cambridge/load/graphics.lua

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Lua
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named_backgrounds = {"title", "title_no_icon", "title_night", "snow", "options_input", "options_game"}
backgrounds_played_recently = {}
image_formats = {".png", ".jpg"}
local bgpath = "res/backgrounds/"
backgrounds = {}
--helper method to populate backgrounds
function createBackgroundIfExists(name, file_name)
local format_index = 1
--try creating image backgrounds
while format_index <= #image_formats do
if love.filesystem.getInfo(bgpath.. file_name ..image_formats[format_index]) then
local tempBgPath = bgpath .. file_name .. image_formats[format_index]
backgrounds[name] = love.graphics.newImage(tempBgPath)
return true
end
format_index = format_index + 1
end
if love.filesystem.getInfo(bgpath .. file_name ..".ogv") then
local tempBgPath = bgpath .. file_name .. ".ogv"
backgrounds[name] = love.graphics.newVideo(tempBgPath, {["audio"] = false})
-- you can set audio to true, but the video will not loop properly if audio extends beyond video frames
return true
end
return false
end
function fetchBackgroundAndLoop(id)
bg = backgrounds[id]
if bg:typeOf("Video") and not bg:isPlaying() then
bg:rewind()
bg:play()
if (not backgrounds_played_recently[1] == bg) or backgrounds_played_recently[1] == nil then
table.insert(backgrounds_played_recently, 1, bg)
print(id)
end
end
--if background is not loaded, rewind it and pause it
if #backgrounds_played_recently >= 1 then
if backgrounds_played_recently[1] == bg and #backgrounds_played_recently >= 2 then
print("!")
backgrounds_played_recently[2]:pause()
backgrounds_played_recently[2]:rewind()
table.remove(backgrounds_played_recently, 2)
print("Unloaded video #2")
elseif not backgrounds_played_recently[1] == bg then
backgrounds_played_recently[1]:pause()
backgrounds_played_recently[1]:rewind()
table.remove(backgrounds_played_recently, 1)
print("Unloaded most recently played")
end
end
return bg
end
--create section backgrounds
local section = 0
while (createBackgroundIfExists(section, section*100)) do
section = section + 1
end
--create named backgrounds
local nbgIndex = 1
while nbgIndex <= #named_backgrounds do
createBackgroundIfExists(named_backgrounds[nbgIndex], string.gsub(named_backgrounds[nbgIndex], "_", "-"))
nbgIndex = nbgIndex + 1
end
-- in order, the colors are:
-- red, orange, yellow, green, cyan, blue
-- magenta (or purple), white, black
-- the next three don't have colors tied to them
-- F is used for lock flash
-- A is a garbage block
-- X is an invisible "block"
-- don't use these for piece colors when making a ruleset
-- all the others are fine to use
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blocks = {
["2tie"] = {
R = love.graphics.newImage("res/img/s1.png"),
O = love.graphics.newImage("res/img/s3.png"),
Y = love.graphics.newImage("res/img/s7.png"),
G = love.graphics.newImage("res/img/s6.png"),
C = love.graphics.newImage("res/img/s2.png"),
B = love.graphics.newImage("res/img/s4.png"),
M = love.graphics.newImage("res/img/s5.png"),
W = love.graphics.newImage("res/img/s9.png"),
D = love.graphics.newImage("res/img/s8.png"),
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F = love.graphics.newImage("res/img/s9.png"),
A = love.graphics.newImage("res/img/s8.png"),
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X = love.graphics.newImage("res/img/s9.png"),
},
["bone"] = {
R = love.graphics.newImage("res/img/bone.png"),
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O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
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G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
W = love.graphics.newImage("res/img/bone.png"),
D = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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},
["gem"] = {
R = love.graphics.newImage("res/img/gem1.png"),
O = love.graphics.newImage("res/img/gem3.png"),
Y = love.graphics.newImage("res/img/gem7.png"),
G = love.graphics.newImage("res/img/gem6.png"),
C = love.graphics.newImage("res/img/gem2.png"),
B = love.graphics.newImage("res/img/gem4.png"),
M = love.graphics.newImage("res/img/gem5.png"),
W = love.graphics.newImage("res/img/gem9.png"),
D = love.graphics.newImage("res/img/gem9.png"),
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F = love.graphics.newImage("res/img/gem9.png"),
A = love.graphics.newImage("res/img/gem9.png"),
X = love.graphics.newImage("res/img/gem9.png"),
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},
["square"] = {
W = love.graphics.newImage("res/img/squares.png"),
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Y = love.graphics.newImage("res/img/squareg.png"),
F = love.graphics.newImage("res/img/squares.png"),
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X = love.graphics.newImage("res/img/squares.png"),
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}
}
ColourSchemes = {
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Arika = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
},
TTC = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
}
for name, blockset in pairs(blocks) do
for shape, image in pairs(blockset) do
image:setFilter("nearest")
end
end
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misc_graphics = {
frame = love.graphics.newImage("res/img/frame.png"),
ready = love.graphics.newImage("res/img/ready.png"),
go = love.graphics.newImage("res/img/go.png"),
select_mode = love.graphics.newImage("res/img/select_mode.png"),
strike = love.graphics.newImage("res/img/strike.png"),
santa = love.graphics.newImage("res/img/santa.png"),
icon = love.graphics.newImage("res/img/cambridge_transparent.png")
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}