From 316b92552d467f748a336d9eed4345cb98ce9fb0 Mon Sep 17 00:00:00 2001 From: entar Date: Mon, 1 Sep 2025 23:13:01 +0700 Subject: [PATCH] NO WATER, also put strumlines closer together yeah, also made holdnotes actually match the cover positions now --- modules/types/note.lua | 2 +- modules/types/render.lua | 24 ++++++++++++++++-------- stages/tankErect.lua | 2 +- states/playstate.lua | 8 ++++---- 4 files changed, 22 insertions(+), 14 deletions(-) diff --git a/modules/types/note.lua b/modules/types/note.lua index 390fb0a..cb768e5 100644 --- a/modules/types/note.lua +++ b/modules/types/note.lua @@ -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]) diff --git a/modules/types/render.lua b/modules/types/render.lua index 1fdb600..52bf9bb 100644 --- a/modules/types/render.lua +++ b/modules/types/render.lua @@ -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 diff --git a/stages/tankErect.lua b/stages/tankErect.lua index cef6009..b477c14 100644 --- a/stages/tankErect.lua +++ b/stages/tankErect.lua @@ -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) diff --git a/states/playstate.lua b/states/playstate.lua index b91b68d..eff4712 100644 --- a/states/playstate.lua +++ b/states/playstate.lua @@ -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.