gauge: fix the fading cell gap and clear mark on this skin's grid #58
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-- This skin's gauge: the parent's script with render() replaced. The parent's render() is laid
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-- out for its 87-cell flash gauge; this skin's 50 x 21 px grid fades each new cell in:
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-- * gauge_cell_fade_in: the fading sprite is the new cell itself, so it sits on cell
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-- length-1 (at length it left a dark gap cell before it)
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-- * the clear mark sits gauge_clear_mark_offset cells (skin_config: 1, the cell edge) before
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-- the exact clear fraction, not the parent's 87/60
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-- Everything else is the parent's file, loaded from its own copy.
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-- the parent skin's copy of a script: the second match on package.path (the first is this file)
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local function load_parent(name)
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local seen = false
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for tmpl in package.path:gmatch("[^;]+") do
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local chunk = loadfile((tmpl:gsub("%?", name)))
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if chunk then
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if seen then return chunk end
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seen = true
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end
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end
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end
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assert(load_parent("game/gauge"), "game/gauge: the parent skin has no gauge script")()
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local function clamp(v, lo, hi) return math.max(lo, math.min(hi, v)) end
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local parent_new = Gauge.new
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function Gauge.new(...)
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local self = parent_new(...)
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local mark = tex.get_skin_config("gauge_clear_mark_offset")
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self.clear_mark_offset = mark and mark.x
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return self
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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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-- blit(t, mirror, x, y, x2, fade, frame, index, scale, center, cap)
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if not self.no_border then self:blit(self.border, mirror, nil, y, nil, nil, nil, idx) end
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self:blit(self.unfilled, mirror, nil, y, nil, nil, nil, 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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-- the parent's art: the clear mark at the exact fraction minus 87/60 cells (x 897/967/1037 on
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-- easy/normal/hard), not on a cell edge
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local cpx = clear_points * units / max_points - (self.clear_mark_offset or units / 60)
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if solid > 0 then
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self:blit(self.bar, nil, nil, y,
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math.min(solid, cpx) * bw - bw, nil, nil, idx)
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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, mirror, cpx * bw, y, nil, nil, nil, 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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local gold_x = (cpx + 1) * bw
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if solid * bw >= gold_x + bw then
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local gold_x2 = solid * bw - gold_x - bw
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self:blit(self.clear_top, mirror, gold_x, y, gold_x2, nil, nil, idx)
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self:blit(self.clear_bottom, nil, gold_x, y, gold_x2, nil, nil, 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, mirror, nil, y, nil, rainbow_fade, frame_a, idx)
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self:blit(self.rainbow, mirror, nil, y, nil, rainbow_fade * f, frame_b, idx)
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end
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if show_up then
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-- flash: the glow rides the leading edge of the fill; fade-in: the sprite is the new
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-- cell itself (the fill stops one cell short until it lands)
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local fx = (fade_in and length - 1 or length) * bw
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if length == clear_point then
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self:blit(self.clear_transition_fade, mirror, cpx * bw, y, nil, alpha, nil, idx)
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elseif length > clear_point then
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self:blit(self.clear_fade, nil, fx, y, nil, alpha, nil, idx)
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else
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self:blit(self.bar_fade, nil, fx, y, nil, alpha, nil, idx)
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end
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end
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self:blit(self.overlay, mirror, nil, y, nil, 0.15, nil, idx, nil, nil, true)
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if self.footer then self:blit(self.footer, nil, nil, y, nil, nil, nil, idx) end
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self:draw_fire(y, idx, is_rainbow, fire_frame)
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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, nil, nil, y, nil, nil, nil, label)
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self:blit(self.tamashii, nil, nil, y, nil, nil, nil, 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, nil, nil, y, nil, 0.5, nil, idx, nil, nil, true)
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end
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else
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self:blit(self.clear_dark, nil, nil, y, nil, nil, nil, label)
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self:blit(self.tamashii_dark, nil, nil, y, nil, nil, nil, idx)
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end
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end
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