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"
}
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current_playing_bgs = {}
extended_bgs = {}
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image_formats = {".png", ".jpg"}
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bgpath = "res/backgrounds/"
dir = love.filesystem.getDirectoryItems(bgpath)
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local backgrounds = {}
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local function loadExtendedBgs()
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extended_bgs = require("res.backgrounds.extend_section_bg")
end
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-- error handling for if there is no extend_section_bg
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if pcall(loadExtendedBgs) then end
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-- helper method to populate backgrounds
local function createBackgroundIfExists(name, file_name)
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local format_index = 1
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-- see if background is an extension of another background
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if extended_bgs[file_name] ~= nil then
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copy_bg = extended_bgs[file_name]
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copy_bg = copy_bg / 100
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backgrounds[name] = backgrounds[copy_bg]
return true
end
-- try creating image backgrounds
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while format_index <= #image_formats do
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for num, existing_file in pairs(dir) do
if existing_file == (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
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end
format_index = format_index + 1
end
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-- try creating video background
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if love.filesystem.getInfo(bgpath .. file_name .. ".ogv") then
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for num, existing_file in pairs(dir) do
if existing_file == (file_name..".ogv") then
local tempBgPath = bgpath .. file_name .. ".ogv"
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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
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return true
end
end
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end
return false
end
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local function stopOtherBgs(bg)
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if #current_playing_bgs == 0 and bg:typeOf("Video") then
current_playing_bgs[#current_playing_bgs+1] = bg
end
if #current_playing_bgs >= 1 then
while current_playing_bgs[1] ~= bg and #current_playing_bgs >= 1 do
current_playing_bgs[1]:pause()
current_playing_bgs[1]:rewind()
table.remove(current_playing_bgs, 1)
end
end
end
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function fetchBackgroundAndLoop(id)
bg = backgrounds[id]
if bg:typeOf("Video") and not bg:isPlaying() then
bg:rewind()
bg:play()
end
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stopOtherBgs(bg)
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return bg
end
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-- create section backgrounds
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local section = 0
while (createBackgroundIfExists(section, section*100)) do
section = section + 1
end
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-- create named backgrounds
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local nbgIndex = 1
while nbgIndex <= #named_backgrounds do
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createBackgroundIfExists(
named_backgrounds[nbgIndex],
string.gsub(named_backgrounds[nbgIndex], "_", "-")
)
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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")
}
-- utility function to allow any size background to be used
-- this will stretch the background to 4:3 aspect ratio
function drawBackground(id)
local bg_object = fetchBackgroundAndLoop(id)
local width = bg_object:getWidth()
local height = bg_object:getHeight()
love.graphics.draw(
bg_object,
0, 0, 0,
640 / width, 480 / height
)
end