cambridge/main.lua

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Lua
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function love.load()
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math.randomseed(os.time())
highscores = {}
require "load.rpc"
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require "load.graphics"
require "load.fonts"
require "load.sounds"
require "load.bgm"
require "load.save"
loadSave()
require "scene"
config["side_next"] = false
config["reverse_rotate"] = true
config["fullscreen"] = false
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
if not config.gamesettings then config.gamesettings = {} end
for _, option in ipairs(GameConfigScene.options) do
if not config.gamesettings[option[1]] then
config.gamesettings[option[1]] = 1
end
end
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if not config.input then
config.input = {}
scene = InputConfigScene()
else
if config.current_mode then current_mode = config.current_mode end
if config.current_ruleset then current_ruleset = config.current_ruleset end
scene = TitleScene()
end
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
end
end
rulesets = {}
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
for i=1,#rule_list do
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
end
end
--sort mode/rule lists
local function padnum(d) return ("%03d%s"):format(#d, d) end
table.sort(game_modes, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
table.sort(rulesets, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
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end
local TARGET_FPS = 60
local SAMPLE_SIZE = 60
local rolling_samples = {}
local rolling_total = 0
local average_n = 0
local frame = 0
function getSmoothedDt(dt)
rolling_total = rolling_total + dt
frame = frame + 1
if frame > SAMPLE_SIZE then frame = frame - SAMPLE_SIZE end
if average_n == SAMPLE_SIZE then
rolling_total = rolling_total - rolling_samples[frame]
else
average_n = average_n + 1
end
rolling_samples[frame] = dt
return rolling_total / average_n
end
local update_time = 0.52
function love.update(dt)
processBGMFadeout(dt)
local old_update_time = update_time
update_time = update_time + getSmoothedDt(dt) * TARGET_FPS
updates = 0
while (update_time >= 1.02) do
scene:update()
updates = updates + 1
update_time = update_time - 1
end
if math.abs(update_time - old_update_time) < 0.02 then
update_time = old_update_time
end
end
function love.draw()
love.graphics.push()
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-- get offset matrix
love.graphics.setDefaultFilter("linear", "nearest")
local width = love.graphics.getWidth()
local height = love.graphics.getHeight()
local scale_factor = math.min(width / 640, height / 480)
love.graphics.translate(
(width - scale_factor * 640) / 2,
(height - scale_factor * 480) / 2
)
love.graphics.scale(scale_factor)
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scene:render()
love.graphics.pop()
end
function love.keypressed(key, scancode, isrepeat)
-- global hotkeys
if scancode == "f4" then
config["fullscreen"] = not config["fullscreen"]
love.window.setFullscreen(config["fullscreen"])
else
scene:onKeyPress({key=key, scancode=scancode, isRepeat=isrepeat})
end
end
function love.focus(f)
if f then
resumeBGM()
else
pauseBGM()
end
end