Move Holds count to sidebars, add song title display, move evaluation stagedisplay to header, adjust placement of judgment counts/timing and life difficulty/options
38 lines
1.3 KiB
Lua
38 lines
1.3 KiB
Lua
if not GAMESTATE:IsCourseMode() then
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return Def.ActorFrame {
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LoadActor(THEME:GetPathG("ScreenEvaluation", "StageDisplay")) .. {
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InitCommand=cmd(x,SCREEN_RIGHT-290;y,SCREEN_TOP+49;);
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OffCommand=cmd(linear,0.3;diffusealpha,0;);
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}
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}
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else
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return Def.ActorFrame {
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InitCommand=cmd(x,SCREEN_RIGHT-290;y,SCREEN_TOP+49;);
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OffCommand=cmd(linear,0.3;diffusealpha,0;);
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LoadActor(THEME:GetPathG("", "_sortFrame")) .. {
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InitCommand=cmd(diffusealpha,0.9;zoom,1.5);
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BeginCommand=function(self)
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self:playcommand("Set")
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end;
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SetCommand=function(self)
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local curStage = GAMESTATE:GetCurrentStage();
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self:diffuse(StageToColor(curStage));
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end
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};
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LoadFont("Common Italic Condensed") .. {
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InitCommand=cmd(y,-1;zoom,1;shadowlength,1;uppercase,true;);
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BeginCommand=function(self)
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self:playcommand("Set")
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end;
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CurrentSongChangedMessageCommand= cmd(playcommand,"Set"),
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SetCommand=function(self)
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local curStage = GAMESTATE:GetCurrentStage();
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local course = GAMESTATE:GetCurrentCourse()
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self:settext(string.upper(ToEnumShortString( course:GetCourseType() )))
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-- StepMania is being stupid so we have to do this here;
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self:diffuse(StageToColor(curStage)):diffusetopedge(ColorLightTone(StageToColor(curStage)));
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self:diffusealpha(0):smooth(0.3):diffusealpha(1);
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end;
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};
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}
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end; |