Fixed the issue related to trigging holdheads before they reach the receptor, at least I think that, more tests to be done (issue 150)
This commit is contained in:
@@ -1 +1,3 @@
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return NOTESKIN:LoadActor("DownLeft","Tap Note");
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return NOTESKIN:LoadActor("DownLeft","Tap Note")..{
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InitCommand=cmd(rotationy,180);
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};
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@@ -1,17 +1,19 @@
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local Noteskin = ... or {}
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local Noteskin = {}
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--bBlanks:
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--bBlanks:
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Noteskin.bBlanks = {
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--["element"] = true|false;
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["Hold Tail Active"] = true;
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["Roll Tail Active"] = true;
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["Hold Tail Active"] = true;
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["Roll Tail Inactive"] = true;
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["Roll Tail Inactive"] = true;
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}
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Noteskin.ElementRedirs = {
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--["element"] = "redirected_element";
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["Hold Head Active"] = "Tap Note";
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["Hold Head Inactive"] = "Tap Note";
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["Roll Head Active"] = "Tap Note";
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["Roll Head Inactive"] = "Tap Note";
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["Roll Head Active"] = "Roll Head Active";
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["Roll Head Inactive"] = "Roll Head Active";
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["Tap Fake"] = "Tap Note";
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--
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["Hold Topcap Inactive"] = "Hold Topcap Active";
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@@ -19,17 +21,22 @@ Noteskin.ElementRedirs = {
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["Hold Bottomcap Inactive"] = "Hold Bottomcap Active";
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["Hold Tail Inactive"] = "Hold Tail Active";
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--
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["Roll Topcap Inactive"] = "Roll Topcap Active";
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["Roll Body Inactive"] = "Roll Body Active";
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["Roll Bottomcap Inactive"] = "Roll Bottomcap Active";
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["Roll Tail Inactive"] = "Roll Tail Active";
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["Roll Topcap Active"] = "Hold Topcap Active";
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["Roll Body Active"] = "Hold Body Active";
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["Roll Bottomcap Active"] = "Hold Bottomcap Active";
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["Roll Tail Active"] = "Hold Tail Active";
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--
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["Roll Topcap Inactive"] = "Hold Topcap Active";
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["Roll Body Inactive"] = "Hold Body Active";
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["Roll Bottomcap Inactive"] = "Hold Bottomcap Active";
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["Roll Tail Inactive"] = "Hold Tail Active";
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}
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Noteskin.ButtonRedirs = {
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Center = "Center";
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UpLeft = "UpLeft";
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UpRight = "UpLeft";
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UpRight = "UpRight";
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DownLeft = "DownLeft";
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DownRight = "DownLeft";
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DownRight = "DownRight";
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}
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Noteskin.BaseRotX = {
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Center = 0;
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@@ -41,9 +48,9 @@ Noteskin.BaseRotX = {
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Noteskin.BaseRotY = {
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Center = 0;
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UpLeft = 0;
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UpRight = 180;
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UpRight = 0;
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DownLeft = 0;
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DownRight = 180;
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DownRight = 0;
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}
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local function func()
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@@ -71,6 +78,8 @@ local function func()
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local path = NOTESKIN:GetPath(Noteskin.ButtonRedirs[sButton],ElementToLoad)
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--Graficos separados para holds y rolls
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if string.find(sElement,"Hold") or string.find(sElement,"Roll") then
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--if ( string.find(sElement,"Hold") or string.find(sElement,"Roll") ) and not ( string.find(sElement,"Head") or string.find(sElement,"Tail") ) then
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--if ( string.find(sElement,"Hold") or string.find(sElement,"Roll") ) and ( string.find(sElement,"Body") ) then
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path = NOTESKIN:GetPath(sButton,ElementToLoad)
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end
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@@ -1,4 +1,5 @@
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return Def.ActorFrame {
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--note graphic
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NOTESKIN:LoadActor(Var "Button", "Tap Note") .. {
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InitCommand=cmd(blend,"BlendMode_Add";playcommand,"Glow");
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W1Command=cmd(playcommand,"Glow");
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@@ -6,10 +7,55 @@ return Def.ActorFrame {
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W3Command=cmd(playcommand,"Glow");
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W4Command=cmd();
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W5Command=cmd();
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HoldingOnCommand=cmd(playcommand,"Glow");
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--HoldingOnCommand=cmd(playcommand,"Glow");
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HitMineCommand=cmd(playcommand,"Glow");
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HeldCommand=cmd(playcommand,"Glow");
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GlowCommand=cmd(setstate,0;finishtweening;diffusealpha,1.0;zoom,1.0;linear,0.15;diffusealpha,0.9;zoom,1.1;linear,0.15;diffusealpha,0.0;zoom,1.2);
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GlowCommand=cmd(setstate,0;finishtweening;diffusealpha,1.0;zoom,1.0;linear,0.15;diffusealpha,0.9;zoom,1.15;linear,0.15;diffusealpha,0.0;zoom,1.3);
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};
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---[[
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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Name="Tap";
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Frames = { { Frame = 2 } };
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InitCommand=cmd(zoom,1;diffusealpha,0);
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--NOTESKIN:GetMetricA(Var "Button", "TapInitCommand");
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TapCommand=cmd(finishtweening;diffusealpha,1;zoom,1;linear,0.2;diffusealpha,0;zoom,1.2);
