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https://github.com/basecamp/omarchy.git
synced 2025-07-27 04:09:23 +00:00
Rearrange and simplify boot screen
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@ -9,81 +9,67 @@ logo.sprite.SetX (Window.GetX() + Window.GetWidth() / 2 - logo.image.GetWidth()
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logo.sprite.SetY (Window.GetY() + Window.GetHeight() / 2 - logo.image.GetHeight() / 2);
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logo.sprite.SetOpacity (1);
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#----------------------------------------- Dialogue --------------------------------
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status = "normal";
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# Dialog elements - create once, reuse
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lock.image = Image("lock.png");
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entry.image = Image("entry.png");
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bullet.image = Image("bullet.png");
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fun dialog_setup()
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{
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local.lock;
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local.entry;
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lock.image = Image("lock.png");
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entry.image = Image("entry.png");
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entry.sprite = Sprite(entry.image);
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entry.x = Window.GetX() + Window.GetWidth()/2 - entry.image.GetWidth() / 2;
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entry.y = logo.sprite.GetY() + logo.image.GetHeight() + 40;
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entry.z = 10001;
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entry.sprite.SetPosition(entry.x, entry.y, entry.z);
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lock.sprite = Sprite(lock.image);
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lock.x = entry.x - lock.image.GetWidth() - 10;
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lock.y = logo.sprite.GetY() + logo.image.GetHeight() + 40 + entry.image.GetHeight()/2 - lock.image.GetHeight()/2;
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lock.z = 10001;
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lock.sprite.SetPosition(lock.x, lock.y, lock.z);
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global.dialog.lock = lock;
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global.dialog.entry = entry;
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global.dialog.bullet_image = Image("bullet.png");
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dialog_opacity (1);
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}
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fun dialog_opacity(opacity)
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{
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global.dialog.lock.sprite.SetOpacity (opacity);
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global.dialog.entry.sprite.SetOpacity (opacity);
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for (index = 0; global.dialog.bullet[index]; index++)
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{
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global.dialog.bullet[index].sprite.SetOpacity(opacity);
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}
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}
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entry.sprite = Sprite(entry.image);
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entry.x = Window.GetX() + Window.GetWidth()/2 - entry.image.GetWidth() / 2;
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entry.y = logo.sprite.GetY() + logo.image.GetHeight() + 40;
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entry.sprite.SetPosition(entry.x, entry.y, 10001);
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entry.sprite.SetOpacity(0);
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lock.sprite = Sprite(lock.image);
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lock.x = entry.x - lock.image.GetWidth() - 10;
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lock.y = entry.y + entry.image.GetHeight()/2 - lock.image.GetHeight()/2;
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lock.sprite.SetPosition(lock.x, lock.y, 10001);
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lock.sprite.SetOpacity(0);
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# Bullet array
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bullet.sprites = [];
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fun display_normal_callback ()
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{
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global.status = "normal";
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if (global.dialog)
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dialog_opacity (0);
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# Hide dialog
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lock.sprite.SetOpacity(0);
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entry.sprite.SetOpacity(0);
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for (index = 0; bullet.sprites[index]; index++)
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bullet.sprites[index].SetOpacity(0);
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# Show progress
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progress_box.sprite.SetOpacity(1);
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progress_bar.sprite.SetOpacity(1);
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}
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fun display_password_callback (prompt, bullets)
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{
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global.status = "password";
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# Hide progress
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progress_box.sprite.SetOpacity(0);
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progress_bar.sprite.SetOpacity(0);
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# Setup dialog if it doesn't exist
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if (!global.dialog)
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dialog_setup();
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else
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dialog_opacity(1);
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# Show dialog
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lock.sprite.SetOpacity(1);
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entry.sprite.SetOpacity(1);
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# Clear all bullets first (user might hit backspace)
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for (index = 0; global.dialog.bullet[index]; index++)
