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continue with new color scheme, smooth stage info
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ListenerJubatus committed Feb 3, 2018
1 parent d44f4d9 commit 417c6da
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Showing 27 changed files with 235 additions and 104 deletions.
Binary file modified BGAnimations/ScreenEvaluation underlay/_bannerframe.png
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37 changes: 37 additions & 0 deletions BGAnimations/ScreenGameplay in/CourseDisplay.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,37 @@
if not GAMESTATE:IsCourseMode() then return Def.ActorFrame{} end; -- short circuit
local slideTime = 1.1;
local slideWait = 1.25;
local bottomSlide = 0.76;
local course = GAMESTATE:GetCurrentCourse()

local t = Def.ActorFrame{
-- background
Def.Sprite{
InitCommand=cmd(Center);
BeginCommand=function(self)
if course:GetBackgroundPath() then
self:Load( course:GetBackgroundPath() )
else
-- default to the BG of the first song in the course
self:LoadFromCurrentSongBackground()
end
end;
OnCommand=function(self)
self:scale_or_crop_background()
self:addy(SCREEN_HEIGHT):sleep(slideWait):smooth(slideTime):addy(-SCREEN_HEIGHT);
end;
};
-- alternate background
Def.Sprite{
InitCommand=cmd(Center;);
BeginCommand=cmd(LoadFromCurrentSongBackground;scale_or_crop_background;diffusealpha,0);
OnCommand=cmd(playcommand,"Show");
ShowCommand=function(self)
if course:HasBackground() then
self:addy(SCREEN_HEIGHT):sleep(slideWait):smooth(slideTime):addy(-SCREEN_HEIGHT);
end
end;
};
};

return t;
162 changes: 162 additions & 0 deletions BGAnimations/ScreenGameplay in/default.lua
Original file line number Diff line number Diff line change
@@ -1,3 +1,18 @@
local playMode = GAMESTATE:GetPlayMode()
local slideTime = 1.1;
local slideWait = 1.25;
local bottomSlide = 0.76;
local easeTime = 0.10;

local playMode = GAMESTATE:GetPlayMode()
local sStage = ""
sStage = GAMESTATE:GetCurrentStage()

if playMode ~= 'PlayMode_Regular' and playMode ~= 'PlayMode_Rave' and playMode ~= 'PlayMode_Battle' then
sStage = playMode;
end;


local t = Def.ActorFrame {};
t[#t+1] = Def.Sprite {
InitCommand=cmd(Center;diffusealpha,1);
Expand All @@ -13,6 +28,153 @@ t[#t+1] = Def.Sprite {
end;
};

-- BG for credits
t[#t+1] = Def.ActorFrame {
OnCommand=cmd(smooth,bottomSlide;addy,240;sleep,0.2;diffusealpha,0;);
-- Behind stage graphic
Def.Quad {
InitCommand=cmd(vertalign,bottom;x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-110;zoomto,SCREEN_WIDTH,120;);
OnCommand=function(self)
self:diffuse(color("#000000")):diffusealpha(0.8);
end
};
-- Behind song
Def.Quad {
InitCommand=cmd(vertalign,bottom;x,SCREEN_CENTER_X;y,SCREEN_BOTTOM;zoomto,SCREEN_WIDTH,110;);
OnCommand=function(self)
self:diffuse(color("#000000")):diffusealpha(0.9);
end
};
};


local stage_num_actor= THEME:GetPathG("ScreenStageInformation", "Stage " .. ToEnumShortString(sStage), true)
if stage_num_actor ~= "" and FILEMAN:DoesFileExist(stage_num_actor) then
stage_num_actor= LoadActor(stage_num_actor)
else
-- Midiman: We need a "Stage Next" actor or something for stages after
-- the 6th. -Kyz
local curStage = GAMESTATE:GetCurrentStage();
stage_num_actor= Def.BitmapText{
Font= "Common Normal", Text= thified_curstage_index(false) .. " Stage",
InitCommand= function(self)
self:zoom(1.5)
self:strokecolor(Color.Black)
self:diffuse(StageToColor(curStage));
self:diffusetopedge(ColorLightTone(StageToColor(curStage)));
end
}
end

t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+190);
OnCommand=cmd(smooth,bottomSlide;addy,240;sleep,0.2;diffusealpha,0;);

stage_num_actor .. {
OnCommand=cmd(zoom,1;diffusealpha,1);
};
};