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--NOTESKIN:GetMetricA(Var "Button", "TapHeldCommand");
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W1Command=cmd(playcommand,"Tap");
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W2Command=cmd(playcommand,"Tap");
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W3Command=cmd(playcommand,"Tap");
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W4Command=cmd(playcommand,"Tap");
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W5Command=cmd(playcommand,"Tap");
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HitMineCommand=cmd(playcommand,"Tap");
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HeldCommand=cmd(playcommand,"Tap");
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--NONECommand=cmd(playcommand,"Tap");
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--HeldCommand=NOTESKIN:GetMetricA(Var "Button", "TapHeldCommand");
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--NoneCommand=cmd(linear,0.1;zoom,2);
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};
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--]]
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--explosion
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LoadActor("_stepfx")..{
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Frames = {
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{ Frame = 0 ; Delay = 0.05 };
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{ Frame = 1 ; Delay = 0.05 };
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{ Frame = 2 ; Delay = 0.05 };
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{ Frame = 3 ; Delay = 0.05 };
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{ Frame = 4 ; Delay = 0.05 };
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--WUT...
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{ Frame = 5 ; Delay = 99999 };
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};
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InitCommand=cmd(blend,"BlendMode_Add";setstate,0);
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W1Command=cmd(setstate,0);
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W2Command=cmd(setstate,0);
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W3Command=cmd(setstate,0);
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W4Command=cmd();
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W5Command=cmd();
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--HoldingOnCommand=cmd(setstate,0);
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HitMineCommand=cmd(setstate,0);
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HeldCommand=cmd(setstate,1);
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};
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Def.Quad {
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InitCommand=cmd(diffuse,1,1,1,0;zoomto,SCREEN_WIDTH*100,SCREEN_HEIGHT*100;zoomz,SCREEN_WIDTH*SCREEN_HEIGHT);
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@@ -1,39 +1,49 @@
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local function Beat(self)
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local this = self:GetChildren()
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--Yes, why not?
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this.Base:pause();
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this.Glow:pause();
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this.Tap:pause();
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this.Base:setstate(0);
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this.Glow:setstate(1);
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this.Tap:setstate(2);
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this.Glow:blend('BlendMode_Add');
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this.Glow:diffusealpha(0);
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local beat = GAMESTATE:GetSongBeat()
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local part = beat%1
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part = clamp(part,0,0.5)
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local eff = scale(part,0,0.5,1,0)
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if beat >= 0 then
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this.Glow:diffusealpha(eff);
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if (GAMESTATE:GetSongDelay() or false) and part == 0 then eff = 0 end
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if beat < 0 then
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eff = 0
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end
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this.Glow:diffusealpha(eff);
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end
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return Def.ActorFrame {
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-- COMMANDS --
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InitCommand=cmd(SetUpdateFunction,Beat);
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-- LAYERS --
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NOTESKIN:LoadActor("Center", "Outline Receptor")..{
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Name="Outline";
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Condition=Var "Button" == "Center";
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--InitCommand=cmd(x,96);
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};
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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Name="Base";
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InitCommand=cmd();
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Frames = { { Frame = 0 } };
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--PressCommand=cmd(finishtweening;glow,1,1,1,1;linear,0.1;glow,1,1,1,0);
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};
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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Name="Glow";
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InitCommand=cmd();
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Frames = { { Frame = 1 } };
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InitCommand=cmd(blend,'BlendMode_Add');
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--PressCommand=cmd(finishtweening;linear,0.05;zoom,0.9;linear,0.1;zoom,1);
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};
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--[[
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NOTESKIN:LoadActor(Var "Button", "Ready Receptor")..{
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Name="Tap";
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InitCommand=NOTESKIN:GetMetricA(Var "Button" ,"ReceptorTapInitCommand");
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PressCommand=NOTESKIN:GetMetricA(Var "Button" ,"ReceptorTapPressCommand");
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Frames = { { Frame = 2 } };
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InitCommand=cmd(zoom,1;diffusealpha,0;glow,1,1,1,0);
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--NOTESKIN:GetMetricA(Var "Button", "TapInitCommand");
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--
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PressCommand=cmd(finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2);
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--NOTESKIN:GetMetricA(Var "Button", "TapHeldCommand");
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--
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};
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--]]
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}
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@@ -1 +1,3 @@
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return NOTESKIN:LoadActor("UpLeft","Tap Note");
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return NOTESKIN:LoadActor("UpLeft","Tap Note")..{
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InitCommand=cmd(rotationy,180);
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};
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@@ -17,23 +17,10 @@ FlipHoldBodyWhenReverse=1
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TopHoldAnchorWhenReverse=0
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HoldActiveIsAddLayer=0
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;Explosion commands
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ButtonTapCommand=setstate,0;finishtweening;diffusealpha,1.0;zoom,1.0;linear,0.15;diffusealpha,0.9;zoom,1.15;linear,0.15;diffusealpha,0.0;zoom,1.3
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;you can go nuts now...
