various theme changes, mostly from midi
removes duplicate round() function in productivityhelpers
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@@ -157,6 +157,13 @@ end
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t[#t+1] = StandardDecorationFromFileOptional("LifeDifficulty","LifeDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("GameType","GameType");
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t[#t+1] = LoadActor( THEME:GetPathG("ScreenStageInformation","Stage extra1" ) ) .. {
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InitCommand=cmd(Center;draworder,105);
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OnCommand=cmd(visible,GAMESTATE:IsExtraStage() and not GAMESTATE:IsExtraStage2();linear,2;zoom,0;diffusealpha,1;);
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};
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t[#t+1] = LoadActor( THEME:GetPathG("ScreenStageInformation","Stage extra2" ) ) .. {
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InitCommand=cmd(Center;draworder,105);
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OnCommand=cmd(visible,not GAMESTATE:IsExtraStage() and GAMESTATE:IsExtraStage2();linear,2;zoom,0;diffusealpha,1;);
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};
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return t
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@@ -83,16 +83,23 @@ t[#t+1] = Def.ActorFrame {
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end
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end
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-- we're safe, you can push the values
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tTotalJudgments[#tTotalJudgments+1] = math.abs( param.TapNoteOffset );
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local iTapNoteOffset = param.TapNoteOffset;
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local fTapNoteOffset = param.TapNoteOffset;
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if param.HoldNoteScore then
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iTapNoteOffset = 1;
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fTapNoteOffset = 1;
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else
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iTapNoteOffset = param.TapNoteOFfset;
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fTapNoteOffset = param.TapNoteOffset;
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end
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if param.TapNoteScore == 'TapNoteScore_Miss' then
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fTapNoteOffset = 1;
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else
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fTapNoteOffset = fTapNoteOffset;
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end;
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-- we're safe, you can push the values
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tTotalJudgments[#tTotalJudgments+1] = math.abs( fTapNoteOffset );
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self:playcommand("Reset");
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c.Judgment:visible( not bShowProtiming );
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@@ -100,11 +107,11 @@ t[#t+1] = Def.ActorFrame {
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JudgeCmds[param.TapNoteScore](c.Judgment);
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c.ProtimingDisplay:visible( bShowProtiming );
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c.ProtimingDisplay:settextf("%i%%",100 - math.floor(math.abs(param.TapNoteOffset * 1000)) );
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c.ProtimingDisplay:settextf("%i%%",clamp(100 - math.floor(math.abs(fTapNoteOffset * 1000)) ,0,100));
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ProtimingCmds[param.TapNoteScore](c.ProtimingDisplay);
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c.ProtimingAverage:visible( bShowProtiming );
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c.ProtimingAverage:settextf("%.2f%%",100 - MakeAverage( tTotalJudgments ) * 1000 );
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c.ProtimingAverage:settextf("%.2f%%",clamp(100 - MakeAverage( tTotalJudgments ) * 1000 ,0,100));
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AverageCmds['Pulse'](c.ProtimingAverage);
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end;
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};
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@@ -3,9 +3,11 @@ return Def.ActorFrame {
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local song = GAMESTATE:GetCurrentSong();
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if song then
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-- self:setaux(0);
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self:finishtweening();
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self:playcommand("TweenOn");
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elseif not song then
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elseif not song and self:GetZoomX() == 1 then
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-- self:setaux(1);
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self:finishtweening();
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self:playcommand("TweenOff");
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end;
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end;
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