NO WATER, also put strumlines closer together yeah, also made holdnotes actually match the cover positions now

This commit is contained in:
entar 2025-09-01 23:13:01 +07:00
parent d08037727c
commit 316b92552d
4 changed files with 22 additions and 14 deletions

View File

@ -59,7 +59,7 @@ function NoteClass:Spawn()
if self.hold then
sprite.layer = 10
sprite.alpha = 0.6
self.offset.x = 45
self.offset.x = 50
if self.holdEnd then
sprite.layer = 11
spriteName = string.format("%s hold end", sprites[self.direction])

View File

@ -20,6 +20,7 @@ _G.render = module
---@field modifier number
---@field layer number
---@field alpha number
---@field anchor engine.vector2
---Sprite Sheet animatable class
local Sprite = {}
Sprite.__index = Sprite
@ -106,6 +107,7 @@ function _G.Sprite(image, sheet)
layer = 0,
alpha = 1,
starterFrame = 0,
anchor = Vector2()
}, Sprite)
for index, sprite in next, atlas do
@ -174,7 +176,8 @@ function _G.Sprite(image, sheet)
modifier = 1,
allowedFrame = 0,
layer = 0,
alpha = 1
alpha = 1,
anchor = Vector2()
}, Sprite)
Sprites[#Sprites + 1] = newSprite
@ -372,12 +375,15 @@ function module.drawSprites()
love.graphics.setShader(loadedShaders[sprite.shader])
end
local quadx, quady = quad.quad:getTextureDimensions()
love.graphics.draw(sprite.image, quad.quad,
(sprite.position.x - quad.offset.x - sprite.extraOffset.x + cameraOffset.x * sprite.modifier) +
render.offset.x,
(sprite.position.y - quad.offset.y - sprite.extraOffset.y + cameraOffset.y * sprite.modifier) +
render.offset.y, math.rad((sprite.rotation or 0) - (quad.rotated and 90 or 0)),
quad.resize.x * (sprite.flipX and -1 or 1), quad.resize.y * (sprite.flipY and -1 or 1))
(sprite.position.x - quad.offset.x - sprite.extraOffset.x + cameraOffset.x * sprite.modifier) + render.offset.x,
(sprite.position.y - quad.offset.y - sprite.extraOffset.y + cameraOffset.y * sprite.modifier) + render.offset.y,
math.rad((sprite.rotation or 0) - (quad.rotated and 90 or 0)),
quad.resize.x * (sprite.flipX and -1 or 1), quad.resize.y * (sprite.flipY and -1 or 1),
quadx * sprite.anchor.x, quady * sprite.anchor.y
)
love.graphics.setShader(defaultShader)
end
@ -548,7 +554,8 @@ function Rect(image, sheet)
rect = false,
modifier = 1,
layer = 0,
alpha = 1
alpha = 1,
anchor = Vector2()
}, Sprite)
for index, sprite in next, atlas do
@ -609,7 +616,8 @@ function Rect(image, sheet)
rect = false,
modifier = 1,
layer = 0,
alpha = 1
alpha = 1,
anchor = Vector2()
}, Sprite)
Sprites[#Sprites + 1] = newSprite

View File

@ -4,7 +4,7 @@ local itIsTimeToDrinkWater = love.math.random(40, 80)
local skipNextBop = false
--stupid shit that keeps my sanity going dont mind me
local secretEVILvariable = true
local secretEVILvariable = false
local sipSippin = love.audio.newSource("sounds/week7/sip.ogg", "stream")
sipSippin:setVolume(1000)

View File

@ -975,7 +975,7 @@ local function state(songName, songDifficulty, show)
local receptor = Sprite("sprites/NOTE_assets.png", "sprites/NOTE_assets.xml")
receptor:PlayAnimation("arrow" .. directions[i + 1], 24, true)
receptor.layer = 9
receptor.position = Vector2(1200 + (158 * i), settings.Downscroll and 860 or 0)
receptor.position = Vector2(1200 + (150 * i), settings.Downscroll and 860 or 0)
receptor.ui = true -- So it doesnt move with the camera.
@ -991,7 +991,7 @@ local function state(songName, songDifficulty, show)
splash.layer = 11
splash.position = Vector2(1140 + (158 * i), settings.Downscroll and 800 or -100)
splash.position = Vector2(1140 + (150 * i), settings.Downscroll and 800 or -100)
splash.ui = true
splashes[i + 1] = splash
@ -1000,7 +1000,7 @@ local function state(songName, songDifficulty, show)
noteCover.layer = 12
noteCover.position = Vector2(1120 + (158 * i), settings.Downscroll and 780 or -100)
noteCover.position = Vector2(1120 + (150 * i), settings.Downscroll and 780 or -100)
noteCover.ui = true
noteCover.starterFrame = 1
@ -1011,7 +1011,7 @@ local function state(songName, songDifficulty, show)
local receptor = Sprite("sprites/NOTE_assets.png", "sprites/NOTE_assets.xml")
receptor:PlayAnimation("arrow" .. directions[i + 1], 24, true)
receptor.position = Vector2(100 + 158 * i, settings.Downscroll and 860 or 0)
receptor.position = Vector2(100 + 150 * i, settings.Downscroll and 860 or 0)
receptor.layer = 9
receptor.ui = true -- So it doesnt move with the camera.