.ActorFrame { InitCommand=cmd(x,-128+PositionItem(i,#num_players)); UnchosenCommand=cmd(finishtweening;bounceend,0.25;zoom,1); ChosenCommand=cmd(stoptweening;bouncebegin,0.3;zoom,0); @@ -28,10 +28,6 @@ for i=1,#num_players do if param.Player ~= num_players[i] then return end; self:playcommand("Unchosen"); end; - -- - LoadActor( NOTESKIN:GetPathForNoteSkin("Center","Tap","cmd") ) .. { - InitCommand=cmd(y,20); - }; Def.Quad { InitCommand=cmd(y,-35); OnCommand=cmd(diffuse,PlayerColor(num_players[i]);shadowlength,1;linear,0.25;zoomtowidth,80;fadeleft,0.5;faderight,0.5); @@ -52,6 +48,13 @@ for i=1,#num_players do OnCommand=cmd(shadowlength,1;zoom,0.75); }; }; + if GAMESTATE:GetCurrentGame():GetName() == "pump" then + local ns = num_players[i] == PLAYER_1 and RoutineSkinP1() or RoutineSkinP2() + f[#f+1] = LoadActor( NOTESKIN:GetPathForNoteSkin("Center","Tap",ns) ) .. { + InitCommand=cmd(y,20); + } + end + t[#t+1] = f; end -- Lock input for half a second so that players don't accidentally start a song t[#t+1] = Def.Actor { diff --git a/Themes/default/metrics.ini b/Themes/default/metrics.ini index fe4c55865d..3eb592a0ed 100644 --- a/Themes/default/metrics.ini +++ b/Themes/default/metrics.ini @@ -374,10 +374,10 @@ DeltaSecondsOnCommand=y,80; DeltaSecondsGainLifeCommand=zoom,0.5; [ScoreDisplayPercentage Percent] -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 +PercentP1OnCommand=shadowlength,1;strokecolor,Color.Outline +PercentP2OnCommand=shadowlength,1;strokecolor,Color.Outline +DancePointsP1OnCommand=shadowlength,1;strokecolor,Color.Outline +DancePointsP2OnCommand=shadowlength,1;strokecolor,Color.Outline [ScoreDisplayRave] MeterP1OnCommand=draworder,-1;texcoordvelocity,1,0 @@ -564,9 +564,10 @@ Fallback="TextBanner" [ScreenSystemLayer] ShowClock=true -CreditsP1OnCommand=horizalign,left;vertalign,bottom;zoom,0.675;shadowlength,1; +CreditsP1OnCommand=horizalign,left;vertalign,bottom;zoom,0.675;shadowlength,1;diffuse,PlayerColor(PLAYER_1);diffusetopedge,ColorLightTone(PlayerColor(PLAYER_1)); +# +CreditsP2OnCommand=horizalign,right;vertalign,bottom;zoom,0.675;shadowlength,1;diffuse,PlayerColor(PLAYER_2);diffusetopedge,ColorLightTone(PlayerColor(PLAYER_2)); # -CreditsP2OnCommand=horizalign,right;vertalign,bottom;zoom,0.675;shadowlength,1; [ScreenConsoleOverlay]