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{
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global.dialog.bullet[index].sprite.SetOpacity(0);
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}
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# Clear all bullets first
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for (index = 0; bullet.sprites[index]; index++)
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bullet.sprites[index].SetOpacity(0);
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# Create and show bullets for current password
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for (index = 0; index < bullets; index++)
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{
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if (!global.dialog.bullet[index])
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if (!bullet.sprites[index])
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{
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global.dialog.bullet[index].sprite = Sprite(global.dialog.bullet_image);
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global.dialog.bullet[index].x = global.dialog.entry.x + 10 + index * (global.dialog.bullet_image.GetWidth() + 5);
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global.dialog.bullet[index].y = global.dialog.entry.y + global.dialog.entry.image.GetHeight() / 2 - global.dialog.bullet_image.GetHeight() / 2;
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global.dialog.bullet[index].z = global.dialog.entry.z + 1;
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global.dialog.bullet[index].sprite.SetPosition(global.dialog.bullet[index].x, global.dialog.bullet[index].y, global.dialog.bullet[index].z);
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bullet.sprites[index] = Sprite(bullet.image);
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bullet.x = entry.x + 10 + index * (bullet.image.GetWidth() + 5);
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bullet.y = entry.y + entry.image.GetHeight() / 2 - bullet.image.GetHeight() / 2;
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bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002);
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}
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global.dialog.bullet[index].sprite.SetOpacity(1);
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bullet.sprites[index].SetOpacity(1);
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}
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}
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@ -96,7 +82,7 @@ progress_box.image = Image("progress_box.png");
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progress_box.sprite = Sprite(progress_box.image);
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progress_box.x = Window.GetX() + Window.GetWidth() / 2 - progress_box.image.GetWidth() / 2;
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progress_box.y = Window.GetY() + Window.GetHeight() * 0.75 - progress_box.image.GetHeight() / 2;
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progress_box.y = entry.y + entry.image.GetHeight() / 2 - progress_box.image.GetHeight() / 2;
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progress_box.sprite.SetPosition(progress_box.x, progress_box.y, 0);
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progress_box.sprite.SetOpacity(0);
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@ -104,37 +90,16 @@ progress_bar.original_image = Image("progress_bar.png");
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progress_bar.sprite = Sprite();
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progress_bar.x = Window.GetX() + Window.GetWidth() / 2 - progress_bar.original_image.GetWidth() / 2;
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progress_bar.y = Window.GetY() + Window.GetHeight() / 2 * 1.5 - progress_box.image.GetHeight() / 2 + (progress_box.image.GetHeight() - progress_bar.original_image.GetHeight()) / 2;
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progress_bar.y = progress_box.y + (progress_box.image.GetHeight() - progress_bar.original_image.GetHeight()) / 2;
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progress_bar.sprite.SetPosition(progress_bar.x, progress_bar.y, 1);
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progress_bar.sprite.SetOpacity(0);
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global.progress_visible = false;
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fun progress_callback (duration, progress)
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{
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if (progress > 0.01)
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if (progress_bar.image.GetWidth () != Math.Int (progress_bar.original_image.GetWidth () * progress))
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{
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if (!global.progress_visible)
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{
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progress_box.sprite.SetOpacity(1);
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progress_bar.sprite.SetOpacity(1);
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global.progress_visible = true;
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}
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if (progress_bar.image.GetWidth () != Math.Int (progress_bar.original_image.GetWidth () * progress))
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{
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progress_bar.image = progress_bar.original_image.Scale(progress_bar.original_image.GetWidth() * progress, progress_bar.original_image.GetHeight());
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progress_bar.sprite.SetImage (progress_bar.image);
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}
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}
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else
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{
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# Hide progress bar when progress is 0
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if (global.progress_visible)
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{
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progress_box.sprite.SetOpacity(0);
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progress_bar.sprite.SetOpacity(0);
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global.progress_visible = false;
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}
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progress_bar.image = progress_bar.original_image.Scale(progress_bar.original_image.GetWidth() * progress, progress_bar.original_image.GetHeight());
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progress_bar.sprite.SetImage (progress_bar.image);
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}
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}
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