local splashlib = { _VERSION = "v1.2.0", _DESCRIPTION = "a 0.10.1 splash", _URL = "https://github.com/love2d-community/splashes", _LICENSE = [[Copyright (c) 2016 love-community members (as per git commits in repository above) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgement in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. The font used in this splash is "Handy Andy" by www.andrzejgdula.com]] } local current_module = (...):gsub("%.init$", "") local current_folder = current_module:gsub("%.", "/") local timer = require(current_module .. ".timer") local colors = { bg = {.42, .75, .89}, white = { 1, 1, 1}, blue = {.15, .67, .88}, pink = {.91, .29, .6}, shadow = {0, 0, 0, .33} } -- patch shader:send if 'lighten' gets optimized away local function safesend(shader, name, ...) if shader:hasUniform(name) then shader:send(name, ...) end end function splashlib.new(init) init = init or {} local self = {} local width, height = love.graphics.getDimensions() self.background = init.background == nil and colors.bg or init.background self.delay_before = init.delay_before or 0.3 self.delay_after = init.delay_after or 0.7 if init.fill == "rain" then local rain = {} rain.spacing_x = 110 rain.spacing_y = 80 rain.image = love.graphics.newImage(current_folder .. "/baby.png") rain.img_w = rain.image:getWidth() rain.img_h = rain.image:getHeight() rain.ox = -rain.img_w / 2 rain.oy = -rain.img_h / 2 rain.batch = love.graphics.newSpriteBatch(rain.image, 512) rain.t = 0 local gradient = love.graphics.newMesh({ { 0, height/4, 0, 0, 0, 0, 0, 0}, {width, height/4, 0, 0, 0, 0, 0, 0}, {width, height, 0, 0, 0, 0, 0, 200}, { 0, height, 0, 0, 0, 0, 0, 200}, }, "fan", "static") do local batch = rain.batch local sx = rain.spacing_x local sy = rain.spacing_y local ox = rain.ox local oy = rain.oy local batch_w = 2 * math.ceil(love.graphics.getWidth() / sx) + 2 local batch_h = 2 * math.ceil(love.graphics.getHeight() / sy) + 2 batch:clear() if batch:getBufferSize() < batch_w * batch_h then batch:setBufferSize(batch_w * batch_h) end for i = 0, batch_h - 1 do for j = 0, batch_w - 1 do local is_even = (j % 2) == 0 local offset_y = is_even and 0 or sy / 2 local x = ox + j * sx local y = oy + i * sy + offset_y batch:add(x, y) end end batch:flush() end function self.fill() local y = rain.spacing_y * select(2, math.modf(self.elapsed)) local small_y = -rain.spacing_y + y / 2 local big_y = -rain.spacing_y + y love.graphics.setBlendMode("subtract") love.graphics.setColor(1, 1, 1, .5) love.graphics.draw(rain.batch, -rain.spacing_x, small_y, 0, 0.5, 0.5) love.graphics.setBlendMode("alpha") love.graphics.setColor(.81, .81, .81, 1) love.graphics.draw(rain.batch, -rain.spacing_x, big_y) love.graphics.draw(gradient) end end -- radial mask shader self.maskshader = love.graphics.newShader((init.fill == "lighten" and "#define LIGHTEN" or "") .. [[ extern number radius; extern number blur; extern number shadow; extern number lighten; vec4 desat(vec4 color) { number g = dot(vec3(.299, .587, .114), color.rgb); return vec4(g, g, g, 1.0) * lighten; } vec4 effect(vec4 global_color, Image canvas, vec2 tc, vec2 _) { // radial mask vec4 color = Texel(canvas, tc); number r = length((tc - vec2(.5)) * love_ScreenSize.xy); number s = smoothstep(radius+blur, radius-blur, r); #ifdef LIGHTEN color = color + desat(color) * (1.0-s); #else color.a *= s; #endif color.a *= global_color.a; // add shadow on lower diagonal along the circle number sr = 7. * (1. - smoothstep(-.1,.04,(1.-tc.x)-tc.y)); s = (1. - pow(exp(-pow(radius-r, 2.) / sr),3.) * shadow); return color - vec4(1, 1, 1, 0) * (1.0-s); } ]]) -- this shader makes the text appear from left to right self.textshader = love.graphics.newShader[[ extern number alpha; vec4 effect(vec4 color, Image logo, vec2 tc, vec2 sc) { //Probably would be better to just use the texture's dimensions instead; faster reaction. vec2 sd = sc / love_ScreenSize.xy; if (sd.x <= alpha) { return color * Texel(logo, tc); } return vec4(0); } ]] -- this shader applies a stroke effect on the logo using a gradient mask self.logoshader = love.graphics.newShader[[ //Using the pen extern, only draw out pixels that have their color below a certain treshold. //Since pen will eventually equal 1.0, the full logo will be drawn out. extern number pen; extern Image mask; vec4 effect(vec4 color, Image logo, vec2 tc, vec2 sc) { number value = max(Texel(mask, tc).r, max(Texel(mask, tc).g, Texel(mask, tc).b)); number alpha = Texel(mask, tc).a; //probably could be optimzied... if (alpha > 0.0) { if (pen >= value) { return color * Texel(logo, tc); } } return vec4(0); } ]] self.canvas = love.graphics.newCanvas() self.elapsed = 0 self.alpha = 1 self.heart = { sprite = love.graphics.newImage(current_folder .. "/heart.png"), scale = 0, rot = 0 } self.stripes = { rot = 