CostumeMenu = {} CostumeMenu.__index = CostumeMenu local ITEM_W = 80.0 local ITEM_KEYS = { "costume", "default", "head_body", "preset_1", "preset_2", "preset_3", "random_item", } local BUBBLE = { [0] = { kind = "example", first = 6, count = 4, ms = 483 }, [2] = { kind = "example", first = 0, count = 6, ms = 317 }, [3] = { kind = "ad", first = 2, count = 2 }, [4] = { kind = "ad", first = 0, count = 2 }, [5] = { kind = "ad", first = 0, count = 2 }, [6] = { kind = "random" }, } local AD_MS, AD_FADE_IN, AD_FADE_OUT = 2000, 167, 150 -- cloud puff, 1000 ms loop: {end_ms, scale at end}, linear between local PUFF = { { 200, 1.03 }, { 217, 1.03 }, { 417, 1.0 }, { 434, 1.0 }, { 634, 1.02 }, { 651, 1.02 }, { 834, 1.0 }, { 1000, 1.0 } } local PUFF_MS = 1000 -- Lumen intro (ms): box slides in from the side, holds small, grows to full height, then the -- contents fade in; input unlocks when that ends. local SLIDE_FROM, SLIDE_START, SLIDE_MS = 551, 33, 317 local GROW_START, GROW_MS, GROW_DELTA, CAPTION_DROP = 850, 150, 100, 61.2 local CONTENT_START, CONTENT_FADE_MS = 1350, 167 local SCROLL_MS = 67 -- item carousel glide local function clamp01(v) return math.max(0.0, math.min(1.0, v)) end local function puff_scale(t) local prev_t, prev_s = 0, 1.0 for _, k in ipairs(PUFF) do if t <= k[1] then return prev_s + (k[2] - prev_s) * (t - prev_t) / (k[1] - prev_t) end prev_t, prev_s = k[1], k[2] end return 1.0 end -- title caption per pick stage (0 none, 1 head, 2 body); stage 0 while picking = suit local STAGE_KEY = { [1] = "entry_costume_text_head", [2] = "entry_costume_text_body" } function CostumeMenu.new(is_2p, text_str, title_x, title_y) local self = setmetatable({}, CostumeMenu) self.is_2p = is_2p local suffix = is_2p and "2p" or "1p" -- Box frame self.box_top_left = tex.get_texture("entry/costume_select/box_top_left_" .. suffix) self.box_top_right = tex.get_texture("entry/costume_select/box_top_right_" .. suffix) self.box_bot_left = tex.get_texture("entry/costume_select/box_bottom_left_" .. suffix) self.box_bot_right = tex.get_texture("entry/costume_select/box_bottom_right_" .. suffix) self.box_top = tex.get_texture("entry/costume_select/box_top_" .. suffix) self.box_bottom = tex.get_texture("entry/costume_select/box_bottom_" .. suffix) self.box_left = tex.get_texture("entry/costume_select/box_left_" .. suffix) self.box_right = tex.get_texture("entry/costume_select/box_right_" .. suffix) self.box_center = tex.get_texture("entry/costume_select/box_center_" .. suffix) self.item_box = tex.get_texture("entry/costume_select/item_box_" .. suffix) self.item_box_hl = tex.get_texture("entry/costume_select/item_box_highlighted") self.blue_arrow = tex.get_texture("entry/costume_select/blue_arrow") self.text_hl = tex.get_texture("entry/costume_select/text_highlight_" .. suffix) self.cloud = tex.get_texture("entry/costume_select/cloud") self.examples = tex.get_texture("entry/costume_select/costume_example") self.ads = tex.get_texture("entry/costume_select/hiroba_ad") self.random_art = tex.get_texture("entry/costume_select/random") -- Menu items self.items = {} for _, key in ipairs(ITEM_KEYS) do local id = tex.get_texture("entry/costume_select/" .. key) local info = tex.get_texture_info("costume_select", key) self.items[#self.items + 1] = { id = id, width = info and info.width or ITEM_W, height = info and info.height or ITEM_W, } end -- Positioning info self.ib_info = tex.get_texture_info("costume_select", "item_box_1p") self.hl_info = tex.get_texture_info("costume_select", "item_box_highlighted") self.arr_info = tex.get_texture_info("costume_select", "blue_arrow") self.bc_info = tex.get_texture_info("costume_select", "box_center_" .. suffix) self.th_info = tex.get_texture_info("costume_select", "text_highlight_" .. suffix) -- Animations self.blue_arrow_fade = tex.get_animation(13, "entry") self.blue_arrow_move = tex.get_animation(14, "entry") self.blue_arrow_fade:start() self.blue_arrow_move:start() self.intro_t = 0 -- Title text local font_size = tex.get_skin_config("entry_costume_text").font_size self.font_size = font_size self.title_cache = {} self.title_cache[""] = text.create_raw_text(text_str, font_size, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false, 5, 2.0) self.title_x_offset = title_x self.title_y_offset = title_y return self end function CostumeMenu:is_ready() return self.intro_t >= CONTENT_START + CONTENT_FADE_MS end function CostumeMenu:update(current_ms) self.blue_arrow_fade:update(current_ms) self.blue_arrow_move:update(current_ms) end function CostumeMenu:draw_bg(x, y, selected_index, costume_select_mode, _preset_seq, pick_stage) -- draw_fg runs right after and needs the highlighted item for the bubble if self.bubble_sel ~= selected_index then local n = #self.items if self.bubble_sel then local step = (selected_index - self.bubble_sel) % n