cambridge/scene/game.lua

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local GameScene = Scene:extend()
GameScene.title = "Game"
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require 'load.save'
function GameScene:new(game_mode, ruleset, inputs)
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self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs)
self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset)
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self.inputs = {
left=false,
right=false,
up=false,
down=false,
rotate_left=false,
rotate_left2=false,
rotate_right=false,
rotate_right2=false,
rotate_180=false,
hold=false,
}
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self.paused = false
DiscordRPC:update({
details = self.game.rpc_details,
state = self.game.name,
})
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end
function GameScene:update()
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if love.window.hasFocus() and not self.paused then
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local inputs = {}
for input, value in pairs(self.inputs) do
inputs[input] = value
end
self.game:update(inputs, self.ruleset)
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self.game.grid:update()
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end
end
function GameScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[self.game:getBackground()],
0, 0, 0,
0.5, 0.5
)
-- game frame
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if self.game.grid.width == 10 and self.game.grid.height == 24 then
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love.graphics.draw(misc_graphics["frame"], 48, 64)
end
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love.graphics.setColor(0, 0, 0, 200)
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love.graphics.rectangle(
"fill", 64, 80,
16 * self.game.grid.width, 16 * (self.game.grid.height - 4)
)
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if self.game.grid.width ~= 10 or self.game.grid.height ~= 24 then
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love.graphics.setColor(174/255, 83/255, 76/255, 1)
love.graphics.setLineWidth(8)
love.graphics.line(
60,76,
68+16*self.game.grid.width,76,
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68+16*self.game.grid.width,84+16*(self.game.grid.height-4),
60,84+16*(self.game.grid.height-4),
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60,76
)
love.graphics.setColor(203/255, 137/255, 111/255, 1)
love.graphics.setLineWidth(4)
love.graphics.line(
60,76,
68+16*self.game.grid.width,76,
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68+16*self.game.grid.width,84+16*(self.game.grid.height-4),
60,84+16*(self.game.grid.height-4),
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60,76
)
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love.graphics.setLineWidth(1)
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end
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self.game:drawGrid()
if self.game.lcd > 0 then self.game:drawLineClearAnimation() end
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self.game:drawPiece()
self.game:drawNextQueue(self.ruleset)
self.game:drawScoringInfo()
-- ready/go graphics
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if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
end
self.game:drawCustom()
love.graphics.setFont(font_3x5_2)
if config.gamesettings.display_gamemode == 1 then
love.graphics.printf(self.game.name .. " - " .. self.ruleset.name, 0, 460, 640, "left")
end
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love.graphics.setFont(font_3x5_3)
if self.paused then love.graphics.print("PAUSED!", 80, 100) end
if self.game.completed then
self.game:onGameComplete()
elseif self.game.game_over then
self.game:onGameOver()
end
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end
function GameScene:onInputPress(e)
if (self.game.game_over or self.game.completed) and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
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highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry)
self.game:onExit()
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
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elseif e.input == "retry" then
switchBGM(nil)
self.game:onExit()
scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
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elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
self.paused = not self.paused
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if self.paused then pauseBGM()
else resumeBGM() end
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elseif e.input == "menu_back" then
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self.game:onExit()
scene = ModeSelectScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
self.inputs[e.input] = true
end
end
function GameScene:onInputRelease(e)
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if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
self.inputs[e.input] = false
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end
end
function submitHighscore(hash, data)
if not highscores[hash] then highscores[hash] = {} end
table.insert(highscores[hash], data)
saveHighscores()
end
return GameScene