Gauge = {} Gauge.__index = Gauge local function clamp(v, lo, hi) return math.max(lo, math.min(hi, v)) end -- Port of Gauge::draw / Gauge::draw_dan. C++ keeps the points logic and hands the -- numbers over every frame; this only decides what gets drawn where. -- opts (all optional): screen ("game" default / "result"), player_str ("1p"/"2p"), scale, -- footer (draw gauge/footer), no_border. The result screen reuses the HUD draw through these. function Gauge.new(is_2p, dan, string_diff, opts) local self = setmetatable({}, Gauge) opts = opts or {} self.dan = dan self.scale = opts.scale self.no_border = opts.no_border self.base_fade = 1.0 self.pool = {} self.fade_in = tex.get_option("gauge_cell_fade_in") -- cells the clear mark sits before the exact clear fraction (Lumen: 87/60 on the 87-cell art) local mark = tex.get_skin_config("gauge_clear_mark_offset") self.clear_mark_offset = mark and mark.x local screen = opts.screen or "game" local cells = tex.get_skin_config("gauge_cells") self.bar_units = (cells and cells.x and cells.x > 0) and math.floor(cells.x + 0.5) or 87 local p = opts.player_str and (opts.player_str .. "_") or (is_2p and "2p_" or "1p_") local function t(name) return tex.get_texture(screen .. "/" .. name) end if dan then self.bar = t("gauge_dan/" .. p .. "bar") self.bar_fade = t("gauge_dan/" .. p .. "bar_fade") self.border = t("gauge_dan/border") self.unfilled = t("gauge_dan/" .. p .. "unfilled") self.rainbow = t("gauge_dan/rainbow") self.overlay = t("gauge_dan/overlay") self.fire = t("gauge_dan/tamashii_fire") self.tamashii = t("gauge_dan/tamashii") self.tamashii_overlay = t("gauge_dan/tamashii_overlay") self.tamashii_dark = t("gauge_dan/tamashii_dark") self.bar_width = tex.get_texture_info("gauge_dan", p .. "bar").width else self.border = t("gauge/border" .. string_diff) self.unfilled = t("gauge/" .. p .. "unfilled" .. string_diff) self.bar = t("gauge/" .. p .. "bar") self.clear_transition = t("gauge/bar_clear_transition") self.clear_top = t("gauge/bar_clear_top") self.clear_bottom = t("gauge/bar_clear_bottom") self.rainbow = t("gauge/rainbow" .. string_diff) self.clear_transition_fade = t("gauge/bar_clear_transition_fade") self.clear_fade = t("gauge/bar_clear_fade") self.bar_fade = t("gauge/" .. p .. "bar_fade") self.overlay = t("gauge/overlay" .. string_diff) self.fire = t("gauge/tamashii_fire") self.tamashii = t("gauge/tamashii") self.tamashii_overlay = t("gauge/tamashii_overlay") self.tamashii_dark = t("gauge/tamashii_dark") -- language variants (clear_ja ...) are resolved by tex.get_texture self.clear = t("gauge/clear") self.clear_dark = t("gauge/clear_dark") self.bar_width = (tex.get_texture_info("gauge", p .. "bar") or {}).width or 0 if opts.footer then self.footer = t("gauge/footer") end self.art_tier = (string_diff == "_easy") and 0 or (string_diff == "_normal") and 1 or 2 end return self end -- cell bookkeeping shared by both gauges: how many cells are solid, and the alpha of the -- sprite on the cell that was just filled (nil when there is none to show). function Gauge:cells(points, previous_points, max_points, anim_active, anim_alpha) local units = self.bar_units local length = math.floor(points * units / max_points) local previous = math.floor(previous_points * units / max_points) local fade_in = self.fade_in local pending = length <= units and length > previous and anim_active local solid = (fade_in and pending) and length - 1 or length local alpha = fade_in and 1.0 - anim_alpha or anim_alpha local show_up if fade_in then show_up = pending else show_up = length <= units and length > previous end return length, solid, alpha, show_up, pending, fade_in end -- one param table per texture, refilled every draw: a fresh table per layer per frame was the -- gauge's GC pressure. Every field is rewritten each time, so nothing carries over. local function fill(pool, t, mirror, x, y, x2, fade, frame, index, scale, center) local p = pool[t] if not p then p = {}; pool[t] = p end