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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
|