various theme changes by Midiman and myself.

This commit is contained in:
AJ Kelly
2010-02-17 19:47:36 -06:00
parent 4791b411d1
commit dfc5f53134
36 changed files with 314 additions and 250 deletions
+11 -13
View File
@@ -72,7 +72,17 @@ local SmoothBezier =
function Actor:smooth(t)
self:tween( t, "TweenType_Bezier", SmoothBezier );
end
-- SSC Additions
local DropBezier =
{
0 , 0,
1/3 , 1,
2/3 , 0.5,
1 , 1,
}
function Actor:drop(t)
self:tween( t, "TweenType_Bezier", DropBezier );
end
-- Hide if b is true, but don't unhide if b is false.
function Actor:hide_if(b)
if b then
@@ -135,18 +145,6 @@ function Actor:Center()
self:y(SCREEN_CENTER_Y);
end;
-- SSC Additions
local DropBezier =
{
0 , 0,
8/16 , 1,
12/16 , 0.5,
16/16 , 1,
}
function Actor:drop(t)
self:tween( t, "TweenType_Bezier", DropBezier );
end
-- (c) 2006 Glenn Maynard
-- All rights reserved.
--
+14 -14
View File
@@ -5,26 +5,26 @@ Colors = {
-- UI Colors
-- These colors are common to the theme interface and should be used
-- often to make use of these efficiently.
Enabled = nilColor,
Disabled = nilColor,
Focused = nilColor,
Outline = nilColor,
Shadow = nilColor,
Important = nilColor,
Reward = nilColor,
Enabled = nilColor,
Disabled = nilColor,
Focused = nilColor,
Outline = nilColor,
Shadow = nilColor,
Important = nilColor,
Reward = nilColor,
Special = color("#f7941d"),
-- Global Colors
-- These colors are usually tied to colors that shouldn't change that
-- much throughout themes, but should be easily accessible.
-- ( Do note that I want to remove '*Color' entirely, it'll look neater )
Player = {
Player = {
P1 = color("#ef403d"),
P2 = color("#0089cf"),
},
Difficulty = {
--[[ These are for 'Custom' Difficulty Ranks. It can be very
useful in some cases, especially to apply new colors for
stuff you couldn't before ]]
Difficulty = {
--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
in some cases, especially to apply new colors for stuff you
couldn't before. (huh? -aj) ]]
Beginner = color("#ff32f8"), -- light cyan
Easy = color("#2cff00"), -- green
Medium = color("#fee600"), -- yellow
@@ -33,8 +33,8 @@ Colors = {
Edit = color("0.8,0.8,0.8,1"), -- gray
Couple = color("#ed0972"), -- hot pink
Routine = color("#ff9a00"), -- orange
--[[ These are for courses, so let's slap them here incase someone
you wanted to use Difficulty in Course and Step regions ]]
--[[ These are for courses, so let's slap them here in case someone
wanted to use Difficulty in Course and Step regions. ]]
Difficulty_Beginner = color("0.0,0.9,1.0,1"), -- purple
Difficulty_Easy = color("0.9,0.9,0.0,1"), -- green
Difficulty_Medium = color("1.0,0.1,0.1,1"), -- yellow
+9 -5
View File
@@ -1,10 +1,14 @@
function Sprite:LoadFromSongBanner(song)
local Path = song:GetBannerPath()
if not Path then
Path = THEME:GetPathG("Common","fallback banner")
end
if song then
local Path = song:GetBannerPath()
if not Path then
Path = THEME:GetPathG("Common","fallback banner")
end
self:LoadBanner( Path )
self:LoadBanner( Path )
else
self:LoadBanner( THEME:GetPathG("Common","fallback banner") )
end;
end
function Sprite:LoadFromSongBackground(song)
@@ -278,7 +278,7 @@ function SpeedMods()
end;
--[[
Copyright © 2008-2009 AJ Kelly/KKI Labs.
Copyright © 2008-2009 AJ Kelly/KKI Labs.
Use freely, so long this notice and the above documentation remains.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
@@ -121,6 +121,12 @@ function tobool(v)
end;
function pname(pn) return ToEnumShortString(pn); end;
-- from http://ardoris.wordpress.com/2008/11/07/rounding-to-a-certain-number-of-decimal-places-in-lua/
function round(what, precision)
return math.floor(what*math.pow(10,precision)+0.5) / math.pow(10,precision)
end
--[[ end helper functions ]]
-- this code is in the public domain.
@@ -161,121 +167,4 @@ function ComboMaintain()
para = "TapNoteScore_W4",
};
return Maintain[sGame]
end;
function ComboPerRow()
sGame = GAMESTATE:GetCurrentGame():GetName();
if sGame == "pump" then
return true;
elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
return true;
else return false;
end;
end;
function HitCombo()
sGame = GAMESTATE:GetCurrentGame():GetName();
local Combo = {
dance = "2",
pump = "4",
beat = "2",
kb7 = "2",
para = "2",
};
return Combo[sGame]
end;
function MissCombo()
sGame = GAMESTATE:GetCurrentGame():GetName();
local Combo = {
dance = "2",
pump = "4",
beat = "",
kb7 = "",
para = "",
};
return Combo[sGame]
end;
function FailCombo() -- The combo that causes game failure.
sGame = GAMESTATE:GetCurrentGame():GetName();
local Combo = {
dance = "30", -- ITG/Pump Pro does it this way.
pump = "51",
beat = "-1",
kb7 = "-1",
para = "-1",
};
return Combo[sGame]
end;
-- todo: use tables for some of these -aj
function HoldTiming()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return 0;
else return PREFSMAN:GetPreference("TimingWindowSecondsHold");
end;
end;
function HoldJudgmentFail()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return cmd();
else return cmd(finishtweening;shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0);
end;
end;
function HoldJudgmentPass()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return cmd();
else return cmd(finishtweening;shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0);
end;
end;
function HoldHeadStep()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return false;
else return true;
end;
end;
function InitialHoldLife()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return 0.05;
else return 1;
end;
end;
function MaxHoldLife()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return 0.05;
else return 1;
end;
end;
function ImmediateHoldLetGo()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return false;
else return true;
end;
end;
function RollBodyIncrementsCombo()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return false;
else return true;
end;
end;
function CheckpointsTapsSeparateJudgment()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return false;
else return true;
end;
end;
function ScoreMissedHoldsAndRolls()
if GAMESTATE:GetCurrentGame():GetName() == "pump" then
return false;
else return true;
end;
end;