Remove old incomplete naket-* pump noteskins

This commit is contained in:
AJ Kelly
2010-05-24 20:07:35 -05:00
parent 0497a8dd20
commit e0d3c5ecd9
14 changed files with 0 additions and 244 deletions
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@@ -1,15 +0,0 @@
local t = ...;
t = Def.ActorFrame {
children = {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_center', 'receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
};
}
}
return t;
@@ -1,16 +0,0 @@
local t = Def.Sprite {
Texture=NOTESKIN:GetPath('_Center','Tap Note');
Frame0000=0;
Delay0000=0.1;
Frame0001=1;
Delay0000=0.1;
Frame0002=2;
Delay0000=0.1;
Frame0003=3;
Delay0000=0.1;
Frame0004=4;
Delay0000=0.1;
Frame0005=5;
Delay0000=0.1;
};
return t;
@@ -1,15 +0,0 @@
local t = ...;
t = Def.ActorFrame {
children = {
Def.Sprite {
Texture=NOTESKIN:GetPath( '_DownLeft', 'receptor' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
};
}
}
return t;
@@ -1,6 +0,0 @@
local t = Def.Sprite {
Texture=NOTESKIN:GetPath('_UpLeft','Tap Note');
Frame0000=0;
Delay0000=0.1;
};
return t;
-116
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@@ -1,116 +0,0 @@
local ret = ... or {};
ret.RedirTable =
{
DownLeft = "DownLeft",
DownRight = "DownLeft",
UpLeft = "DownLeft",
UpRight = "DownLeft",
Center = "Center",
};
local CommonTable = {
["Ready Receptor"] = true;
["Roll Explosion"] = true;
["Hold Explosion"] = true;
["Tap Explosion Bright"] = true;
["Tap Explosion Dim"] = true;
};
ret.Blank =
{
["Hold Tail Inactive"] = true,
["Hold Tail Active"] = true,
["Roll Tail Inactive"] = true,
["Roll Tail Active"] = true,
};
local OldRedir = ret.Redir;
ret.Redir = function(sButton, sElement)
sButton, sElement = OldRedir(sButton, sElement);
if CommonTable[sButton] and CommonTable[sElement] then
return "Common", sElement;
end
-- Instead of separate hold heads, use the tap note graphics.
if sElement == "Hold Head Inactive" or
sElement == "Hold Head Active" or
sElement == "Roll Head Inactive" or
sElement == "Roll Head Active"
then
sElement = "Tap Note";
end
-- Don't redir BottomCaps.
if sElement == "Hold Body Inactive" or
sElement == "Hold Body Active" or
sElement == "Roll Body Inactive" or
sElement == "Roll Body Active" or
sElement == "Hold Topcap Inactive" or
sElement == "Hold Topcap Active" or
sElement == "Roll Topcap Inactive" or
sElement == "Roll Topcap Active" or
sElement == "Hold Bottomcap Inactive" or
sElement == "Hold Bottomcap Active" or
sElement == "Roll Bottomcap Inactive" or
sElement == "Roll Bottomcap Active" or
sElement == "Go Receptor" or
sElement == "Ready Receptor"
then
return sButton, sElement;
end
sButton = ret.RedirTable[sButton] or sButton;
return sButton, sElement;
end
local OldFunc = ret.Load;
function ret.Load()
local t = OldFunc();
local sButton = Var "Button";
local sElement = Var "Element";
-- The main "Explosion" part just loads other actors; don't rotate
-- it. The "Hold Explosion" part should not be rotated.
if sElement == "Explosion" or
sElement == "Receptor" or
sElement == "Roll Explosion" or
sElement == "Hold Explosion" then
t.BaseRotationZ = nil;
end
if CommonTable[sButton] and CommonTable[sElement] then
t.BaseRotationZ = CommonTable[Var "Button"];
end
return t;
end
ret.PartsToRotate =
{
["Receptor"] = true,
["Tap Explosion Bright"] = true,
["Tap Explosion Dim"] = true,
["Tap Note"] = true,
["Hold Head Active"] = true,
["Hold Head Inactive"] = true,
["Roll Head Active"] = true,
["Roll Head Inactive"] = true,
["Hold Tail Active"] = true,
["Hold Tail Inactive"] = true,
["Roll Tail Active"] = true,
["Roll Tail Inactive"] = true,
};
ret.Rotate =
{
DownLeft = 0,
UpLeft = 90,
UpRight = 180,
DownRight = 270,
Center = 0,
};
return ret;
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-76
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@@ -1,76 +0,0 @@
[NoteDisplay]
DrawHoldHeadForTapsOnSameRow=0
TapNoteAnimationLengthInBeats=1
HoldTopCapAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
HoldHeadAnimationLengthInBeats=1
HoldBodyAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
HoldTailAnimationLengthInBeats=2
HoldBottomCapAnimationLengthInBeats=4 // doesn't matter. Only 1 frame anyway.
TapNoteAnimationIsVivid=0
HoldHeadAnimationIsVivid=0
HoldTopCapAnimationIsVivid=0
HoldBodyAnimationIsVivid=0
HoldBottomCapAnimationIsVivid=0
HoldTailAnimationIsVivid=0
TapNoteAnimationIsNoteColor=1
HoldHeadAnimationIsNoteColor=0
HoldTopCapAnimationIsNoteColor=0
HoldBodyAnimationIsNoteColor=0
HoldBottomCapAnimationIsNoteColor=0
HoldTailAnimationIsNoteColor=0
StartDrawingHoldBodyOffsetFromHead=0
HoldLetGoGrayPercent=0.8
UseLighting=0
HoldHeadIsAboveWavyParts=1
HoldTailIsAboveWavyParts=1
TapMineAnimationLengthInBeats=2
StopDrawingHoldBodyOffsetFromTail=-12
FlipHeadAndTailWhenReverse=1
FlipHoldBodyWhenReverse=1
TopHoldAnchorWhenReverse=1
TapNoteAdditionTextureCoordOffsetX=0
TapNoteAdditionTextureCoordOffsetY=0.5
[GhostArrowDim]
W5Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W4Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W3Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W2Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W1Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
JudgmentFrames=32
JudgmentSeconds=0.5
MineFrames=64
MineSeconds=1
HoldFrames=64
HoldSeconds=1
[GhostArrowBright]
W5Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W4Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W3Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W2Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
W1Command=loop,0;diffusealpha,1;setstate,0;sleep,self:GetAnimationLengthSeconds();diffusealpha,0
[ReceptorArrow]
InitCommand=effectclock,'beat'
[Center]
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=-11
[DownLeft]
StartDrawingHoldBodyOffsetFromHead=-2
[DownRight]
StartDrawingHoldBodyOffsetFromHead=-2
[UpLeft]
StartDrawingHoldBodyOffsetFromHead=8
[UpRight]
StartDrawingHoldBodyOffsetFromHead=8
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