222 lines
10 KiB
Lua
222 lines
10 KiB
Lua
Gauge = {}
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Gauge.__index = Gauge
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local function clamp(v, lo, hi) return math.max(lo, math.min(hi, v)) end
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-- Port of Gauge::draw / Gauge::draw_dan. C++ keeps the points logic and hands the
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-- numbers over every frame; this only decides what gets drawn where.
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-- opts (all optional): screen ("game" default / "result"), player_str ("1p"/"2p"), scale,
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-- footer (draw gauge/footer), no_border. The result screen reuses the HUD draw through these.
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function Gauge.new(is_2p, dan, string_diff, opts)
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local self = setmetatable({}, Gauge)
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opts = opts or {}
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self.dan = dan
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self.scale = opts.scale
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self.no_border = opts.no_border
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self.base_fade = 1.0
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local screen = opts.screen or "game"
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local cells = tex.get_skin_config("gauge_cells")
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self.bar_units = (cells and cells.x and cells.x > 0) and math.floor(cells.x + 0.5) or 87
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local p = opts.player_str and (opts.player_str .. "_") or (is_2p and "2p_" or "1p_")
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local function t(name) return tex.get_texture(screen .. "/" .. name) end
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if dan then
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self.bar = t("gauge_dan/" .. p .. "bar")
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self.bar_fade = t("gauge_dan/" .. p .. "bar_fade")
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self.border = t("gauge_dan/border")
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self.unfilled = t("gauge_dan/" .. p .. "unfilled")
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self.rainbow = t("gauge_dan/rainbow")
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self.overlay = t("gauge_dan/overlay")
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self.fire = t("gauge_dan/tamashii_fire")
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self.tamashii = t("gauge_dan/tamashii")
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self.tamashii_overlay = t("gauge_dan/tamashii_overlay")
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self.tamashii_dark = t("gauge_dan/tamashii_dark")
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self.bar_width = tex.get_texture_info("gauge_dan", p .. "bar").width
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else
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self.border = t("gauge/border" .. string_diff)
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self.unfilled = t("gauge/" .. p .. "unfilled" .. string_diff)
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self.bar = t("gauge/" .. p .. "bar")
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self.clear_transition = t("gauge/bar_clear_transition")
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self.clear_top = t("gauge/bar_clear_top")
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self.clear_bottom = t("gauge/bar_clear_bottom")
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self.rainbow = t("gauge/rainbow" .. string_diff)
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self.clear_transition_fade = t("gauge/bar_clear_transition_fade")
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self.clear_fade = t("gauge/bar_clear_fade")
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self.bar_fade = t("gauge/" .. p .. "bar_fade")
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self.overlay = t("gauge/overlay" .. string_diff)
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self.fire = t("gauge/tamashii_fire")
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self.tamashii = t("gauge/tamashii")
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self.tamashii_overlay = t("gauge/tamashii_overlay")
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self.tamashii_dark = t("gauge/tamashii_dark")
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-- language variants (clear_ja ...) are resolved by tex.get_texture
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self.clear = t("gauge/clear")
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self.clear_dark = t("gauge/clear_dark")
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self.bar_width = (tex.get_texture_info("gauge", p .. "bar") or {}).width or 0
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if opts.footer then self.footer = t("gauge/footer") end
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self.art_tier = (string_diff == "_easy") and 0 or (string_diff == "_normal") and 1 or 2
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end
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return self
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end
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-- cell bookkeeping shared by both gauges: how many cells are solid, and the alpha of the
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-- sprite on the cell that was just filled (nil when there is none to show).
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function Gauge:cells(points, previous_points, max_points, anim_active, anim_alpha)
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local units = self.bar_units
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local length = math.floor(points * units / max_points)
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local previous = math.floor(previous_points * units / max_points)
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local fade_in = tex.get_option("gauge_cell_fade_in")
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local pending = length <= units and length > previous and anim_active
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local solid = (fade_in and pending) and length - 1 or length
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local alpha = fade_in and 1.0 - anim_alpha or anim_alpha
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local show_up
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if fade_in then show_up = pending else show_up = length <= units and length > previous end
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return length, solid, alpha, show_up, pending, fade_in
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end
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-- every draw goes through here so the result screen's scale / fade-in apply uniformly
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function Gauge:blit(t, p)
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if self.scale then
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-- draw_texture scales the texture but not x / x2, and cell offsets are in bar-texture
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-- pixels, so they have to follow the scale or the fill outgrows the scaled groove
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p.scale = (p.scale or 1.0) * self.scale
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if p.x then p.x = p.x * self.scale end
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if p.x2 then p.x2 = p.x2 * self.scale end
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end
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if p.cap then p.cap = nil; p.fade = math.min(p.fade, self.base_fade) -- overlays: cap, not multiply
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elseif self.base_fade ~= 1.0 then p.fade = (p.fade or 1.0) * self.base_fade end
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tex.draw_texture(t, p)
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end
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function Gauge:draw(y, points, previous_points, max_points, clear_points,
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is_clear, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame)
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if self.dan then
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return self:draw_dan(points, previous_points, max_points, is_rainbow,
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anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame)
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end
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local mirrored = y > tex.get_screen_height() / 2
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self:render(y, mirrored and "vertical" or nil, mirrored and 1 or 0, points, previous_points, max_points,
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clear_points, is_clear, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame)
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end
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-- result screen: no lane offset, no mirroring, no gauge-up cell animation. base_fade is the
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-- screen's gauge fade-in; idx picks the 1p/2p layout.
