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