-- Step author credits
if GAMESTATE:IsHumanPlayer(PLAYER_1) == true then
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(y,SCREEN_BOTTOM-80;x,SCREEN_LEFT+40;);
OnCommand=cmd(smooth,bottomSlide;addy,240;sleep,0.2;diffusealpha,0;);
LoadFont("Common Italic Condensed") .. {
OnCommand=cmd(playcommand,"Set";horizalign,left;diffuse,color("#FFFFFF"););
SetCommand=function(self)
stepsP1 = GAMESTATE:GetCurrentSteps(PLAYER_1)
local song = GAMESTATE:GetCurrentSong();
if song then
if stepsP1:GetAuthorCredit() ~= "" then
self:settext(string.upper(THEME:GetString("OptionTitles","Step Author")) .. ":");
else
self:settext("")
end
else
self:settext("")
end
end
};
LoadFont("Common Fallback Font") .. {
InitCommand=cmd(addy,22);
OnCommand=cmd(playcommand,"Set";horizalign,left;zoom,0.75;diffuse,color("#FFFFFF"););
SetCommand=function(self)
stepsP1 = GAMESTATE:GetCurrentSteps(PLAYER_1)
local song = GAMESTATE:GetCurrentSong();
if song then
if stepsP1 ~= nil then
self:settext(stepsP1:GetAuthorCredit())
else
self:settext("")
end
else
self:settext("")
end
end
};
};
end

if GAMESTATE:IsHumanPlayer(PLAYER_2) == true then
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(y,SCREEN_BOTTOM-80;x,SCREEN_RIGHT-40;);
OnCommand=cmd(smooth,bottomSlide;addy,240;sleep,0.2;diffusealpha,0;);
LoadFont("Common Italic Condensed") .. {
OnCommand=cmd(playcommand,"Set";horizalign,right;diffuse,color("#FFFFFF"););
SetCommand=function(self)
stepsP2 = GAMESTATE:GetCurrentSteps(PLAYER_2)
local song = GAMESTATE:GetCurrentSong();
if song then
local diff = stepsP2:GetDifficulty();
if stepsP2:GetAuthorCredit() ~= "" then
self:settext(string.upper(THEME:GetString("OptionTitles","Step Author")) .. ":");
else
self:settext("")
end
else
self:settext("")
end
end
};

LoadFont("Common Fallback Font") .. {
InitCommand=cmd(addy,22);
OnCommand=cmd(playcommand,"Set";horizalign,right;zoom,0.75;diffuse,color("#FFFFFF"););
SetCommand=function(self)
stepsP2 = GAMESTATE:GetCurrentSteps(PLAYER_2)
local song = GAMESTATE:GetCurrentSong();
if song then
if stepsP2 ~= nil then
self:settext(stepsP2:GetAuthorCredit())
else
self:settext("")
end
else
self:settext("")
end
end
};
};
end

-- Song title and artist
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-80);
OnCommand=cmd(smooth,bottomSlide;addy,240;sleep,0.2;diffusealpha,0;);
LoadFont("Common Fallback Font") .. {
Text=GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentCourse():GetDisplayFullTitle() or GAMESTATE:GetCurrentSong():GetDisplayFullTitle();
InitCommand=cmd(diffuse,color("#FFFFFF");maxwidth,SCREEN_WIDTH*0.6);
OnCommand=cmd(zoom,1;);
};
LoadFont("Common Fallback Font") .. {
Text=GAMESTATE:IsCourseMode() and ToEnumShortString( GAMESTATE:GetCurrentCourse():GetCourseType() ) or GAMESTATE:GetCurrentSong():GetDisplayArtist();
InitCommand=cmd(diffuse,color("#FFFFFF");maxwidth,SCREEN_WIDTH*0.6);
OnCommand=cmd(zoom,0.75;addy,24;);
};
};


-- Pause menu
t[#t+1]= LoadActor(THEME:GetPathG("", "pause_menu"))

Expand Down
2 changes: 1 addition & 1 deletion BGAnimations/ScreenSelectMusic in.lua
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
local transition_params = {
color = color("#005A9D"),
color = color("#882D47"),
transition_type = "in"
}

Expand Down
10 changes: 5 additions & 5 deletions BGAnimations/ScreenStageInformation underlay/default.lua
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ end

-- BG for credits
t[#t+1] = Def.ActorFrame {
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,2-easeTime;smooth,bottomSlide;addy,240);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,0.75);
-- Behind stage graphic
Def.Quad {
InitCommand=cmd(vertalign,bottom;x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-110;zoomto,SCREEN_WIDTH,120;);
Expand Down Expand Up @@ -70,7 +70,7 @@ end

t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+190);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,2-easeTime;smooth,bottomSlide;addy,240;);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,0.75;);