self.scroll_dir = step == 1 and 1 or (step == n - 1 and -1 or 0) self.scroll_t0 = tex.get_current_ms() end self.bubble_sel = selected_index self.bubble_t0 = tex.get_current_ms() end self.picking = costume_select_mode self.pick_stage = pick_stage -- intro state, shared with draw_fg self.intro_t0 = self.intro_t0 or tex.get_current_ms() local t = tex.get_current_ms() - self.intro_t0 self.intro_t = t local slide = 1.0 - clamp01((t - SLIDE_START) / SLIDE_MS) self.slide_x = (self.is_2p and 1 or -1) * SLIDE_FROM * slide x = x + self.slide_x local grow = clamp01((t - GROW_START) / GROW_MS) self.grow = grow self.content_a = clamp01((t - CONTENT_START) / CONTENT_FADE_MS) local half = GROW_DELTA * (1 - grow) / 2 -- each edge moves in by this much while small local a = { x = x, y = y + half } local b = { x = x, y = y - half } local c = { x = x, y = y + half, y2 = -2 * half } tex.draw_texture(self.box_top_left, a) tex.draw_texture(self.box_top_right, a) tex.draw_texture(self.box_bot_left, b) tex.draw_texture(self.box_bot_right, b) tex.draw_texture(self.box_top, a) tex.draw_texture(self.box_bottom, b) tex.draw_texture(self.box_left, c) tex.draw_texture(self.box_right, c) tex.draw_texture(self.box_center, c) local fa = self.content_a if fa <= 0 then return end tex.draw_texture(self.item_box, { x = x + ITEM_W * 0, y = y, fade = fa }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 1, y = y, fade = fa }) tex.draw_texture(self.item_box_hl, { x = x + ITEM_W * 2, y = y, fade = fa }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 3, y = y, fade = fa }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 4, y = y, fade = fa }) if not costume_select_mode then local base_x = self.ib_info.x[1] + x local base_y = self.ib_info.y[1] + y local n = #self.items -- icons glide one slot toward the centre after a selection change local glide = 0 if self.scroll_t0 then glide = self.scroll_dir * ITEM_W * (1 - clamp01((tex.get_current_ms() - self.scroll_t0) / SCROLL_MS)) end for i = 0, 4 do local idx = ((selected_index - 2 + i) % n) + 1 local item = self.items[idx] if item and item.id then local ix = base_x + glide + i * ITEM_W + (ITEM_W - item.width) / 2 local iy = base_y + (ITEM_W - item.height) / 2 tex.draw_texture(item.id, { x = ix, y = iy, fade = fa }) end end end end function CostumeMenu:draw_bubble(x, y, fa) local show = BUBBLE[self.bubble_sel] if self.picking or not show then return end local t = tex.get_current_ms() - self.bubble_t0 tex.draw_texture(self.cloud, { x = x, y = y, scale = puff_scale(t % PUFF_MS), center = true, fade = fa }) if show.kind == "example" then local frame = show.first + math.floor(t / show.ms) % show.count tex.draw_texture(self.examples, { x = x, y = y, frame = frame, fade = fa }) elseif show.kind == "random" then tex.draw_texture(self.random_art, { x = x, y = y, fade = fa }) else local slot = math.floor(t / AD_MS) % show.count local lt = t % AD_MS local fade = math.min(1.0, lt / AD_FADE_IN, (AD_MS - lt) / AD_FADE_OUT) tex.draw_texture(self.ads, { x = x, y = y, frame = show.first + slot, fade = fade * fa }) end end function CostumeMenu:draw_fg(x, y, name) x = x + self.slide_x local fa = self.content_a local hl = self.hl_info local arr = self.arr_info local hl_left = hl.x[1] + x + ITEM_W * 2 local hl_right = hl_left + hl.width local arr_y = hl.y[1] + y + (hl.height - arr.height) / 2 local move_val = self.blue_arrow_move.attribute local fade_val = self.blue_arrow_fade.attribute tex.draw_texture(self.blue_arrow, { mirror = "horizontal", x = hl_right + move_val, y = arr_y, fade = fade_val * fa }) tex.draw_texture(self.blue_arrow, { x = hl_left - arr.width - move_val, y = arr_y, fade = fade_val * fa }) if self.text_hl and self.th_info then local th = self.th_info tex.draw_texture(self.text_hl, { x = x - th.width / 2, y = y - th.height / 2, fade = fa }) if name then if self.name_str ~= name then self.name_str = name self.name_text = text.create_raw_text(name, 32, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false) end local banner_cx, banner_cy = th.x[1] + x, th.y[1] + y self.name_text:draw({ x = banner_cx - self.name_text.width / 2, y = banner_cy - self.name_text.height / 2 }) else self.name_str, self.name_text = nil, nil end end local key = "" if self.picking then key = STAGE_KEY[self.pick_stage] or "entry_costume_text_suit" end local title = self.title_cache[key] if not title then title = text.create_raw_text(tex.skin_text(key), self.font_size, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false, 5, 2.0) self.title_cache[key] = title end local bc = self.bc_info local bc_width = (bc.x2 and bc.x2[1]) or bc.width local cx = bc.x[1] + x + bc_width / 2 - title.width / 2 title:draw({ x = cx + self.title_x_offset, y = y + self.title_y_offset + CAPTION_DROP * (1 - self.grow) }) if fa > 0 then self:draw_bubble(x, y, fa) end end