p.mirror, p.x, p.y, p.x2, p.fade, p.frame, p.index, p.scale, p.center = mirror, x, y, x2, fade, frame, index, scale, center return p end -- every draw goes through here so the result screen's scale / fade-in apply uniformly function Gauge:blit(t, mirror, x, y, x2, fade, frame, index, scale, center, cap) local p = fill(self.pool, t, mirror, x, y, x2, fade, frame, index, scale, center) if self.scale then -- draw_texture scales the texture but not x / x2, and cell offsets are in bar-texture -- pixels, so they have to follow the scale or the fill outgrows the scaled groove p.scale = (p.scale or 1.0) * self.scale if p.x then p.x = p.x * self.scale end if p.x2 then p.x2 = p.x2 * self.scale end end if cap then p.fade = math.min(p.fade, self.base_fade) -- overlays: cap, not multiply elseif self.base_fade ~= 1.0 then p.fade = (p.fade or 1.0) * self.base_fade end tex.draw_texture(t, p) end function Gauge:draw(y, points, previous_points, max_points, clear_points, is_clear, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame) if self.dan then return self:draw_dan(points, previous_points, max_points, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame) end local mirrored = y > tex.get_screen_height() / 2 self:render(y, mirrored and "vertical" or nil, mirrored and 1 or 0, points, previous_points, max_points, clear_points, is_clear, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame) end -- result screen: no lane offset, no mirroring, no gauge-up cell animation. base_fade is the -- screen's gauge fade-in; idx picks the 1p/2p layout. function Gauge:draw_result(idx, base_fade, points, max_points, clear_points, is_clear, is_rainbow, rainbow_frac, fire_frame) self.base_fade = base_fade self:render(0, nil, idx, points, points, max_points, clear_points, is_clear, is_rainbow, false, 0.0, 1.0, rainbow_frac, fire_frame) end -- tamashii fire pops in when the gauge goes rainbow and shrinks away when it ends (Lumen -- gage_fire: 167 ms each, two 83 ms legs; poses are {centre x, centre y, scale, alpha} and -- the rest pose is the one texture.json describes) local FIRE_REST = { 1257.3, -55.8, 0.7, 1 } local FIRE_IN = { { 1229.85, -25.55, 0.14, 0 }, { 1260.75, -59.6, 0.767, 1 }, FIRE_REST } local FIRE_OUT = { { 1259.75, -58.5, 0.75, 1 }, { 1264.15, -63.35, 0.84, 1 }, { 1226.45, -21.8, 0.07, 1 } } local FIRE_LEG = 83 local function fire_pose(keys, t) local leg = math.min(math.floor(t / FIRE_LEG), 1) local u = clamp(t / FIRE_LEG - leg, 0, 1) u = leg == 0 and 1 - (1 - u) * (1 - u) or u * u -- decelerate in, accelerate out local a, b = keys[leg + 1], keys[leg + 2] return a[1] + (b[1] - a[1]) * u, a[2] + (b[2] - a[2]) * u, a[3] + (b[3] - a[3]) * u, a[4] + (b[4] - a[4]) * u end function Gauge:draw_fire(y, idx, is_rainbow, fire_frame) local now = tex.get_current_ms() if is_rainbow and not self.fire_on then self.fire_on, self.fire_t0 = true, now elseif not is_rainbow and self.fire_on then self.fire_on, self.fire_t1 = false, now end local cx, cy, s, a if is_rainbow then local t = now - self.fire_t0 cx, cy, s, a = table.unpack(t < FIRE_LEG * 2 and { fire_pose(FIRE_IN, t) } or FIRE_REST) elseif self.fire_t1 and now - self.fire_t1 < FIRE_LEG * 2 then cx, cy, s, a = fire_pose(FIRE_OUT, now - self.fire_t1) else return end self:blit(self.fire, nil, cx - FIRE_REST[1], y + cy - FIRE_REST[2], nil, a, fire_frame, idx, s, true) end function Gauge:render(y, mirror, idx, points, previous_points, max_points, clear_points, is_clear, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame) -- blit(t, mirror, x, y, x2, fade, frame, index, scale, center, cap) if not self.no_border then self:blit(self.border, mirror, nil, y, nil, nil, nil, idx) end self:blit(self.unfilled, mirror, nil, y, nil, nil, nil, idx) local units, bw = self.bar_units, self.bar_width local length, solid, alpha, show_up, pending, fade_in = self:cells(points, previous_points, max_points, anim_active, anim_alpha) local clear_point = clamp(clear_points * units // max_points, 