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Rin 2021-08-24 09:54:45 -04:00 committed by GitHub
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14 changed files with 660 additions and 22 deletions

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@ -3,7 +3,13 @@ function copy(t)
if type(t) ~= "table" then return t end
local meta = getmetatable(t)
local target = {}
for k, v in pairs(t) do target[k] = v end
for k, v in pairs(t) do
if type(v) == "table" then
target[k] = copy(v)
else
target[k] = v
end
end
setmetatable(target, meta)
return target
end

335
libs/inspect.lua Normal file
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@ -0,0 +1,335 @@
local inspect ={
_VERSION = 'inspect.lua 3.1.0',
_URL = 'http://github.com/kikito/inspect.lua',
_DESCRIPTION = 'human-readable representations of tables',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2013 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
local tostring = tostring
inspect.KEY = setmetatable({}, {__tostring = function() return 'inspect.KEY' end})
inspect.METATABLE = setmetatable({}, {__tostring = function() return 'inspect.METATABLE' end})
local function rawpairs(t)
return next, t, nil
end
-- Apostrophizes the string if it has quotes, but not aphostrophes
-- Otherwise, it returns a regular quoted string
local function smartQuote(str)
if str:match('"') and not str:match("'") then
return "'" .. str .. "'"
end
return '"' .. str:gsub('"', '\\"') .. '"'
end
-- \a => '\\a', \0 => '\\0', 31 => '\31'
local shortControlCharEscapes = {
["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v"
}
local longControlCharEscapes = {} -- \a => nil, \0 => \000, 31 => \031
for i=0, 31 do
local ch = string.char(i)
if not shortControlCharEscapes[ch] then
shortControlCharEscapes[ch] = "\\"..i
longControlCharEscapes[ch] = string.format("\\%03d", i)
end
end
local function escape(str)
return (str:gsub("\\", "\\\\")
:gsub("(%c)%f[0-9]", longControlCharEscapes)
:gsub("%c", shortControlCharEscapes))
end
local function isIdentifier(str)
return type(str) == 'string' and str:match( "^[_%a][_%a%d]*$" )
end
local function isSequenceKey(k, sequenceLength)
return type(k) == 'number'
and 1 <= k
and k <= sequenceLength
and math.floor(k) == k
end
local defaultTypeOrders = {
['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4,
['function'] = 5, ['userdata'] = 6, ['thread'] = 7
}
local function sortKeys(a, b)
local ta, tb = type(a), type(b)
-- strings and numbers are sorted numerically/alphabetically
if ta == tb and (ta == 'string' or ta == 'number') then return a < b end
local dta, dtb = defaultTypeOrders[ta], defaultTypeOrders[tb]
-- Two default types are compared according to the defaultTypeOrders table
if dta and dtb then return defaultTypeOrders[ta] < defaultTypeOrders[tb]
elseif dta then return true -- default types before custom ones
elseif dtb then return false -- custom types after default ones
end
-- custom types are sorted out alphabetically
return ta < tb
end
-- For implementation reasons, the behavior of rawlen & # is "undefined" when
-- tables aren't pure sequences. So we implement our own # operator.
local function getSequenceLength(t)
local len = 1
local v = rawget(t,len)
while v ~= nil do
len = len + 1
v = rawget(t,len)
end
return len - 1
end
local function getNonSequentialKeys(t)
local keys, keysLength = {}, 0
local sequenceLength = getSequenceLength(t)
for k,_ in rawpairs(t) do
if not isSequenceKey(k, sequenceLength) then
keysLength = keysLength + 1
keys[keysLength] = k
end
end
table.sort(keys, sortKeys)
return keys, keysLength, sequenceLength
end
local function countTableAppearances(t, tableAppearances)
tableAppearances = tableAppearances or {}
if type(t) == 'table' then
if not tableAppearances[t] then
tableAppearances[t] = 1
for k,v in rawpairs(t) do
countTableAppearances(k, tableAppearances)
countTableAppearances(v, tableAppearances)
end
countTableAppearances(getmetatable(t), tableAppearances)
else
tableAppearances[t] = tableAppearances[t] + 1
end
end
return tableAppearances
end
local copySequence = function(s)
local copy, len = {}, #s
