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-- basic MultiTexture with quads | |
function MakeTexture() | |
-- [AJ] c is for children | |
local c; | |
-- [AJ] define Draw function | |
local Draw = function(self) | |
-- Render the quads to the texture. | |
-- [AJ] this becomes Target. | |
-- you must begin rendering to a target before drawing the |
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-- ScreenTextEntry test | |
t[#t+1] = Def.Actor{ | |
CodeMessageCommand=function(self,param) | |
if param.Name == "Toggle" then | |
SCREENMAN:AddNewScreenToTop("ScreenTextEntry"); | |
local teSettings = { | |
SendOnPop = "", | |
Question = "Are you cool?", | |
InitialAnswer = "I am cool", |
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-- Graphics/ScreenSelectMusic PlayerOptions.lua | |
-- player options text for selectmusic | |
local Player = ... | |
if not Player then error("ScreenSelectMusic PlayerOptions requires a Player") end | |
return Def.ActorFrame{ | |
LoadFont("Common normal")..{ | |
InitCommand=cmd(zoom,1); | |
BeginCommand=cmd(playcommand,"Update"); | |
PlayerOptionsChangedMessageCommand=function(self,param) |
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-- temporary gameplay overlay where I knock out something for staiain | |
local c | |
local textFont = "_helvblack normal 24px" -- replace as needed | |
local function UpdateJudgments(self) | |
local ss = STATSMAN:GetCurStageStats() | |
local p1ss = ss:GetPlayerStageStats(GAMESTATE:GetMasterPlayerNumber()) | |
local w1Count = p1ss:GetTapNoteScores('TapNoteScore_W1') | |
c.CountW1:settext(w1Count) |
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[ScreenSelectMusic] | |
MusicWheelX=WideScale(SCREEN_CENTER_X+132,SCREEN_CENTER_X+144) | |
MusicWheelY=SCREEN_CENTER_Y+4 | |
MusicWheelOnCommand=SetDrawByZPosition,true;fov,45;rotationy,20; | |
[MusicWheel] | |
NumWheelItems=17 | |
# 3.9 metrics I use in the wheel transform: | |
ItemCurveX=20 | |
ItemSpacingY=44 |
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diff -r a84f412c48bb extern/lua-5.2/src/lauxlib.c | |
--- a/extern/lua-5.2/src/lauxlib.c Wed Jan 04 22:23:01 2012 -0600 | |
+++ b/extern/lua-5.2/src/lauxlib.c Wed Jan 04 22:27:12 2012 -0600 | |
@@ -955,3 +955,20 @@ | |
lua_pop(L, 1); | |
} | |
+/* StepMania Lua additions */ | |
+/* unsure where this came from (glenn?) */ | |
+LUALIB_API int luaL_pushtype (lua_State *L, int narg) { |
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local t = Def.ActorFrame { | |
Def.Quad{ | |
InitCommand=cmd(FullScreen;diffuse,color("0,0,0,0");); | |
OnCommand=cmd(sleep,0.5;linear,1.5;diffusealpha,1); | |
}; | |
-- Cleared | |
Def.ActorFrame { | |
Name="ClearedFrame"; | |
Condition=GAMESTATE:GetPlayMode() ~= PLAY_MODE_BATTLE and GAMESTATE:GetPlayMode() ~= PLAY_MODE_RAVE; |
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