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function Gauge:draw_result(idx, base_fade, points, max_points, clear_points,
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is_clear, is_rainbow, rainbow_frac, fire_frame)
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self.base_fade = base_fade
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self:render(0, nil, idx, points, points, max_points, clear_points,
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is_clear, is_rainbow, false, 0.0, 1.0, rainbow_frac, fire_frame)
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end
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function Gauge:render(y, mirror, idx, points, previous_points, max_points, clear_points,
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is_clear, is_rainbow, anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame)
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if not self.no_border then self:blit(self.border, { mirror = mirror, y = y, index = idx }) end
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self:blit(self.unfilled, { mirror = mirror, y = y, index = idx })
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local units, bw = self.bar_units, self.bar_width
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local length, solid, alpha, show_up, pending, fade_in =
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self:cells(points, previous_points, max_points, anim_active, anim_alpha)
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local clear_point = clamp(clear_points * units // max_points, 1, units)
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if solid > 0 then
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self:blit(self.bar, { y = y, index = idx,
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x2 = math.min(solid * bw, (clear_point - 1) * bw) - bw })
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end
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-- first gold cell lights exactly when the gauge is cleared (not by a cell-count test:
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-- on 87 cells 8000 -> 69.6 would light it a cell early/late vs. the clear state)
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if is_clear and not (fade_in and pending and length == clear_point) then
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self:blit(self.clear_transition,
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{ mirror = mirror, x = (clear_point - 1) * bw, y = y, index = idx })
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end
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-- gold zone: cells clear_point .. solid-1, one cell wide piece so stretch is (n-1)*bw
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if solid > clear_point then
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local gold_x2 = (solid - clear_point) * bw - bw
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self:blit(self.clear_top,
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{ mirror = mirror, x = clear_point * bw, y = y, x2 = gold_x2, index = idx })
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self:blit(self.clear_bottom,
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{ x = clear_point * bw, y = y, x2 = gold_x2, index = idx })
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end
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if is_rainbow and rainbow_fade >= 0 then
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local frame_a = math.floor(rainbow_frac) % 8
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local frame_b = (frame_a + 1) % 8
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local f = rainbow_frac - math.floor(rainbow_frac)
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self:blit(self.rainbow,
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{ frame = frame_a, mirror = mirror, y = y, fade = rainbow_fade, index = idx })
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self:blit(self.rainbow,
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{ frame = frame_b, mirror = mirror, y = y, fade = rainbow_fade * f, index = idx })
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end
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if show_up then
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-- sprite sits on the cell that was just filled (length-1)
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local fx = (length - 1) * bw
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if length == clear_point then
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self:blit(self.clear_transition_fade,
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{ mirror = mirror, x = fx, y = y, fade = alpha, index = idx })
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elseif length > clear_point then
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self:blit(self.clear_fade, { x = fx, y = y, fade = alpha, index = idx })
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else
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self:blit(self.bar_fade, { x = fx, y = y, fade = alpha, index = idx })
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end
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end
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self:blit(self.overlay, { mirror = mirror, y = y, fade = 0.15, cap = true, index = idx })
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if self.footer then self:blit(self.footer, { y = y, index = idx }) end
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local label = self.art_tier + idx * 3
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if is_clear then
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self:blit(self.clear, { y = y, index = label })
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if is_rainbow then
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self:blit(self.fire,
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{ frame = fire_frame, scale = 0.75, center = true, y = y, index = idx })
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end
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self:blit(self.tamashii, { y = y, index = idx })
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if is_rainbow and (fire_frame == 0 or fire_frame == 1 or fire_frame == 4 or fire_frame == 5) then
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self:blit(self.tamashii_overlay, { y = y, fade = 0.5, cap = true, index = idx })
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end
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else
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self:blit(self.clear_dark, { y = y, index = label })
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self:blit(self.tamashii_dark, { y = y, index = idx })
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end
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end
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-- dan gauge sits at absolute positions from its texture.json: no lane offset, no mirroring
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function Gauge:draw_dan(points, previous_points, max_points, is_rainbow,
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anim_active, anim_alpha, rainbow_fade, rainbow_frac, fire_frame)
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tex.draw_texture(self.border, {})
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tex.draw_texture(self.unfilled, {})
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local bw = self.bar_width
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local length, solid, alpha, show_up = self:cells(points, previous_points, max_points, anim_active, anim_alpha)
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if solid > 0 then tex.draw_texture(self.bar, { x2 = solid * bw - bw }) end
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if is_rainbow and rainbow_fade >= 0 then
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local frame_a = math.floor(rainbow_frac) % 8
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local frame_b = (frame_a + 1) % 8
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local f = rainbow_frac - math.floor(rainbow_frac)
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tex.draw_texture(self.rainbow, { frame = frame_a, fade = rainbow_fade })
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tex.draw_texture(self.rainbow, { frame = frame_b, fade = rainbow_fade * f })
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end
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if show_up and length > 0 then
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tex.draw_texture(self.bar_fade, { x = (length - 1) * bw, fade = alpha })
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end
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tex.draw_texture(self.overlay, { fade = 0.15 })
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if is_rainbow then
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tex.draw_texture(self.fire, { frame = fire_frame, scale = 0.75, center = true })
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tex.draw_texture(self.tamashii, {})
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if fire_frame == 0 or fire_frame == 1 or fire_frame == 4 or fire_frame == 5 then
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tex.draw_texture(self.tamashii_overlay, { fade = 0.5 })
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end
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else
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tex.draw_texture(self.tamashii_dark, {})
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end
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end
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