retrobar razor (and o2 variant) for kb7, by request

This commit is contained in:
AJ Kelly
2010-09-10 15:23:58 -05:00
parent 8f8cbb0fca
commit e622415e8c
111 changed files with 358 additions and 0 deletions
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@@ -0,0 +1 @@
_Roll Body inactive
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_Roll Body active
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_Roll BottomCap active
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_Roll BottomCap inactive
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_Roll TopCap active
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_Roll TopCap inactive
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_Blue', 'tap note' );
Frames = Sprite.LinearFrames( 1, 1 );
};
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_Hold Explosion
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_Receptor
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_Roll Explosion
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_Tap explosion bright
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_Tap explosion dim
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-- from scratch, with various references.
local Noteskin = ... or {};
-- element redirs
Noteskin.ElementRedirs = {
-- ["element"] = "redir_element";
-- Instead of separate hold heads, use the tap note graphics.
["Hold Head Inactive"] = "Tap Note";
["Hold Head Active"] = "Tap Note";
["Roll Head Inactive"] = "Tap Note";
["Roll Head Active"] = "Tap Note";
};
-- button redirs
-- o2jam uses this order:
-- [white][blue][white][yellow][white][blue][white]
Noteskin.ButtonRedirs = {
-- dance
Left = "White";
Up = "White";
UpLeft = "Blue";
Down = "White";
UpRight = "Blue";
Right = "White";
-- kb7
Key1 = "White";
Key2 = "Blue";
Key3 = "White";
Key4 = "Yellow";
Key5 = "White";
Key6 = "Blue";
Key7 = "White";
};
-- things to blank out
Noteskin.Hide = {
-- ["element"] = true/false;
};
-- rotations
Noteskin.BaseRotX = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
Noteskin.BaseRotY = {
Left = 0;
UpLeft = 0;
Up = 0;
Down = 0;
UpRight = 0;
Right = 0;
};
local function NoteskinLoader()
local Button = Var "Button"
local Element = Var "Element"
if Noteskin.Hide[Element] then
-- Return a blank element. If SpriteOnly is set, we need to return a
-- sprite; otherwise just return a dummy actor.
local t;
if Var "SpriteOnly" then
t = LoadActor( "_blank" );
else
t = Def.Actor {};
end
return t .. {
cmd(visible,false);
};
end;
-- load element and button, using redirs
local LoadElement = Noteskin.ElementRedirs[Element]
if not LoadElement then
LoadElement = Element;
end;
local LoadButton = Noteskin.ButtonRedirs[Button]
if not LoadButton then
LoadButton = Button;
end;
-- get path to thing
local sPath = NOTESKIN:GetPath( LoadButton, LoadElement );
-- make actor
local t = LoadActor( sPath );
-- apply rotation
t.BaseRotationX=Noteskin.BaseRotX[sButton]
t.BaseRotationY=Noteskin.BaseRotY[sButton]
return t;
end
Noteskin.Load = NoteskinLoader;
Noteskin.CommonLoad = NoteskinLoader;
return Noteskin;
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@@ -0,0 +1 @@
_Roll Body inactive
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_Roll Body active
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_Roll BottomCap active
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_Roll BottomCap inactive
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_Roll TopCap active
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_Roll TopCap inactive
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_White', 'tap note' );
Frames = Sprite.LinearFrames( 1, 1 );
};
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_Hold Explosion
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_Receptor
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_Roll Explosion
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_Tap explosion bright
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_Tap explosion dim
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_Roll Body inactive
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_Roll Body active
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_Roll BottomCap active
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_Roll BottomCap inactive
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_Roll TopCap active
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_Roll TopCap inactive
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_Yellow', 'tap note' );
Frames = Sprite.LinearFrames( 1, 1 );
};
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_Hold Explosion
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_Receptor
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_Roll Explosion
@@ -0,0 +1 @@
_Tap explosion bright
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_Tap explosion dim
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return LoadActor("_bar hold explosion bright")..{
CheckpointHitCommand=cmd(diffusealpha,0);
};
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local t = Def.ActorFrame{
-- normal
Def.Sprite {
Texture=NOTESKIN:GetPath( '_bar', 'receptor base' );
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
};
-- flashpert
Def.Sprite {
Texture="_bar receptor tap";
Frame0000=0;
Delay0000=1;
InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
};
};
return t;
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return LoadActor("_bar hold explosion bright")..{
CheckpointHitCommand=cmd(diffusealpha,0);
};
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return Def.Sprite {
Texture=NOTESKIN:GetPath( '_bar', 'mine' );
Frame0000=0;
Delay0000=1;
Frame0001=1;
Delay0001=1;
Frame0002=2;
Delay0002=1;
Frame0003=3;
Delay0003=1;
Frame0004=2;
Delay0004=1;
Frame0005=1;
Delay0005=1;
};
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_Tap explosion bright
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[Global]
FallbackNoteSkin=retrobar
[NoteDisplay]
HoldHeadNoteColorTextureCoordSpacingX=0
HoldHeadNoteColorTextureCoordSpacingY=0
StartDrawingHoldBodyOffsetFromHead=0
StopDrawingHoldBodyOffsetFromTail=-16
DrawHoldHeadForTapsOnSameRow=0