TwoPartSelection noteskin for pump only, routine skins

This commit is contained in:
Jonathan Payne
2014-09-01 05:38:33 -07:00
parent 0abdaa513d
commit d9d735e44a
3 changed files with 29 additions and 16 deletions
+14 -5
View File
@@ -47,9 +47,13 @@ setmetatable(Color, { __call = function(self, c) return self[c] end })
GameColor = { GameColor = {
PlayerColors = { PlayerColors = {
PLAYER_1 = color("#ff4444"), PLAYER_1 = color("#ed5565"),
PLAYER_2 = color("#5d9cec"), PLAYER_2 = color("#5d9cec"),
}, },
PlayerDarkColors = {
PLAYER_1 = color("#da4453"),
PLAYER_2 = color("#4a89dc"),
},
Difficulty = { Difficulty = {
--[[ These are for 'Custom' Difficulty Ranks. It can be very useful --[[ These are for 'Custom' Difficulty Ranks. It can be very useful
in some cases, especially to apply new colors for stuff you in some cases, especially to apply new colors for stuff you
@@ -126,13 +130,18 @@ function ColorDarkTone(c)
end end
function PlayerColor( pn ) function PlayerColor( pn )
if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end
if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end
return color("1,1,1,1") return color("1,1,1,1")
end end
function PlayerScoreColor( pn ) function PlayerScoreColor( pn )
if pn == PLAYER_1 then return GameColor.PlayerColors["PLAYER_1"] end -- pink-red return PlayerColor( pn );
if pn == PLAYER_2 then return GameColor.PlayerColors["PLAYER_2"] end -- sea-blue 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") return color("1,1,1,1")
end end
@@ -15,7 +15,7 @@ local t = Def.ActorFrame {
}; };
-- --
for i=1,#num_players do for i=1,#num_players do
t[#t+1] = Def.ActorFrame { local f = Def.ActorFrame {
InitCommand=cmd(x,-128+PositionItem(i,#num_players)); InitCommand=cmd(x,-128+PositionItem(i,#num_players));
UnchosenCommand=cmd(finishtweening;bounceend,0.25;zoom,1); UnchosenCommand=cmd(finishtweening;bounceend,0.25;zoom,1);
ChosenCommand=cmd(stoptweening;bouncebegin,0.3;zoom,0); 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; if param.Player ~= num_players[i] then return end;
self:playcommand("Unchosen"); self:playcommand("Unchosen");
end; end;
--
LoadActor( NOTESKIN:GetPathForNoteSkin("Center","Tap","cmd") ) .. {
InitCommand=cmd(y,20);
};
Def.Quad { Def.Quad {
InitCommand=cmd(y,-35); InitCommand=cmd(y,-35);
OnCommand=cmd(diffuse,PlayerColor(num_players[i]);shadowlength,1;linear,0.25;zoomtowidth,80;fadeleft,0.5;faderight,0.5); 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); 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 end
-- Lock input for half a second so that players don't accidentally start a song -- Lock input for half a second so that players don't accidentally start a song
t[#t+1] = Def.Actor { t[#t+1] = Def.Actor {
+7 -6
View File
@@ -374,10 +374,10 @@ DeltaSecondsOnCommand=y,80;
DeltaSecondsGainLifeCommand=zoom,0.5; DeltaSecondsGainLifeCommand=zoom,0.5;
[ScoreDisplayPercentage Percent] [ScoreDisplayPercentage Percent]
PercentP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline PercentP1OnCommand=shadowlength,1;strokecolor,Color.Outline
PercentP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline PercentP2OnCommand=shadowlength,1;strokecolor,Color.Outline
DancePointsP1OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_1);strokecolor,Color.Outline DancePointsP1OnCommand=shadowlength,1;strokecolor,Color.Outline
DancePointsP2OnCommand=shadowlength,1;diffuse,PlayerColor(PLAYER_2);strokecolor,Color.Outline DancePointsP2OnCommand=shadowlength,1;strokecolor,Color.Outline
[ScoreDisplayRave] [ScoreDisplayRave]
MeterP1OnCommand=draworder,-1;texcoordvelocity,1,0 MeterP1OnCommand=draworder,-1;texcoordvelocity,1,0
@@ -564,9 +564,10 @@ Fallback="TextBanner"
[ScreenSystemLayer] [ScreenSystemLayer]
ShowClock=true 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] [ScreenConsoleOverlay]