cambridge/scene/mode_select.lua

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local ModeSelectScene = Scene:extend()
ModeSelectScene.title = "Game Start"
current_mode = 1
current_ruleset = 1
function ModeSelectScene:new()
self.menu_state = {
mode = current_mode,
ruleset = current_ruleset,
select = "mode",
}
self.secret_inputs = {
rotate_left = false,
rotate_left2 = false,
rotate_right = false,
rotate_right2 = false,
rotate_180 = false,
hold = false,
}
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
})
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end
function ModeSelectScene:update()
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switchBGM(nil) -- experimental
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end
function ModeSelectScene:render()
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
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if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.5)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", 20, 258, 240, 22)
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if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.25)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.5)
end
love.graphics.rectangle("fill", 340, 258, 200, 22)
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love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
end
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end
for idx, ruleset in pairs(rulesets) do
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
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end
end
function ModeSelectScene:onInputPress(e)
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if e.input == "menu_decide" or e.scancode == "return" then
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current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
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playSE("mode_decide")
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saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset], self.secret_inputs)
elseif e.input == "up" or e.scancode == "up" then
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self:changeOption(-1)
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playSE("cursor")
elseif e.input == "down" or e.scancode == "down" then
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self:changeOption(1)
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playSE("cursor")
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
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self:switchSelect()
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playSE("cursor_lr")
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
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elseif e.input then
self.secret_inputs[e.input] = true
end
end
function ModeSelectScene:onInputRelease(e)
if e.input == "hold" or (e.input and string.sub(e.input, 1, 7) == "rotate_") then
self.secret_inputs[e.input] = false
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end
end
function ModeSelectScene:changeOption(rel)
if self.menu_state.select == "mode" then
self:changeMode(rel)
elseif self.menu_state.select == "ruleset" then
self:changeRuleset(rel)
end
end
function ModeSelectScene:switchSelect(rel)
if self.menu_state.select == "mode" then
self.menu_state.select = "ruleset"
elseif self.menu_state.select == "ruleset" then
self.menu_state.select = "mode"
end
end
function ModeSelectScene:changeMode(rel)
local len = table.getn(game_modes)
self.menu_state.mode = (self.menu_state.mode + len + rel - 1) % len + 1
end
function ModeSelectScene:changeRuleset(rel)
local len = table.getn(rulesets)
self.menu_state.ruleset = (self.menu_state.ruleset + len + rel - 1) % len + 1
end
return ModeSelectScene