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Inorizushi committed Dec 11, 2019
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Binary file added BGAnimations/FLeftToRight.png
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Binary file added BGAnimations/FRightToLeft.png
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Binary file added BGAnimations/LeftToRight.png
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Binary file added BGAnimations/LeftToRight0.png
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Binary file added BGAnimations/LeftToRight_green.png
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Binary file added BGAnimations/LeftToRight_purple.png
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Binary file added BGAnimations/RightToLeft.png
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Binary file added BGAnimations/RightToLeft0.png
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Binary file added BGAnimations/RightToLeft_green.png
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Binary file added BGAnimations/RightToLeft_purple.png
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40 changes: 40 additions & 0 deletions BGAnimations/Screen cancel.lua
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return Def.ActorFrame{

Def.Sound{
File=THEME:GetPathS("","Common back"),
StartTransitioningCommand=function(s) s:play() end
};

Def.Sprite{
Texture="_black",
InitCommand=function(s) s:y(SCREEN_CENTER_Y):halign(0) end,
OnCommand=function(s)
s:zoomx(0):zoomy(15):sleep(0.04):diffuserightedge( color("1,1,1,0") ):linear(0.3)
:diffuserightedge( Color.White ):zoomx(10):sleep(1)
end
};
Def.Sprite{
Texture="_black",
InitCommand=function(s) s:xy(SCREEN_RIGHT,SCREEN_CENTER_Y):halign(1) end,
OnCommand=function(s)
s:zoomx(0):zoomy(15):sleep(0.04):diffuseleftedge( color("1,1,1,0") ):linear(0.3)
:diffuseleftedge( Color.White ):zoomx(10)
end
};
Def.Sprite{
Texture="_black",
InitCommand=function(s) s:x(SCREEN_CENTER_X):valign(0) end,
OnCommand=function(s)
s:zoomy(0):zoomx(20):sleep(0.04):diffusebottomedge( color("1,1,1,0") ):linear(0.3)
:diffusebottomedge( Color.White ):zoomy(7.5)
end
};
Def.Sprite{
Texture="_black",
InitCommand=function(s) s:xy(SCREEN_CENTER_X,SCREEN_BOTTOM):valign(1) end,
OnCommand=function(s)
s:zoomy(0):zoomx(20):sleep(0.04):diffusetopedge( color("1,1,1,0") ):linear(0.3)
:diffusetopedge( Color.White ):zoomy(7.5)
end
};
};
1 change: 1 addition & 0 deletions BGAnimations/ScreenAttract cancel.redir
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_fade out
1 change: 1 addition & 0 deletions BGAnimations/ScreenAttract in.redir
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_fade in
1 change: 1 addition & 0 deletions BGAnimations/ScreenAttract out.redir
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_fade out
11 changes: 11 additions & 0 deletions BGAnimations/ScreenCaution background/default.lua
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return Def.ActorFrame{
Def.Sprite{
Texture=lang.."centered",
InitCommand=function(s) s:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end
},
Def.Actor{
OnCommand=function(s)
SOUND:PlayAnnouncer("caution");
end
},
}
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1 change: 1 addition & 0 deletions BGAnimations/ScreenCaution in.redir
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_fade in
1 change: 1 addition & 0 deletions BGAnimations/ScreenCaution out.redir
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_fade out
Binary file added BGAnimations/ScreenCompany background/1.png
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Binary file added BGAnimations/ScreenCompany background/2.png
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Binary file added BGAnimations/ScreenCompany background/3.png
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27 changes: 27 additions & 0 deletions BGAnimations/ScreenCompany background/default.lua
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local t = Def.ActorFrame {};

t[#t+1] = Def.ActorFrame {
InitCommand=function(s) s:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end,
Def.Quad{
OnCommand=function(s)
s:zoomto(SCREEN_WIDTH,SCREEN_HEIGHT):diffuse( Color.White )
end
};
Def.Sprite{ Texture="1",
OnCommand=function(s) s:diffusealpha(1):sleep(5.5):linear(0.3):diffusealpha(0) end
};
Def.Sprite{ Texture="2",
OnCommand=function(s) s:diffusealpha(0):sleep(5.8):linear(0.3):diffusealpha(1):sleep(5.3):linear(0.3):diffusealpha(0) end
};
Def.Sprite{ Texture="3",
OnCommand=function(s) s:diffusealpha(0):sleep(11.7):linear(0.3):diffusealpha(1):sleep(5.9) end
};
};