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FlashTapCommand=finishtweening;diffusealpha,0.5;zoom,1.0;linear,0.15;diffusealpha,0.45;zoom,1.15;linear,0.15;diffusealpha,0.0;zoom,1.3
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;if you want/need diferent commands for each button, write the previous commands
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;under the correspondant button section in this metrics.ini
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;ReceptorTap commands
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ReceptorTapInitCommand=zoom,1;diffusealpha,0;glow,1,1,1,0
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ReceptorTapPressCommand=finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2
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TapInitCommand=zoom,1;diffusealpha,0;glow,1,1,1,0
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TapHeldCommand=finishtweening;glow,1,1,1,1;zoom,1;linear,0.2;glow,1,1,1,0;zoom,1.2
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[Center]
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TapNoteAnimationLengthInBeats=1
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HoldHeadAnimationLengthInBeats=1
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HoldTailAnimationLengthInBeats=1
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[DownLeft]
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@@ -2837,6 +2837,8 @@ StopCourseEarly=false
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ShowEvaluationOnFail=true
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ShowScoreInRave=false
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#
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AllowUnpausingWithGameButtonStart=true
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#
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InitialBackgroundBrightness=1.0
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TimerSeconds=-1
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#
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+4
-1
@@ -2005,7 +2005,10 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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break;
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case TapNote::hold_head:
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if( !REQUIRE_STEP_ON_HOLD_HEADS && fNoteOffset > 0.f )
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//oh wow, this was causing the trigger
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//before the hold heads -DaisuMaster
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//(It was >)
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if( !REQUIRE_STEP_ON_HOLD_HEADS && fNoteOffset <= 0.f )
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{
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score = TNS_W1;
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break;
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@@ -353,6 +353,8 @@ void ScreenGameplay::Init()
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FAIL_ON_MISS_COMBO.Load( m_sName, "FailOnMissCombo" );
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ALLOW_CENTER_1_PLAYER.Load( m_sName, "AllowCenter1Player" );
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USE_ALTERNATIVE_INPUT.Load( m_sName, "UseAlternativeInput");
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//configurable
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UNPAUSE_WITH_GAME_BUTTON_START.Load( m_sName, "AllowUnpausingWithGameButtonStart" );
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if( UseSongBackgroundAndForeground() )
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{
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@@ -2170,7 +2172,9 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS )
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{
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if( m_PauseController == GameController_Invalid || m_PauseController == input.GameI.controller )
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this->PauseGame( false );
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//IMO is better to have this configurable -DaisuMaster
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if( UNPAUSE_WITH_GAME_BUTTON_START )
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this->PauseGame( false );
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}
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return;
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}
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@@ -151,6 +151,7 @@ protected:
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ThemeMetric<int> FAIL_ON_MISS_COMBO;
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ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
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ThemeMetric<bool> USE_ALTERNATIVE_INPUT;
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ThemeMetric<bool> UNPAUSE_WITH_GAME_BUTTON_START;
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vector<AlternateMapping> m_vAlterMap;
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@@ -732,18 +732,18 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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{
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if( CodeDetector::EnteredPrevSteps(input.GameI.controller) )
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if( CodeDetector::EnteredPrevSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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ChangeSteps( input.pn, -1 );
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}
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else if( CodeDetector::EnteredNextSteps(input.GameI.controller) )
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else if( CodeDetector::EnteredNextSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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else
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ChangeSteps( input.pn, +1 );
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}
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else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )
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@@ -792,7 +792,6 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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AfterMusicChange();
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//m_MusicWheel.
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}
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}
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else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
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