stage_num_actor .. {
OnCommand=cmd(zoom,1;diffusealpha,1);
Expand All @@ -81,7 +81,7 @@ t[#t+1] = Def.ActorFrame {
if GAMESTATE:IsHumanPlayer(PLAYER_1) == true then
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(y,SCREEN_BOTTOM-80;x,SCREEN_LEFT+40;);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,2-easeTime;smooth,bottomSlide;addy,240;);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;);
LoadFont("Common Italic Condensed") .. {
OnCommand=cmd(playcommand,"Set";horizalign,left;diffuse,color("#FFFFFF"););
SetCommand=function(self)
Expand Down Expand Up @@ -121,7 +121,7 @@ t[#t+1] = Def.ActorFrame {
if GAMESTATE:IsHumanPlayer(PLAYER_2) == true then
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(y,SCREEN_BOTTOM-80;x,SCREEN_RIGHT-40;);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,2-easeTime;smooth,bottomSlide;addy,240;);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,0.75;);
LoadFont("Common Italic Condensed") .. {
OnCommand=cmd(playcommand,"Set";horizalign,right;diffuse,color("#FFFFFF"););
SetCommand=function(self)
Expand Down Expand Up @@ -163,7 +163,7 @@ t[#t+1] = Def.ActorFrame {
-- Song title and artist
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-80);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,2-easeTime;smooth,bottomSlide;addy,240;);
OnCommand=cmd(addy,SCREEN_HEIGHT;sleep,slideWait;smooth,slideTime+easeTime;addy,-SCREEN_HEIGHT;sleep,0.75);
LoadFont("Common Fallback Font") .. {
Text=GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentCourse():GetDisplayFullTitle() or GAMESTATE:GetCurrentSong():GetDisplayFullTitle();
InitCommand=cmd(diffuse,color("#FFFFFF");maxwidth,SCREEN_WIDTH*0.6);
Expand Down
Binary file modified BGAnimations/_frame files 3x1/rounded light 3x1.png
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Binary file modified Graphics/Banner all music.png
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Binary file modified Graphics/Banner mode.png
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Binary file modified Graphics/Banner preferred.png
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Binary file modified Graphics/LifeMeter bar frame.png
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Binary file modified Graphics/MusicWheelItem Course NormalPart.png
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Binary file modified Graphics/MusicWheelItem Random NormalPart.png
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Binary file modified Graphics/MusicWheelItem Roulette NormalPart.png
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Binary file modified Graphics/MusicWheelItem SectionCollapsed NormalPart.png
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Binary file modified Graphics/MusicWheelItem SectionExpanded NormalPart.png
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Binary file modified Graphics/MusicWheelItem grades/grades 2x8.png
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Binary file modified Graphics/OptionRowExit frame (doubleres).png
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Binary file modified Graphics/ScoreDisplayNormal frame.png
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Binary file modified Graphics/ScreenGameplay progress.png
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Binary file modified Graphics/ScreenSelectMusic info pane.png
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Binary file modified Graphics/ScreenSelectMusic pane background.png
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Binary file modified Graphics/StepsDisplayListRow frame.png
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Binary file modified Graphics/_StepsDisplayListRow Cursor.png
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30 changes: 15 additions & 15 deletions Scripts/02 Colors.lua
Original file line number Diff line number Diff line change
Expand Up @@ -49,34 +49,34 @@ ModeIconColors = {

GameColor = {
PlayerColors = {
PLAYER_1 = color("#3982FF"),
PLAYER_2 = color("#FF4596"),
PLAYER_1 = color("#4B82DC"),
PLAYER_2 = color("#DF4C47"),
both = color("#FFFFFF"),
},
PlayerDarkColors = {
PLAYER_1 = color("#023C9F"),
PLAYER_2 = color("#7F083C"),
PLAYER_1 = color("#1538E9"),
PLAYER_2 = color("#2356A8"),
both = color("#F5E1E1"),
},
Difficulty = {
--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
in some cases, especially to apply new colors for stuff you
couldn't before. (huh? -aj) ]]
Beginner = color("#A165CE"), -- purple
Easy = color("#50DA1A"), -- green
Medium = color("#FFE53E"), -- yellow
Hard = color("#FE4F49"), -- orange
Challenge = color("#2DDBFF"), -- light blue
Edit = color("0.8,0.8,0.8,1"), -- gray
Beginner = color("#1AE0E4"), -- Mint
Easy = color("#3ACF2A"), -- Green
Medium = color("#CFC42A"), -- Yellow
Hard = color("#CF502A"), -- Orange
Challenge = color("#981F41"), -- Plum
Edit = color("0.8,0.8,0.8,1"), -- Gray
Couple = color("#ed0972"), -- hot pink
Routine = color("#ff9a00"), -- orange
--[[ These are for courses, so let's slap them here in case someone
wanted to use Difficulty in Course and Step regions. ]]
Difficulty_Beginner = color("#A165CE"), -- purple
Difficulty_Easy = color("#50DA1A"), -- green
Difficulty_Medium = color("#FFE53E"), -- yellow
Difficulty_Hard = color("#FE4F49"), -- orange
Difficulty_Challenge = color("#2DDBFF"), -- light blue
Difficulty_Beginner = color("#1AE0E4"), -- Mint
Difficulty_Easy = color("#2FA74D"), -- Green
Difficulty_Medium = color("#CFC42A"), -- Yellow
Difficulty_Hard = color("#CF502A"), -- Orange
Difficulty_Challenge = color("#981F41"), -- Plum
Difficulty_Edit = color("0.8,0.8,0.8,1"), -- gray
Difficulty_Couple = color("#ed0972"), -- hot pink
Difficulty_Routine = color("#ff9a00") -- orange
Expand Down
70 changes: 5 additions & 65 deletions _src/Frame.svg
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