return t






1 change: 1 addition & 0 deletions BGAnimations/ScreenCompany in.redir
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_wfade in
1 change: 1 addition & 0 deletions BGAnimations/ScreenCompany out.redir
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_wfade out
1 change: 1 addition & 0 deletions BGAnimations/ScreenCredits in.redir
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_fade in
1 change: 1 addition & 0 deletions BGAnimations/ScreenCredits out.redir
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_fade out
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Binary file added BGAnimations/ScreenCredits overlay/credits.ogg
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18 changes: 18 additions & 0 deletions BGAnimations/ScreenCredits overlay/default.lua
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return Def.ActorFrame {
OnCommand=function(s)
s:sleep(0.1):queuecommand("Thank")
end,
ThankCommand=function(s)
SOUND:PlayAnnouncer("screen credits")
end,
LoadActor("movie.mp4")..{
InitCommand=function(s) s:Center():setsize(640,480) end,
};
LoadActor("credits.ogg")..{
OnCommand=function(s) s:play() end,
};
Def.Quad{
InitCommand=function(s) s:FullScreen():diffuse(Color.Black):diffusealpha(0) end,
OnCommand=function(s) s:sleep(34):diffusealpha(1) end,
};
}
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1 change: 1 addition & 0 deletions BGAnimations/ScreenDemonstration decorations.redir
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_blank
1 change: 1 addition & 0 deletions BGAnimations/ScreenDemonstration in.redir
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_fade in
1 change: 1 addition & 0 deletions BGAnimations/ScreenDemonstration out.redir
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_fade out
26 changes: 26 additions & 0 deletions BGAnimations/ScreenDemonstration overlay/default.lua
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return Def.ActorFrame{
--Topframe underlay
Def.Quad{
InitCommand=function(s) s:setsize(SCREEN_WIDTH,58):valign(0):xy(SCREEN_CENTER_X,SCREEN_TOP):diffuse( Color.Black ) end
};
--Bottomframe underlay
Def.Quad{
InitCommand=function(s) s:setsize(SCREEN_WIDTH,70):valign(1):xy(SCREEN_CENTER_X,SCREEN_BOTTOM):diffuse( Color.Black ) end
};
Def.Sprite{ Texture="demup",
InitCommand=function(s) s:xy(SCREEN_LEFT,SCREEN_TOP+16):align(0,0) end
};
Def.Sprite{ Texture="demdown",
InitCommand=function(s) s:xy(SCREEN_RIGHT,SCREEN_TOP+415):align(1,0) end
};
--flashity flashing flasher
Def.Sprite{Texture="gameover",
InitCommand=function(s) s:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end,
OnCommand=function(s) s:diffuseblink():effectcolor1( color("1,1,1,.5") ):effectcolor2( color("0,0,0,.5") )
:effectperiod(0.266)
end
};
LoadActor(THEME:GetPathG("","ScreenTitleJoin premium"))..{
InitCommand=function(s) s:CenterX():y(_screen.cy+95) end,
}
};
Binary file added BGAnimations/ScreenDemonstration overlay/demdown.png
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95 changes: 95 additions & 0 deletions BGAnimations/ScreenEvaluation decorations/BonusFrame/default.lua
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local t = Def.ActorFrame{};

t[#t+1] = Def.ActorFrame{
Def.ActorFrame{
InitCommand=cmd(xy,SCREEN_CENTER_X-219,SCREEN_CENTER_Y-2;player,PLAYER_1);
OffCommand=cmd(sleep,0.333;diffusealpha,1;linear,0.366;diffusealpha,0;sleep,0;addy,999);
LoadActor("frame1")..{
OnCommand=cmd(blend,Blend.Add;diffusealpha,0;sleep,0.25;linear,0.4;diffusealpha,1;sleep,0;diffusealpha,0);
};
Def.Sprite{
Texture="frame1";
InitCommand=function(s) s:diffusealpha(0) end,
OnCommand=function(s) s:sleep(0.65):diffusealpha(1) end,
};
};
Def.ActorFrame{
InitCommand=cmd(xy,SCREEN_CENTER_X+219,SCREEN_CENTER_Y-2;player,PLAYER_2);
OffCommand=cmd(sleep,0.333;diffusealpha,1;linear,0.366;diffusealpha,0;sleep,0;addy,999);
LoadActor("frame2")..{
OnCommand=cmd(blend,Blend.Add;diffusealpha,0;sleep,0.25;linear,0.4;diffusealpha,1;sleep,0;diffusealpha,0);
};
Def.Sprite{
Texture="frame2";
InitCommand=function(s) s:diffusealpha(0) end,
OnCommand=function(s) s:sleep(0.65):diffusealpha(1) end,
};
};
};

for _,pn in pairs(GAMESTATE:GetEnabledPlayers()) do
local short = ToEnumShortString(pn)
if screenName == "ScreenEvaluationSummary" then
pss = STATSMAN:GetAccumPlayedStageStats():GetPlayerStageStats(pn)
else
pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(pn)
end

local StreamActual = pss:GetRadarActual():GetValue('RadarCategory_Stream')
local VoltageActual = pss:GetRadarActual():GetValue('RadarCategory_Voltage')
local AirActual = pss:GetRadarActual():GetValue('RadarCategory_Air')
local HoldActual = pss:GetRadarActual():GetValue('RadarCategory_Holds')
local ChaosActual = pss:GetRadarActual():GetValue('RadarCategory_Chaos')

local StreamPoss = pss:GetRadarPossible():GetValue('RadarCategory_Stream')
local VoltagePoss = pss:GetRadarPossible():GetValue('RadarCategory_Voltage')
local AirPoss = pss:GetRadarPossible():GetValue('RadarCategory_Air')
local HoldPoss = pss:GetRadarPossible():GetValue('RadarCategory_Holds')
local ChaosPoss = pss:GetRadarPossible():GetValue('RadarCategory_Chaos')

