Game settings screen, and minor fix on discordRPC

- Uses BG previously from the input config screen, which has gotten a new BG
- Minor tweak on the input config screen to display all inputs names regardless of if they are bound or not
- Added Mod1 function to `funcs.lua`, may be useful again sometime
- Added game settings
  * Manual locking (per gamemode, per ruleset, on harddrop or on softdrop)
  * Piece colours (per ruleset, TTC or Arika)
  * World Reverse toggle
- Moved the discordRPC `libs/` directory, as it's a third party library
- Edited the `discordRPC.lua` file to look for the dll at the right place regardless of how you run the game (until we fuse it that is)

This should have probably been done in several commits, sorry about that
This commit is contained in:
Oshisaure 2020-10-11 00:42:56 +01:00
parent f28dc08ae2
commit 05230ac046
21 changed files with 245 additions and 66 deletions

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@ -62,3 +62,8 @@ function formatBigNum(number)
return string.sub(s, 1, pos)
.. string.gsub(string.sub(s, pos+1), "(...)", ",%1")
end
function Mod1(n, m)
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
return ((n-1) % m) + 1
end

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@ -1,5 +1,5 @@
local ffi = require "ffi"
local discordRPClib = ffi.load("discord-rpc")
local discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc")
ffi.cdef[[
typedef struct DiscordRichPresence {

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@ -20,36 +20,54 @@ backgrounds = {
love.graphics.newImage("res/backgrounds/1800-railways.png"),
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
input_config = love.graphics.newImage("res/backgrounds/options-gears.png")
input_config = love.graphics.newImage("res/backgrounds/options-pcb.png"),
game_config = love.graphics.newImage("res/backgrounds/options-gears.png"),
}
blocks = {
["2tie"] = {
I = love.graphics.newImage("res/img/s1.png"),
J = love.graphics.newImage("res/img/s4.png"),
L = love.graphics.newImage("res/img/s3.png"),
O = love.graphics.newImage("res/img/s7.png"),
S = love.graphics.newImage("res/img/s5.png"),
T = love.graphics.newImage("res/img/s2.png"),
Z = love.graphics.newImage("res/img/s6.png"),
F = love.graphics.newImage("res/img/s9.png"),
G = love.graphics.newImage("res/img/s9.png"),
R = love.graphics.newImage("res/img/s1.png"),
O = love.graphics.newImage("res/img/s4.png"),
Y = love.graphics.newImage("res/img/s7.png"),
G = love.graphics.newImage("res/img/s6.png"),
C = love.graphics.newImage("res/img/s2.png"),
B = love.graphics.newImage("res/img/s3.png"),
M = love.graphics.newImage("res/img/s5.png"),
X = love.graphics.newImage("res/img/s9.png"),
},
["bone"] = {
I = love.graphics.newImage("res/img/bone.png"),
J = love.graphics.newImage("res/img/bone.png"),
L = love.graphics.newImage("res/img/bone.png"),
R = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
S = love.graphics.newImage("res/img/bone.png"),
T = love.graphics.newImage("res/img/bone.png"),
Z = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
}
}
ColourSchemes = {
Arika = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
},
TTC = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
},
}
for name, blockset in pairs(blocks) do
for shape, image in pairs(blockset) do
image:setFilter("nearest")

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@ -1,5 +1,6 @@
discordRPC = require("discordRPC")
appId = "599778517789573120"
function love.load()
discordRPC = require("libs.discordRPC")
discordRPC.appId = "599778517789573120"
function discordRPC.ready(userId, username, discriminator, avatar)
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
@ -26,9 +27,7 @@ function discordRPC.joinRequest(userId, username, discriminator, avatar)
discordRPC.respond(userId, "yes")
end
function love.load()
discordRPC.initialize(appId, true)
discordRPC.initialize(discordRPC.appId, true)
local now = os.time(os.date("*t"))
presence = {
startTimestamp = now,
@ -59,6 +58,12 @@ function love.load()
config.input = {}
scene = InputConfigScene()
else
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
if config.current_mode then current_mode = config.current_mode end
if config.current_ruleset then current_ruleset = config.current_ruleset end
scene = TitleScene()

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@ -11,5 +11,5 @@ ExitScene = require "scene.exit"
GameScene = require "scene.game"
ModeSelectScene = require "scene.mode_select"
InputConfigScene = require "scene.input_config"
ConfigScene = require "scene.config"
GameConfigScene = require "scene.game_config"
TitleScene = require "scene.title"

78
scene/game_config.lua Normal file
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@ -0,0 +1,78 @@
local ConfigScene = Scene:extend()
ConfigScene.title = "Game Settings"
require 'load.save'
ConfigScene.options = {
-- this serves as reference to what the options' values mean i guess?
{"manlock", "Manual locking", {"Per gamemode","Per ruleset","Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", {"Per ruleset", "Arika", "TTC"}},
{"world_reverse", "World Reverse", {"No", "Yes"}},
}
local optioncount = #ConfigScene.options
function ConfigScene:new()
-- load current config
self.config = config.input
self.highlight = 1
presence.details = "In menus"
presence.state = "Changing game config"
discordRPC.updatePresence(presence)
end
function ConfigScene: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
)
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
end
function ConfigScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
playSE("mode_decide")
saveConfig()
scene = TitleScene()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
elseif (e.scancode == config.input["right"] or e.scancode == "right") and e.isRepeat == false then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
elseif e.scancode == "escape" then
loadSave()
scene = TitleScene()
end
end
return ConfigScene

