local Tiers = { -- ["Song"] = -- { [RADAR_CATEGORY_HOLDS] = { 25, 50, 100, 150 }, [RADAR_CATEGORY_JUMPS] = { 25, 50, 100, 200 }, [RADAR_CATEGORY_MINES] = { 25, 50, 90, 140 }, [RADAR_CATEGORY_HANDS] = { 15, 30, 40, 50 }, [RADAR_CATEGORY_ROLLS] = { 10, 20, 30, 40 } -- }, --[[ ["Course"] = { [RADAR_CATEGORY_HOLDS] = { 50, 100, 100, 150 }, [RADAR_CATEGORY_JUMPS] = { 50, 100, 150, 200 }, [RADAR_CATEGORY_MINES] = { 25, 50, 90, 140 }, [RADAR_CATEGORY_HANDS] = { 15, 30, 40, 50 }, [RADAR_CATEGORY_ROLLS] = { 10, 20, 30, 40 } } --]] } local Colors = { {0.40, 0.40, 0.40}, -- tier 0 (grey) {0.00, 1.00, 0.00}, -- tier 1 (green) {1.00, 1.00, 0.00}, -- tier 2 (yellow) {1.00, 0.55, 0.00}, "#FF8800", -- tier 3 (orange) "#FF0000", -- tier 4 (red) "#00C0FF", -- tier 5 (blue) } function BitmapText:SetFromRadarValue( pn, category ) if not OPENITG or not OPENITG_VERSION then return end local steps = GAMESTATE:GetCurrentSteps(pn) if not steps then return end local radar = steps:GetRadarValues() if not radar then return end local value = radar:GetValue( category ) if value == 0 then self:diffusecolor(Colors[1]) return end -- Colors is offset by one because it contains tier 0 for i=1,table.getn(Tiers[category]) do if value <= Tiers[category][i] then self:diffusecolor(Colors[i+1]) return end end end