From d267ce95e1743fad0d383d1d7fe51e9b8bf5b66f Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Wed, 9 Dec 2009 16:32:22 +0000 Subject: adds working teamduel lua plugin git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2010 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Lua/game/plugins/LuaTest.usdx | 6 +- Lua/game/plugins/teamduel.usdx | 230 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 234 insertions(+), 2 deletions(-) create mode 100644 Lua/game/plugins/teamduel.usdx (limited to 'Lua/game') diff --git a/Lua/game/plugins/LuaTest.usdx b/Lua/game/plugins/LuaTest.usdx index 4cfd718f..553fca13 100644 --- a/Lua/game/plugins/LuaTest.usdx +++ b/Lua/game/plugins/LuaTest.usdx @@ -1,8 +1,7 @@ function plugin_init() register('lua interface test plugin', 'not Versioned', 'Hawkear'); - require('Usdx.Gl'); - require('Usdx.TextGl'); + require('Usdx.Gl', 'Usdx.TextGl', 'Usdx.ScreenSing'); Usdx.Hook('Display.Draw', 'OnDraw'); @@ -34,6 +33,9 @@ function OnDraw() Gl.Color(0.9, 0.9, 0.9, 0.7) TextGl.Print('FPS: ' .. LastFPSCounted) + TextGl.Pos(650, 50) + TextGl.Print('Beat: ' .. ScreenSing.GetBeat()) + -- Draw some rectanGles Gl.Enable("Gl_BLEND") Gl.Color(1, 1, 1, 0.5) diff --git a/Lua/game/plugins/teamduel.usdx b/Lua/game/plugins/teamduel.usdx new file mode 100644 index 00000000..844e53b0 --- /dev/null +++ b/Lua/game/plugins/teamduel.usdx @@ -0,0 +1,230 @@ +-- some values to adjust the creation of PlayerChanges +local MinPercentage = 0.06; -- minimal amount of points between changes (in percent) +local MaxPercentage = 0.12; -- maximal amount of points between changes (in percent) +-- position of big progress bar in the center +local BarPos = {}; +BarPos.Top = 30 +BarPos.Bottom = 50 +BarPos.Left = 300 +BarPos.Right = 500 + +function plugin_init() + register('party mode: teamduel', '1.00', 'USDX Team', 'http://www.UltrastarDeluxe.org'); + + require('math', 'Usdx.Party', 'Usdx.ScreenSing', 'Usdx.Gl', 'Usdx.TextGl'); + local Mode = {} + + Mode.Name = 'teamduel'; + Mode.CanParty = true; + Mode.PlayerCount = {2,3,4,5,6}; + + Mode.BeforeSing = 'BeforeSing' + Mode.OnSing = 'Sing'; + + Usdx.Party.Register(Mode) + + ScreenSing.GetBeat(); + + return true; +end + +-- called everytime a singing session w/ this party mode is startet +-- we just hook ScreenSing.SongLoaded to prepare the mic changes here +function BeforeSing() + hSongLoaded = Usdx.Hook('ScreenSing.SongLoaded', 'PrepareChanges'); +end; + +-- adds a new SentenceChange at Line to the PlayerChanges array +function AddChange(Line) + PlayerChanges[#PlayerChanges + 1] = {}; + PlayerChanges[#PlayerChanges].OnBeat = Lines[Line].Start; + + PlayerChanges[#PlayerChanges].NextPlayer = {} + for i = 1, #Teams do + repeat + PlayerChanges[#PlayerChanges].NextPlayer[i] = math.random(#Teams[i].Players); + until (1 == #PlayerChanges) or (PlayerChanges[#PlayerChanges].NextPlayer[i] ~= PlayerChanges[#PlayerChanges-1].NextPlayer[i]) or (#Teams[i].Players == 1); + end; +end; + +function PrepareChanges() + Lines = ScreenSing.GetSongLines(); + Teams = Party.GetTeams(); + + -- get sum of hittable beats (per line and total) + local TotalBeats = 0; + local LineValue = {}; + for i = 1, #Lines do + for j = 1, #Lines[i].Notes do + LineValue[i] = (LineValue[i] or 0) + Lines[i].Notes[j].Length * Lines[i].Notes[j].NoteType; + end; + TotalBeats = TotalBeats + LineValue[i]; + end; + + -- calculate changes + PlayerChanges = {}; + -- fallback if there are only freestyle notes + -- random count of lines between changes + if (TotalBeats == 0) then + local i = 1; + repeat + if i > 1 then + AddChange(i); + end + + local step = math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * #Lines); + if step < 1 then + step = 1; + end; + + i = i + step; + until i >= #Lines; + else -- calculate changes by amount of hittable beats + local i = 1; + local BeatsToChange = math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * TotalBeats); + local