for i=1, len do copy[i] = s[i] end
return copy, len
end
local function makePath(path, ...)
local keys = {...}
local newPath, len = copySequence(path)
for i=1, #keys do
newPath[len + i] = keys[i]
end
return newPath
end
local function processRecursive(process, item, path, visited)
if item == nil then return nil end
if visited[item] then return visited[item] end
local processed = process(item, path)
if type(processed) == 'table' then
local processedCopy = {}
visited[item] = processedCopy
local processedKey
for k,v in rawpairs(processed) do
processedKey = processRecursive(process, k, makePath(path, k, inspect.KEY), visited)
if processedKey ~= nil then
processedCopy[processedKey] = processRecursive(process, v, makePath(path, processedKey), visited)
end
end
local mt = processRecursive(process, getmetatable(processed), makePath(path, inspect.METATABLE), visited)
if type(mt) ~= 'table' then mt = nil end -- ignore not nil/table __metatable field
setmetatable(processedCopy, mt)
processed = processedCopy
end
return processed
end
-------------------------------------------------------------------
local Inspector = {}
local Inspector_mt = {__index = Inspector}
function Inspector:puts(...)
local args = {...}
local buffer = self.buffer
local len = #buffer
for i=1, #args do
len = len + 1
buffer[len] = args[i]
end
end
function Inspector:down(f)
self.level = self.level + 1
f()
self.level = self.level - 1
end
function Inspector:tabify()
self:puts(self.newline, string.rep(self.indent, self.level))
end
function Inspector:alreadyVisited(v)
return self.ids[v] ~= nil
end
function Inspector:getId(v)
local id = self.ids[v]
if not id then
local tv = type(v)
id = (self.maxIds[tv] or 0) + 1
self.maxIds[tv] = id
self.ids[v] = id
end
return tostring(id)
end
function Inspector:putKey(k)
if isIdentifier(k) then return self:puts(k) end
self:puts("[")
self:putValue(k)
self:puts("]")
end
function Inspector:putTable(t)
if t == inspect.KEY or t == inspect.METATABLE then
self:puts(tostring(t))
elseif self:alreadyVisited(t) then
self:puts('<table ', self:getId(t), '>')
elseif self.level >= self.depth then
self:puts('{...}')
else
if self.tableAppearances[t] > 1 then self:puts('<', self:getId(t), '>') end
local nonSequentialKeys, nonSequentialKeysLength, sequenceLength = getNonSequentialKeys(t)
local mt = getmetatable(t)
self:puts('{')
self:down(function()
local count = 0
for i=1, sequenceLength do
if count > 0 then self:puts(',') end
self:puts(' ')
self:putValue(t[i])
count = count + 1
end
for i=1, nonSequentialKeysLength do
local k = nonSequentialKeys[i]
if count > 0 then self:puts(',') end
self:tabify()
self:putKey(k)
self:puts(' = ')
self:putValue(t[k])
count = count + 1
end
if type(mt) == 'table' then
if count > 0 then self:puts(',') end
self:tabify()
self:puts('<metatable> = ')
self:putValue(mt)
end
end)
if nonSequentialKeysLength > 0 or type(mt) == 'table' then -- result is multi-lined. Justify closing }
self:tabify()
elseif sequenceLength > 0 then -- array tables have one extra space before closing }
self:puts(' ')
end
self:puts('}')
end
end
function Inspector:putValue(v)
local tv = type(v)
if tv == 'string' then
self:puts(smartQuote(escape(v)))
elseif tv == 'number' or tv == 'boolean' or tv == 'nil' or
tv == 'cdata' or tv == 'ctype' then
self:puts(tostring(v))
elseif tv == 'table' then
self:putTable(v)
else
self:puts('<', tv, ' ', self:getId(v), '>')
end
end
-------------------------------------------------------------------
function inspect.inspect(root, options)
options = options or {}
local depth = options.depth or math.huge
local newline = options.newline or '\n'
local indent = options.indent or ' '
local process = options.process
if process then
root = processRecursive(process, root, {}, {})
end
local inspector = setmetatable({
depth = depth,
level = 0,
buffer = {},
ids = {},
maxIds = {},
newline = newline,
indent = indent,
tableAppearances = countTableAppearances(root)
}, Inspector_mt)
inspector:putValue(root)
return table.concat(inspector.buffer)
end
setmetatable(inspect, { __call = function(_, ...) return inspect.inspect(...) end })
return inspect

