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ModCharts.md Normal file
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@ -0,0 +1,123 @@
# Kade Engine Lua Mod Chart Documentation
In the latest version of Kade Engine we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values, this is achieved by using the Lua Scripting language to create script files that run during runtime.
All files **are located in** `assets/data/song/modchart.lua`
Lua code will only be ran if that file exists.
### Examples
Full Example
```lua
function start (song)
print("Song: " .. song .. " @ " .. bpm .. " donwscroll: " .. downscroll)
end
function update (elapsed) -- example https://twitter.com/KadeDeveloper/status/1382178179184422918
local currentBeat = (songPos / 1000)*(bpm/60)
for i=0,7 do
_G['strum'..i..'X'] = _G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi)
_G['strum'..i..'Y'] = _G['defaultStrum'..i..'Y'] + 32 * math.cos((currentBeat + i*0.25) * math.pi)
end
end
function beatHit (beat)
-- do nothing
end
function stepHit (step)
-- do nothing
end
print("Mod Chart script loaded :)")
```
Spinning Receptor Example
```lua
function update (elapsed)
for i=0,7 do
_G['strum'..i..'Angle'] = _G['strum'..i..'Angle'] + 15
end
end
```
Spinning Hud Example
```lua
function update (elapsed)
camHudAngle = camHudAngle + 0.005
end
```
Spin at a specific part of the song
```lua
function update (elapsed)
if curStep >= 352 and curStep < 400 then
local currentBeat = (songPos / 1000)*(bpm/60)
for i=0,7 do
_G['strum'..i..'X'] = _G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi)
_G['strum'..i..'Y'] = _G['defaultStrum'..i..'Y'] + 32 * math.cos((currentBeat + i*0.25) * math.pi)
end
else
_G['strum'..i..'X'] = _G['defaultStrum'..i..'X']
_G['strum'..i..'Y'] = _G['defaultStrum'..i..'Y']
end
end
```
Showing/Hiding receptors/the hud
```lua
function start (song)
showOnlyStrums = true -- remove all hud elements besides notes and strums
_G['strumLine1Visible'] = false -- remove the first line of strums (the ai notes)
end
```
### Available Hooks
Current calls to functions include,
| Name | Arguments | Description |
| :-----: | :------------: | :----------------------------------------------------------: |
| start | Song Name | Get's called when the song starts |
| update | Elapsed frames | Get's called every frame (after the song starts) |
| stepHit | Current Step | Get's called when ever a step hits (steps are in between beats, aka 4 steps are in a beat) |
| beatHit | Current Beat | Get's called when ever a beat hits |
### Global Variables
Kade Engine provides a list of global variables to be used in the lua scripting interface.
| G Name | Type | Description |
| :------------------: | :---: | :----------------------------------------------------------: |
| bpm | Float | The current BPM of the song |
| fpsCap | Int | The current FPS Cap (set by the player) |
| downscroll | Bool | Whether the player is in downscroll or not |
| hudZoom | Float | The amount of zoom the Hud should be zoomed in/out |
| cameraZoom | Float | The amount of zoom the Main Camera should be zoomed in/out |
| cameraAngle | Float | The angle that the Main Camera should be rotated |
| camHudAngle | Float | The angle that the Hud should be rotated |
| followXOffset | Float | The x offset to be added when the camera moves between a character |
| followYOffset | Float | The y offset to be added when the camera moves between a character |
| showOnlyStrums | Bool | Whether to show the Hud and Strums or only the Strums |
| strumLine1Visible | Bool | Whether to show the first strum line or not |
| strumLine2Visible | Bool | Whether to show the secondstrum line or not |
| strum0-7X | Float | (0-7 is strum0,strum1,strum2,etc) get/set the X coordinate for the strum |
| strum0-7Y | Float | (0-7 is strum0,strum1,strum2,etc) get/set the Y coordinate for the strum |
| strum0-7Angle | Float | (0-7 is strum0,strum1,strum2,etc) get/set the Angle for the strum |
| defaultStrum0-7X | Float | (0-7 is strum0,strum1,strum2,etc) get the default X coordinate for the strum |
| defaultStrum0-7Y | Float | (0-7 is strum0,strum1,strum2,etc) get the default Y coordinate for the strum |
| defaultStrum0-7Angle | Float | (0-7 is strum0,strum1,strum2,etc) get the default Angle for the strum |

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@ -55,7 +55,7 @@ class FreeplayState extends MusicBeatState
#if windows
// Updating Discord Rich Presence
DiscordClient.changePresence("In the Menus", null);
DiscordClient.changePresence("In the Freeplay Menu", null);
#end
var isDebug:Bool = false;