Beats = 0; + + repeat + Beats = Beats + LineValue[i]; + if Beats >= BeatsToChange then + AddChange(i); + BeatsToChange = BeatsToChange + math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * TotalBeats); + end + i = i + 1; + until i >= #Lines; + end; + + -- free lines + Lines = nil; + + -- init NextPlayerChange + NextPlayerChange = 1; + + -- calculate OSD position for players + do + local RBRect = ScreenSing.GetRBRect(); + OSD = {}; + + for i = 1, #RBRect do + OSD[i] = {}; + OSD[i].Left = RBRect[i].x; + OSD[i].Right = RBRect[i].x + RBRect[i].w; + OSD[i].Top = RBRect[i].y + RBRect[i].h; + OSD[i].Bottom = RBRect[i].y + RBRect[i].h + math.max(RBRect[i].h, 13); + end; + end; + + -- remove hook + hSongLoaded:Unhook(); + hSongLoaded = nil; +end + +function DrawPlayerText(i, Text) + Gl.Disable('GL_TEXTURE_2D'); + + -- background + Gl.Color (0, 0, 0, 1); + Gl.Begin('GL_QUADS'); + Gl.Vertex(OSD[i].Left, OSD[i].Top); + Gl.Vertex(OSD[i].Left, OSD[i].Bottom); + Gl.Vertex(OSD[i].Right, OSD[i].Bottom); + Gl.Vertex(OSD[i].Right, OSD[i].Top); + Gl.End(); + + -- text + Gl.Color(1, 0, 0, 1); + TextGl.Size(6); + TextGl.Style(1); + TextGl.Italic(false); + + local PosX = (OSD[i].Left + OSD[i].Right) / 2; + PosX = PosX - TextGl.Width(Text) / 2; + + TextGl.Pos(PosX, OSD[i].Top - 3); + + TextGl.Print(Text); +end; + +-- draws the progress bar for player i +function DrawPlayerProgress(i, Progress) + Gl.Disable('GL_TEXTURE_2D'); + + -- background + Gl.Color (0, 0, 0, 1); + Gl.Begin('GL_QUADS'); + Gl.Vertex(OSD[i].Left, OSD[i].Top); + Gl.Vertex(OSD[i].Left, OSD[i].Bottom); + Gl.Vertex(OSD[i].Right, OSD[i].Bottom); + Gl.Vertex(OSD[i].Right, OSD[i].Top); + Gl.End(); + + -- bar + Gl.Color(1, 0, 0, 1); + Gl.Begin('GL_QUADS'); + Gl.Vertex(OSD[i].Left + 2, OSD[i].Top + 2); + Gl.Vertex(OSD[i].Left + 2, OSD[i].Bottom - 2); + Gl.Vertex(OSD[i].Left + 2 + (OSD[i].Right - OSD[i].Left - 4) * Progress, OSD[i].Bottom - 2); + Gl.Vertex(OSD[i].Left + 2 + (OSD[i].Right - OSD[i].Left - 4) * Progress, OSD[i].Top + 2); + Gl.End(); +end; + +-- draws the big progress bar in the screen center +function DrawCenterProgress(Progress) + Gl.Disable('GL_TEXTURE_2D'); + + -- background + Gl.Color (0, 0, 0, 1); + Gl.Begin('GL_QUADS'); + Gl.Vertex(BarPos.Left, BarPos.Top); + Gl.Vertex(BarPos.Left, BarPos.Bottom); + Gl.Vertex(BarPos.Right, BarPos.Bottom); + Gl.Vertex(BarPos.Right, BarPos.Top); + Gl.End(); + + -- bar + Gl.Color(1, 0, 0, 1); + Gl.Begin('GL_QUADS'); + Gl.Vertex(BarPos.Left + 2, BarPos.Top + 2); + Gl.Vertex(BarPos.Left + 2, BarPos.Bottom - 2); + Gl.Vertex(BarPos.Left + 2 + (BarPos.Right - BarPos.Left - 4) * Progress, BarPos.Bottom - 2); + Gl.Vertex(BarPos.Left + 2 + (BarPos.Right - BarPos.Left - 4) * Progress, BarPos.Top + 2); + Gl.End(); +end; + +function Sing() + if (NextPlayerChange <= #PlayerChanges) then + local BeatsToNextChange = PlayerChanges[NextPlayerChange].OnBeat - ScreenSing.GetBeat(); + local TimeToNextChange = ScreenSing.BeatsToSeconds(BeatsToNextChange); + + -- draw next player text or progress bar + if (TimeToNextChange <= 0) then + --there is a change + NextPlayerChange = NextPlayerChange + 1; + + elseif (TimeToNextChange <= 5) then + for i = 1, #Teams do + DrawPlayerProgress(i, 1 - TimeToNextChange/5); + end; + elseif (TimeToNextChange <= 6.5) then + for i = 1, #Teams do + DrawPlayerText(i, Teams[i].Players[PlayerChanges[NextPlayerChange].NextPlayer[i]].Name); + end; + elseif (TimeToNextChange <= 8) then + for i = 1, #Teams do + DrawPlayerText(i, 'Next Player'); + end; + elseif (TimeToNextChange <= 9.5) then + for i = 1, #Teams do + DrawPlayerText(i, Teams[i].Players[PlayerChanges[NextPlayerChange].NextPlayer[i]].Name); + end; + elseif (TimeToNextChange <= 11) then + for i = 1, #Teams do + DrawPlayerText(i, 'Next Player'); + end; + end + + if (TimeToNextChange <= 11) then + DrawCenterProgress(1 - TimeToNextChange/11); + end; + end; +end \ No newline at end of file -- cgit v1.2.3