cambridge/scene/game_config.lua

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local ConfigScene = Scene:extend()
ConfigScene.title = "Game Settings"
require 'load.save'
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require 'libs.simple-slider'
ConfigScene.options = {
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-- this serves as reference to what the options' values mean i guess?
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{"manlock", "Manual Locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
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{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
{"display_gamemode", "Display Gamemode", {"On", "Off"}},
{"das_last_key", "DAS Switch", {"Default", "Instant"}},
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{"smooth_movement", "Smooth Piece Drop", {"On", "Off"}},
{"synchroes_allowed", "Synchroes", {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", {"On", "Off"}}
}
local optioncount = #ConfigScene.options
function ConfigScene:new()
-- load current config
self.config = config.input
self.highlight = 1
DiscordRPC:update({
details = "In menus",
state = "Changing game settings",
})
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self.sfxSlider = newSlider(290, 375, 400, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20})
end
function ConfigScene:update()
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config["das_last_key"] = config.gamesettings.das_last_key == 2
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self.sfxSlider:update()
end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
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love.graphics.setFont(font_3x5_3)
love.graphics.print("Master Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 80, 325)
love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40)
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
love.graphics.setFont(font_3x5_2)
for i, option in ipairs(ConfigScene.options) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
for j, setting in ipairs(option[3]) do
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end
end
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love.graphics.setColor(1, 1, 1, 0.75)
self.sfxSlider:draw()
end
function ConfigScene:onInputPress(e)
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if e.input == "menu_decide" or e.scancode == "return" then
playSE("mode_decide")
saveConfig()
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scene = SettingsScene()
elseif e.input == "up" or e.scancode == "up" then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif e.input == "down" or e.scancode == "down" then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif e.input == "left" or e.scancode == "left" then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
elseif e.input == "right" or e.scancode == "right" then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave()
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scene = SettingsScene()
end
end
return ConfigScene