1
load/inspect.lua Normal file
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@ -0,0 +1 @@
table.inspect = require "libs.inspect"

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@ -35,6 +35,27 @@ function initConfig()
if config.secret == nil then config.secret = false end
if not config.gamesettings then config.gamesettings = {} end
if not config.gamemodesettings then config.gamemodesettings = {} end
--[[
{
marathonA1 = {
allowHold = 1,
...
}
}
]]
for _, a in ipairs(game_modes) do
-- load config options for every mode
local mc = {}
local conf = a:provideSettings()
for i, j in pairs(conf) do
mc[j[1]] = (config.gamemodesettings[a.hash] or {})[j[1]] or 1
end
config.gamemodesettings[a.hash] = mc
end
for _, option in ipairs(GameConfigScene.options) do
if not config.gamesettings[option[1]] then
config.gamesettings[option[1]] = 1

113
main.lua
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@ -9,6 +9,7 @@ function love.load()
require "load.save"
require "load.bigint"
require "load.version"
require "load.inspect"
loadSave()
require "funcs"
require "scene"
@ -18,19 +19,31 @@ function love.load()
--config["das_last_key"] = false
--config["fullscreen"] = false
runsystem = {
drawfps = 0,
updatefps = 0,
updatedelta = 0,
showperformancestatistics = false
}
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
-- used for screenshots
GLOBAL_CANVAS = love.graphics.newCanvas()
-- import custom modules
initModules()
-- it is IMPORTANT that this comes before initConfig,
-- because modules' configuration options need to be
-- known at load-time!!! this will crash if this
-- is put back the way it used to be.
-- init config
initConfig()
love.window.setFullscreen(config["fullscreen"])
if config.secret then playSE("welcome") end
-- import custom modules
initModules()
end
function initModules()
@ -74,6 +87,14 @@ function love.draw()
love.graphics.scale(scale_factor)
scene:render()
if runsystem.showperformancestatistics then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print('u='..tostring(runsystem.updatefps)..
'\nd='..tostring(runsystem.drawfps)..
'\ndel='..tostring(runsystem.updatedelta), 0, 0)
end
love.graphics.pop()
love.graphics.setCanvas()
@ -97,9 +118,9 @@ function love.keypressed(key, scancode)
scene.restart_message = true
if config.secret then playSE("mode_decide")
else playSE("erase") end
-- f12 is reserved for saving screenshots
elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
-- f12 is reserved for saving screenshots
elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
local info = love.filesystem.getInfo("ss", "directory")
if not info then
love.filesystem.remove("ss")
@ -107,6 +128,9 @@ function love.keypressed(key, scancode)
end
print("Saving screenshot as "..ss_name)
GLOBAL_CANVAS:newImageData():encode("png", ss_name)
-- F9 toggles performance statistics for the new runsystem
elseif scancode == "f9" then
runsystem.showperformancestatistics = not runsystem.showperformancestatistics
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
@ -273,7 +297,10 @@ function love.resize(w, h)
end
local TARGET_FPS = 60
local TARGET_UPS = 1000
--[[
-- OLD RUN CODE BELOW
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
@ -324,3 +351,77 @@ function love.run()
last_time = love.timer.getTime()
end
end
]]
function love.run()
-- New Run system
-- by rin
-- aims to speedup the responsiveness of the game by
-- only updating 60 times per second, but letting
-- it poll as fast as it wants
if not love.timer then
error('new run system requires love.timer to function.')
end
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
if love.timer then love.timer.step() end
local u_tacc = 0
local tacc = 0
local start_time = love.timer.getTime()
return function()
local ut = love.timer.getTime()
runsystem.updatedelta = ut - start_time
if love.event then
u_tacc = u_tacc + runsystem.updatedelta
if u_tacc >= 1 / TARGET_UPS then
runsystem.updatefps = 1 / u_tacc
if scene and scene.fastUpdate then
scene:fastUpdate(u_tacc)
end
u_tacc = 0
love.event.pump()
for n, a, b, c, d, e, f in love.event.poll() do
if n == 'quit' then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[n](a, b, c, d, e, f)
end
end
end
if love.timer then
processBGMFadeout(love.timer.step())
end
if scene and scene.update and love.timer then
local delta = ut - start_time
start_time = ut
tacc = tacc + delta
if tacc >= 1 / TARGET_FPS then
runsystem.drawfps = 1 / tacc
tacc = 0
scene:update()
if love.graphics and love.graphics.isActive() and love.draw then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
love.draw()
love.graphics.present()
end
end
end
end
end