local RadarPossToInd = {
[1] = StreamPoss,
[2] = VoltagePoss,
[3] = AirPoss,
[4] = HoldPoss,
[5] = ChaosPoss,
}

local RadarActualToInd = {
[1] = StreamActual,
[2] = VoltageActual,
[3] = AirActual,
[4] = HoldActual,
[5] = ChaosActual,
}

for i=1,5 do
t[#t+1] = Def.ActorFrame{
OffCommand=function(s) s:sleep(0.066):sleep(0.333):linear(0.416):diffusealpha(0) end,
Def.Sprite{
Texture="BarPossible",
InitCommand=function(s)
s:xy(pn==PLAYER_2 and _screen.cx+152 or _screen.cx-152,_screen.cy+(i*24)-86)
:halign(pn==PLAYER_2 and 0 or 0):zoomx(pn==PLAYER_2 and 1 or -1)
end,
OnCommand=function(s) s:cropright(1):sleep(0.266):sleep(0.5):sleep(i/10):linear(0.516):cropright(math.max(0,1-RadarPossToInd[i])) end,
};
Def.Sprite{
Texture="BarActual "..short,
InitCommand=function(s)
s:xy(pn==PLAYER_2 and _screen.cx+152 or _screen.cx-152,_screen.cy+(i*24)-86)
:halign(pn==PLAYER_2 and 0 or 0):zoomx(pn==PLAYER_2 and 1 or -1)
end,
OnCommand=function(s) s:cropright(1):sleep(0.266):sleep(0.5):sleep(i/10):linear(1.015):cropright(math.max(0,RadarActualToInd[i]-(RadarPossToInd[i]-0.02)))
if RadarActualToInd[i] == RadarPossToInd[i] then
s:glowshift():effectcolor2(color("0,0,0,0.5")):effectperiod(0.5)
else
s:stopeffect()
end
end,
};
}
end
end

return t;
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59 changes: 59 additions & 0 deletions BGAnimations/ScreenEvaluation decorations/GradeDisplay.lua
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-- Rolling Grade Display implementation
-- By Jose_Varela
local pn = ...
local Gradepos = { [PLAYER_1] = SCREEN_CENTER_X-219, [PLAYER_2] = SCREEN_CENTER_X+219 }
local MultPos = pn == PLAYER_1 and -SCREEN_WIDTH/2 or SCREEN_WIDTH/2
local t = Def.ActorFrame{
OnCommand=function(s)
s:xy( Gradepos[pn] , SCREEN_TOP+99 )
:addx(MultPos):sleep(0.250):decelerate(0.150):addx( MultPos*-1 )
end,
OffCommand=function(s) s:sleep(0.6):accelerate(0.150):addx(MultPos) end
}

local TotalTime = 2.5
local TimeLeftInScroll = 0
local NumGradeFrames = 11
local Grade
t[#t+1] = Def.Sprite{
Texture="GradeFrame "..ToEnumShortString(pn),
}
t[#t+1] = Def.Sprite{
Texture=THEME:GetPathG("ScreenEvaluation","grades"),
OnCommand=function(s)
if SCREENMAN:GetTopScreen():GetStageStats():GetPlayerStageStats(pn):GetGrade() ~= "Grade_Failed" then
Grade = tonumber( string.sub( ToEnumShortString( SCREENMAN:GetTopScreen():GetStageStats():GetPlayerStageStats(pn):GetGrade() ), 5 ) )
else
Grade = 8
end
s:diffuseblink():effectperiod(10000)
s:queuecommand("UpdateFrame")
end,
UpdateFrameCommand=function(s)
local Mult = (64*7)/512
local StartCoord = (64*(Grade+3))/512
local DeltaTime = s:GetSecsIntoEffect()

TimeLeftInScroll = math.max( 0, (TotalTime - DeltaTime) )

local PercentIntoScrolling = 0
PercentIntoScrolling = 1 - (TimeLeftInScroll/TotalTime)
if (PercentIntoScrolling < 0.75) then
PercentIntoScrolling = (PercentIntoScrolling/0.75) * (1 + 1/NumGradeFrames)
elseif (PercentIntoScrolling < 0.9) then
PercentIntoScrolling = (1 + 1/NumGradeFrames)
else
PercentIntoScrolling = (1 + 1/NumGradeFrames) - ( (PercentIntoScrolling-0.9) / 0.1 ) * 1/NumGradeFrames
end

s:customtexturerect( 0, StartCoord+Mult+(Mult*(PercentIntoScrolling*3)), 1, StartCoord+1+(Mult*(PercentIntoScrolling*3)) )

if TimeLeftInScroll == 0 then s:queuecommand("StartGlow") end
s:sleep(1/50):queuecommand("UpdateFrame")
end,
StartGlowCommand=function(s)
s:finishtweening():glowshift():effectcolor1(color("1,1,1,0.4")):effectcolor2(color("0,0,0,0")):effectperiod(0.198)
end,
}

return t;
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