0, height = 100, offset = -2 * width, radius = math.max(width, height), lighten = 0, shadow = 0, } self.text = { obj = love.graphics.newText(love.graphics.newFont(current_folder .. "/handy-andy.otf", 22), "made with"), alpha = 0 } self.text.width, self.text.height = self.text.obj:getDimensions() self.logo = { sprite = love.graphics.newImage(current_folder .. "/logo.png"), mask = love.graphics.newImage(current_folder .. "/logo-mask.png"), pen = 0 } self.logo.width, self.logo.height = self.logo.sprite:getDimensions() safesend(self.maskshader, "radius", width*height) safesend(self.maskshader, "lighten", 0) safesend(self.maskshader, "shadow", 0) safesend(self.maskshader, "blur", 1) safesend(self.textshader, "alpha", 0) safesend(self.logoshader, "pen", 0) safesend(self.logoshader, "mask", self.logo.mask) timer.clear() timer.script(function(wait) wait(self.delay_before) -- roll in stripes timer.tween(0.5, self.stripes, {offset = 0}) wait(0.3) timer.tween(0.3, self.stripes, {rot = -5 * math.pi / 18, height=height}) wait(0.2) -- hackety hack: execute timer to update shader every frame timer.every(0, function() safesend(self.maskshader, "radius", self.stripes.radius) safesend(self.maskshader, "lighten", self.stripes.lighten) safesend(self.maskshader, "shadow", self.stripes.shadow) safesend(self.textshader, "alpha", self.text.alpha) safesend(self.logoshader, "pen", self.logo.pen) end) -- focus the heart, desaturate the rest timer.tween(0.2, self.stripes, {radius = 170*love.graphics.getDPIScale()}) timer.tween(0.4, self.stripes, {lighten = .06}, "quad") wait(0.2) timer.tween(0.2, self.stripes, {radius = 70*love.graphics.getDPIScale()}, "out-back") timer.tween(0.7, self.stripes, {shadow = .3}, "back") timer.tween(0.8, self.heart, {scale = 1}, "out-elastic", nil, 1, 0.3) -- write out the text timer.tween(.75, self.text, {alpha = 1}, "linear") -- draw out the logo, in parts local mult = 0.65 local function tween_and_wait(dur, pen, easing) timer.tween(mult * dur, self.logo, {pen = pen/255}, easing) wait(mult * dur) end tween_and_wait(0.175, 50, "in-quad") -- L tween_and_wait(0.300, 100, "in-out-quad") -- O tween_and_wait(0.075, 115, "out-sine") -- first dot on O tween_and_wait(0.075, 129, "out-sine") -- second dot on O tween_and_wait(0.125, 153, "in-out-quad") -- \ tween_and_wait(0.075, 179, "in-quad") -- / tween_and_wait(0.250, 205, "in-quart") -- e->break tween_and_wait(0.150, 230, "out-cubic") -- e finish tween_and_wait(0.150, 244, "linear") -- () tween_and_wait(0.100, 255, "linear") -- R wait(0.4) -- no more skipping wait(self.delay_after) self.done = true timer.tween(0.3, self, {alpha = 0}) wait(0.3) timer.clear() if self.onDone then self.onDone() end end) self.draw = splashlib.draw self.update = splashlib.update self.skip = splashlib.skip return self end function splashlib:draw() local width, height = love.graphics.getDimensions() if self.background then love.graphics.clear(self.background) end if self.fill and self.elapsed > self.delay_before + 0.6 then self:fill() end self.canvas:renderTo(function() love.graphics.push() love.graphics.translate(width / 2, height / 2) love.graphics.push() love.graphics.rotate(self.stripes.rot) love.graphics.setColor(colors.pink) love.graphics.rectangle( "fill", self.stripes.offset - width, -self.stripes.height, width * 2, self.stripes.height ) love.graphics.setColor(colors.blue) love.graphics.rectangle( "line", -- draw line for anti aliasing -width - self.stripes.offset, 0, width * 2, self.stripes.height ) love.graphics.rectangle( "fill", -width - self.stripes.offset, 0, width * 2, self.stripes.height ) love.graphics.pop() love.graphics.setColor(1, 1, 1, self.heart.scale) love.graphics.draw(self.heart.sprite, 0, 5, self.heart.rot, self.heart.scale, self.heart.scale, 43, 39) love.graphics.pop() end) love.graphics.setColor(1, 1, 1, self.alpha) love.graphics.setShader(self.maskshader) love.graphics.draw(self.canvas, 0,0) love.graphics.setShader() love.graphics.push() love.graphics.setShader(self.textshader) love.graphics.draw( self.text.obj, (width / 2) - (self.text.width / 2), (height / 2) - (self.text.height / 2) + (height / 10) + 62 ) love.graphics.pop() love.graphics.push() love.graphics.setShader(self.logoshader) love.graphics.draw( self.logo.sprite, (width / 2) - (self.logo.width / 4), (height / 2) + (self.logo.height / 4) + (height / 10), 0, 0.5, 0.5 ) love.graphics.setShader() love.graphics.pop() end function splashlib:update(dt) timer.update(dt) self.elapsed = self.elapsed + dt end function splashlib:skip() if not self.done then self.done = true timer.tween(0.3, self, {alpha = 0}) timer.after(0.3, function () timer.clear() -- to be safe if self.onDone then self.onDone() end end) end end setmetatable(splashlib, { __call = function(self, ...) return self.new(...) end }) return splashlib