190 lines
8.7 KiB
Lua
190 lines
8.7 KiB
Lua
-- 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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-- * 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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-- The dan gauge is drawn as the cabinet's tamashii_gauge (see draw_dan below).
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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(is_2p, dan, string_diff, opts)
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local self = parent_new(is_2p, dan, string_diff, opts)
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self.clear_mark_offset = 1
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self.fade_in = true
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if dan then
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local screen = (opts and opts.screen) or "game"
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local p = (opts and 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 .. "/gauge_dan/" .. name) end
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self.cab = {
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track_red = t("track_red"),
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lamp = t(p .. "lamp"),
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lamp_clear = t("lamp_clear"),
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fade_clear = t("bar_fade_clear"),
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}
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end
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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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-- The dan gauge as the cabinet's tamashii_gauge draws it: the gold track (border), the red
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-- track (track_red, gauge_bg) up to the threshold, the lit cells as one lamp stretched 21 px
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-- per cell (lamp_clear, yellow, once the gauge reaches the threshold), the glow on a newly lit
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-- cell, the cell separators at the cabinet's 103/255, then 魂: grey, white once cleared, and
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-- in flames at full. The threshold comes from the dan exam (background dan_info sets
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-- g_dan_gauge_border, in cells); without it, or without the cabinet pieces, the parent draws.
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local CAB_CELL = 21
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local CAB_TRACK = 20.88 -- gauge_bg: 160 px x 0.1305 per cell
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local CAB_SEPARATOR = 103 / 255
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local parent_draw_dan = Gauge.draw_dan
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-- The cabinet draws the gauge over the lane; the engine draws the lane after it, so its top
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-- edge (y 276, 184 px x 1.5) hides the cells' last rows. The gauge leaves a redraw for the
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-- dan background's draw_fore (g_dan_gauge_redraw), which repeats it clipped to that strip.
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local function draw_cab(self, border, 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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local cab = self.cab
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local function layer(t, x, x2, fade, frame, scale, center)
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if t then
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tex.draw_texture(t, { x = x, x2 = x2, fade = fade, frame = frame, scale = scale, center = center })
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end
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end
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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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local clear = length >= border
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layer(self.border)
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if border > 0 then layer(cab.track_red, nil, CAB_TRACK * border - 160) end
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if solid > 0 then layer(clear and cab.lamp_clear or cab.lamp, nil, CAB_CELL * solid - 8) 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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layer(self.rainbow, nil, nil, rainbow_fade, frame_a)
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layer(self.rainbow, nil, nil, rainbow_fade * f, frame_b)
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end
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if show_up and length > 0 then
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layer(clear and cab.fade_clear or self.bar_fade, (length - 1) * CAB_CELL, nil, alpha)
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end
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layer(self.overlay, nil, nil, CAB_SEPARATOR)
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if is_rainbow then
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layer(self.fire, nil, nil, nil, fire_frame, 0.75, true)
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layer(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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layer(self.tamashii_overlay, nil, nil, 0.5)
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end
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elseif clear then
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layer(self.tamashii)
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else
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layer(self.tamashii_dark)
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end
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end
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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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local cab = self.cab
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local border = _G.g_dan_gauge_border
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if not (cab and cab.track_red and cab.lamp and cab.lamp_clear and border) then
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_G.g_dan_gauge_redraw = nil
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return parent_draw_dan(self, 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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draw_cab(self, border, 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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_G.g_dan_gauge_redraw = function()
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draw_cab(self, border, 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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end
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