1, units) -- Lumen puts the clear mark at the exact fraction minus 87/60 cells (x 897/967/1037 on -- easy/normal/hard), not on a cell edge local cpx = clear_points * units / max_points - (self.clear_mark_offset or units / 60) if solid > 0 then self:blit(self.bar, nil, nil, y, math.min(solid, cpx) * bw - bw, nil, nil, idx) end -- first gold cell lights exactly when the gauge is cleared (not by a cell-count test: -- on 87 cells 8000 -> 69.6 would light it a cell early/late vs. the clear state) if is_clear and not (fade_in and pending and length == clear_point) then self:blit(self.clear_transition, mirror, cpx * bw, y, nil, nil, nil, idx) end -- gold zone: cells clear_point .. solid-1, one cell wide piece so stretch is (n-1)*bw local gold_x = (cpx + 1) * bw if solid * bw >= gold_x + bw then local gold_x2 = solid * bw - gold_x - bw self:blit(self.clear_top, mirror, gold_x, y, gold_x2, nil, nil, idx) self:blit(self.clear_bottom, nil, gold_x, y, gold_x2, nil, nil, idx) end if is_rainbow and rainbow_fade >= 0 then local frame_a = math.floor(rainbow_frac) % 8 local frame_b = (frame_a + 1) % 8 local f = rainbow_frac - math.floor(rainbow_frac) self:blit(self.rainbow, mirror, nil, y, nil, rainbow_fade, frame_a, idx) self:blit(self.rainbow, mirror, nil, y, nil, rainbow_fade * f, frame_b, idx) end if show_up then -- flash: the glow rides the leading edge of the fill; fade-in: the sprite is the new -- cell itself (the fill stops one cell short until it lands) local fx = (fade_in and length - 1 or length) * bw if length == clear_point then self:blit(self.clear_transition_fade, mirror, cpx * bw, y, nil, alpha, nil, idx) elseif length > clear_point then self:blit(self.clear_fade, nil, fx, y, nil, alpha, nil, idx) else self:blit(self.bar_fade, nil, fx, y, nil, alpha, nil, idx) end end self:blit(self.overlay, mirror, nil, y, nil, 0.15, nil, idx, nil, nil, true) if self.footer then self:blit(self.footer, nil, nil, y, nil, nil, nil, idx) end self:draw_fire(y, idx, is_rainbow, fire_frame) local label = self.art_tier + idx * 3 if is_clear then self:blit(self.clear, nil, nil, y, nil, nil, nil, label) self:blit(self.tamashii, nil, nil, y, nil, nil, nil, idx) if is_rainbow and (fire_frame == 0 or fire_frame == 1 or fire_frame == 4 or fire_frame == 5) then self:blit(self.tamashii_overlay, nil, nil, y, nil, 0.5, nil, idx, nil, nil, true) end else self:blit(self.clear_dark, nil, nil, y, nil, nil, nil, label) self:blit(self.tamashii_dark, nil, nil, y, nil, nil, nil, idx) end end -- dan gauge sits at absolute positions from its texture.json: no lane offset, no mirroring -- dan layers: no lane offset / mirroring / base fade, so straight to draw_texture local function dan_layer(self, t, x, x2, fade, frame, scale, center) tex.draw_texture(t, fill(self.pool, t, nil, x, nil, x2, fade, frame, nil, scale, center)) end function Gauge:draw_dan(points, previous_points, max_points, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame) dan_layer(self, self.border) dan_layer(self, self.unfilled) local bw = self.bar_width local length, solid, alpha, show_up = self:cells(points, previous_points, max_points, anim_active, anim_alpha) if solid > 0 then dan_layer(self, self.bar, nil, solid * bw - bw) end if is_rainbow and rainbow_fade >= 0 then local frame_a = math.floor(rainbow_frac) % 8 local frame_b = (frame_a + 1) % 8 local f = rainbow_frac - math.floor(rainbow_frac) dan_layer(self, self.rainbow, nil, nil, rainbow_fade, frame_a) dan_layer(self, self.rainbow, nil, nil, rainbow_fade * f, frame_b) end if show_up and length > 0 then dan_layer(self, self.bar_fade, (length - 1) * bw, nil, alpha) end dan_layer(self, self.overlay, nil, nil, 0.15) if is_rainbow then dan_layer(self, self.fire, nil, nil, nil, fire_frame, 0.75, true) dan_layer(self, self.tamashii) if fire_frame == 0 or fire_frame == 1 or fire_frame == 4 or fire_frame == 5 then dan_layer(self, self.tamashii_overlay, nil, nil, 0.5) end else dan_layer(self, self.tamashii_dark) end end