View File

@ -41,8 +41,8 @@ function ConfigScene:render()
love.graphics.setFont(font_3x5_2)
for i, input in pairs(configurable_inputs) do
if config.input[input] then
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
if config.input[input] then
love.graphics.printf(
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
240, 50 + i * 20, 200, "left"
@ -65,10 +65,15 @@ function ConfigScene:onKeyPress(e)
elseif e.scancode == "delete" or e.scancode == "backspace" then
self.input_state = 1
end
else
if e.scancode == "escape" then
loadSave()
scene = TitleScene()
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
end
end
end
return ConfigScene

View File

@ -3,6 +3,7 @@ local TitleScene = Scene:extend()
local main_menu_screens = {
ModeSelectScene,
InputConfigScene,
GameConfigScene,
ExitScene,
}

View File

@ -143,7 +143,7 @@ function Grid:copyBottomRow()
for col = 1, 10 do
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
skin = self.grid[23][col].skin,
colour = "G"
colour = "X"
}
end
return true
@ -161,7 +161,7 @@ function Grid:applyPiece(piece)
if y + 1 > 0 then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.shape
colour = piece.colour
}
end
end
@ -177,7 +177,7 @@ function Grid:applyBigPiece(piece)
if y*2+a > 0 then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.shape
colour = piece.colour
}
end
end

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@ -2,7 +2,7 @@ local Object = require 'libs.classic'
local Piece = Object:extend()
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, big)
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, colour, big)
self.shape = shape
self.rotation = rotation
self.position = position
@ -10,6 +10,7 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
self.gravity = gravity
self.lock_delay = lock_delay
self.skin = skin
self.colour = colour
self.ghost = false
self.locked = false
self.big = big
@ -21,7 +22,7 @@ function Piece:withOffset(offset)
return Piece(
self.shape, self.rotation,
{x = self.position.x + offset.x, y = self.position.y + offset.y},
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
)
end
@ -31,7 +32,7 @@ function Piece:withRelativeRotation(rot)
while new_rot >= 4 do new_rot = new_rot - 4 end
return Piece(
self.shape, new_rot, self.position,
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
)
end
@ -148,13 +149,13 @@ function Piece:draw(opacity, brightness, grid, partial_das)
local y = self.position.y + offset.y
if self.big then
love.graphics.draw(
blocks[self.skin][self.shape],
blocks[self.skin][self.colour],
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
0, 2, 2
)
else
love.graphics.draw(
blocks[self.skin][self.shape],
blocks[self.skin][self.colour],
64+x*16+partial_das, 16+y*16+gravity_offset
)
end

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@ -43,6 +43,8 @@ function GameMode:new()
-- variables related to configurable parameters
self.drop_locked = false
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.hold_queue = nil
self.held = false
self.section_start_time = 0
@ -59,6 +61,7 @@ function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getNextPiece(ruleset)
return {
skin = "2tie",
shape = self.randomizer:nextPiece(),
@ -72,6 +75,8 @@ function GameMode:initialize(ruleset)
for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({self.instant_soft_drop, ruleset.softdrop_lock, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({self.instant_hard_drop, ruleset.harddrop_lock, true, false})[config.gamesettings.manlock]
end
function GameMode:update(inputs, ruleset)
@ -125,7 +130,7 @@ function GameMode:update(inputs, ruleset)
self.piece:isDropBlocked(self.grid) and
not self.hard_drop_locked then
self:onHardDrop(piece_dy)
if self.instant_hard_drop then
if self.lock_on_hard_drop then
self.piece.locked = true
end
end
@ -134,7 +139,7 @@ function GameMode:update(inputs, ruleset)
self:onSoftDrop(piece_dy)
if self.piece:isDropBlocked(self.grid) and
not self.drop_locked and
self.instant_soft_drop
self.lock_on_soft_drop
then
self.piece.locked = true
end
@ -340,11 +345,12 @@ function GameMode:drawGhostPiece(ruleset)
end
function GameMode:drawNextQueue(ruleset)
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do
local x = offset.x + ruleset.spawn_positions[piece].x
local y = offset.y + 4.7
love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16)
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
end
end
for i = 1, self.next_queue_length do

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@ -110,7 +110,7 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

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@ -172,7 +172,7 @@ function ARS:onPieceRotate(piece, grid)
end
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

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@ -5,6 +5,18 @@ local SRS = Ruleset:extend()
SRS.name = "ACE-SRS"
SRS.hash = "ACE Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true

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@ -151,7 +151,7 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@ -5,6 +5,7 @@ local CRS = Ruleset:extend()
CRS.name = "Cambridge"
CRS.hash = "Cambridge"
CRS.world = true
CRS.spawn_positions = {
I = { x=5, y=4 },
@ -363,6 +364,10 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end

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@ -6,6 +6,20 @@ local Ruleset = Object:extend()
Ruleset.name = ""
Ruleset.hash = ""
-- Arika-type ruleset defaults
Ruleset.world = false
Ruleset.colourscheme = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
}
Ruleset.softdrop_lock = true
Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false
-- Component functions.
@ -39,6 +53,9 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
end
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
@ -117,10 +134,12 @@ function Ruleset:initializePiece(
else
spawn_positions = self.spawn_positions
end
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y
}, self.block_offsets, 0, 0, data.skin, big)
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
self:onPieceCreate(piece)
self:rotatePiece(inputs, piece, grid, {}, true)

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@ -5,6 +5,18 @@ local SRS = Ruleset:extend()
SRS.name = "Guideline SRS"
SRS.hash = "Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true

View File

@ -5,6 +5,18 @@ local SRS = Ruleset:extend()
SRS.name = "Ti-World"
SRS.hash = "Bad I-kicks"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true