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@ -21,6 +21,9 @@ class PauseSubState extends MusicBeatSubstate
var curSelected:Int = 0;
var pauseMusic:FlxSound;
var perSongOffset:FlxText;
var offsetChanged:Bool = false;
public function new(x:Float, y:Float)
{
@ -63,6 +66,10 @@ class PauseSubState extends MusicBeatSubstate
grpMenuShit = new FlxTypedGroup<Alphabet>();
add(grpMenuShit);
perSongOffset = new FlxText(5, FlxG.height - 18, 0, "Additive Offset (Left, Right): " + PlayState.songOffset + " - Description - " + 'Adds value to global offset, per song.', 12);
perSongOffset.scrollFactor.set();
perSongOffset.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
add(perSongOffset);
for (i in 0...menuItems.length)
{
@ -86,15 +93,71 @@ class PauseSubState extends MusicBeatSubstate
var upP = controls.UP_P;
var downP = controls.DOWN_P;
var leftP = controls.LEFT_P;
var rightP = controls.RIGHT_P;
var accepted = controls.ACCEPT;
var oldOffset:Float = 0;
var songPath = 'assets/data/' + PlayState.SONG.song.toLowerCase() + '/';
if (upP)
{
changeSelection(-1);
}
if (downP)
}else if (downP)
{
changeSelection(1);
}else if (leftP)
{
oldOffset = PlayState.songOffset;
PlayState.songOffset -= 1;
sys.FileSystem.rename(songPath + oldOffset + '.offset', songPath + PlayState.songOffset + '.offset');
perSongOffset.text = "Additive Offset (Left, Right): " + PlayState.songOffset + " - Description - " + 'Adds value to global offset, per song.';
// Prevent loop from happening every single time the offset changes
if(!offsetChanged)
{
grpMenuShit.clear();
menuItems = ['Restart Song', 'Exit to menu'];
for (i in 0...menuItems.length)
{
var songText:Alphabet = new Alphabet(0, (70 * i) + 30, menuItems[i], true, false);
songText.isMenuItem = true;
songText.targetY = i;
grpMenuShit.add(songText);
}
changeSelection();
cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
offsetChanged = true;
}
}else if (rightP)
{
oldOffset = PlayState.songOffset;
PlayState.songOffset += 1;
sys.FileSystem.rename(songPath + oldOffset + '.offset', songPath + PlayState.songOffset + '.offset');
perSongOffset.text = "Additive Offset (Left, Right): " + PlayState.songOffset + " - Description - " + 'Adds value to global offset, per song.';
if(!offsetChanged)
{
grpMenuShit.clear();
menuItems = ['Restart Song', 'Exit to menu'];
for (i in 0...menuItems.length)
{
var songText:Alphabet = new Alphabet(0, (70 * i) + 30, menuItems[i], true, false);
songText.isMenuItem = true;
songText.targetY = i;
grpMenuShit.add(songText);
}
changeSelection();
cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
offsetChanged = true;
}
}
if (accepted)

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@ -39,6 +39,7 @@ import lime.utils.Assets;
import openfl.display.BlendMode;
import openfl.display.StageQuality;
import openfl.filters.ShaderFilter;
import Sys;
#if windows
import Discord.DiscordClient;
@ -180,6 +181,8 @@ class PlayState extends MusicBeatState
// Will decide if she's even allowed to headbang at all depending on the song
private var allowedToHeadbang:Bool = false;
// Per song additive offset
public static var songOffset:Float = 0;
override public function create()
{
@ -1226,6 +1229,24 @@ class PlayState extends MusicBeatState
var playerCounter:Int = 0;
// Per song offset check
var songPath = 'assets/data/' + PlayState.SONG.song.toLowerCase() + '/';
for(file in sys.FileSystem.readDirectory(songPath))
{
var path = haxe.io.Path.join([songPath, file]);
if(!sys.FileSystem.isDirectory(path))
{
if(path.endsWith('.offset'))
{
trace('Found offset file: ' + path);
songOffset = Std.parseFloat(file.substring(0, file.indexOf('.off')));
break;
}else {
trace('Offset file not found. Creating one @: ' + songPath);
sys.io.File.saveContent(songPath + songOffset + '.offset', '');
}
}
}
var daBeats:Int = 0; // Not exactly representative of 'daBeats' lol, just how much it has looped
for (section in noteData)
{
@ -1233,7 +1254,7 @@ class PlayState extends MusicBeatState
for (songNotes in section.sectionNotes)
{
var daStrumTime:Float = songNotes[0] + FlxG.save.data.offset;
var daStrumTime:Float = songNotes[0] + FlxG.save.data.offset + songOffset;
if (daStrumTime < 0)
daStrumTime = 0;
var daNoteData:Int = Std.int(songNotes[1] % 4);
@ -3249,4 +3270,4 @@ class PlayState extends MusicBeatState
}
var curLight:Int = 0;
}
}

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@ -76,7 +76,7 @@ class StoryMenuState extends MusicBeatState
{
#if windows
// Updating Discord Rich Presence
DiscordClient.changePresence("In the Menus", null);
DiscordClient.changePresence("In the Story Mode Menu", null);
#end
transIn = FlxTransitionableState.defaultTransIn;