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?
-- Format: {name in config, displayed name, uses slider?, options OR slider name}
{"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
{"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
{"das_last_key", "DAS Last Key", false, {"Off", "On"}},
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
{"buffer_lock", "Buffer Drop Type", false, {"Off", "Hold", "Tap"}},
{"sfx_volume", "SFX", true, "sfxSlider"},
{"bgm_volume", "BGM", true, "bgmSlider"},
}
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(165, 400, 225, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
self.bgmSlider = newSlider(465, 400, 225, config.bgm_volume * 100, 0, 100, function(v) config.bgm_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
end
function ConfigScene:update()
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self.sfxSlider:update()
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self.bgmSlider: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_4)
love.graphics.print("GAME SETTINGS", 80, 40)
--Lazy check to see if we're on the SFX or BGM slider. Probably will need to be rewritten if more options get added.
love.graphics.setColor(1, 1, 1, 0.5)
if not ConfigScene.options[self.highlight][3] then
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
else
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love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 342, 215, 33)
end
love.graphics.setFont(font_3x5_2)
for i, option in ipairs(ConfigScene.options) do
if not option[3] then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
for j, setting in ipairs(option[4]) 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
end
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love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
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love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 345)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 345)
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love.graphics.setColor(1, 1, 1, 0.75)
self.sfxSlider:draw()
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self.bgmSlider: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
if not self.options[self.highlight][3] then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 5) / (sld.max - sld.min)))
end
elseif e.input == "right" or e.scancode == "right" then
if not self.options[self.highlight][3] then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 5) / (sld.max - sld.min)))--math.max(0, (math.floor(sld:getValue())+2)/(sld.max-sld.min))
end
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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