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@ -4,6 +4,7 @@ Scene = Object:extend()
function Scene:new() end
function Scene:update() end
function Scene:fastUpdate(dt) end -- Equivalent to GameMode:fastUpdate(dt)
function Scene:render() end
function Scene:onInputPress() end
function Scene:onInputRelease() end
@ -19,3 +20,4 @@ TuningScene = require "scene.tuning"
SettingsScene = require "scene.settings"
CreditsScene = require "scene.credits"
TitleScene = require "scene.title"
GamemodeConfigScene = require "scene.gamemode_config"

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@ -8,7 +8,7 @@ function GameScene:new(game_mode, ruleset, inputs)
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs)
self.game = game_mode(self.secret_inputs, config.gamemodesettings[game_mode.hash])
self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset)
self.inputs = {
@ -45,6 +45,10 @@ function GameScene:render()
self.game:draw(self.paused)
end
function GameScene:fastUpdate(d)
self.game:fastUpdate(d) -- Propagate the fast updates
end
function GameScene:onInputPress(e)
if (
self.game.game_over or self.game.completed

114
scene/gamemode_config.lua Normal file
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@ -0,0 +1,114 @@
local GamemodeConfigScene = Scene:extend()
GamemodeConfigScene.title = "Gamemode Configuration"
local selected_mode = {}
local mode_config = {}
local new_config = {}
local optioncount = 1
function GamemodeConfigScene:new(gamemode)
selected_mode = gamemode
mode_config = gamemode:provideSettings() or {}
optioncount = #mode_config
print(selected_mode.hash)
self.highlight = 1
for i, j in pairs(mode_config) do
new_config[j[1]] = config.gamemodesettings[selected_mode.hash][j[1]] or 1
end
DiscordRPC:update({
details = "In menus",
state = "Configuring "..selected_mode.name,
})
end
function GamemodeConfigScene:save()
config.gamemodesettings[selected_mode.hash] = copy(new_config)
end
function GamemodeConfigScene: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(string.upper(selected_mode.name).." SETTINGS", 80, 40)
love.graphics.setFont(font_3x5_2)
if #mode_config == 0 then
love.graphics.print("This mode does not offer any settings.\n"..
"Press Backspace to return to mode select.", 40, 100)
return
end
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
for i, option in ipairs(mode_config) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
if #option[3] <= 4 then
for j, setting in ipairs(option[3]) do
love.graphics.setColor(1, 1, 1, new_config[option[1]] == j and 1 or 0.5)
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end
else
local curr_index = new_config[option[1]]
local prev_index = Mod1(curr_index-1, #option[3])
local next_index = Mod1(curr_index+1, #option[3])
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.printf("<<< "..option[3][prev_index],
100 + 110 * 1, 100 + i * 20, 100, 'center')
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[3][curr_index],
100 + 110 * 2.5, 100 + i * 20, 100, 'center')
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.printf(option[3][next_index].." >>>",
100 + 110 * 4, 100 + i * 20, 100, 'center')
love.graphics.setColor(1, 1, 1, 1)
end
end
end
function GamemodeConfigScene:onInputPress(e)
if e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = ModeSelectScene()
elseif e.input == "menu_decide" then
playSE("mode_decide")
self:save()
saveConfig()
scene = ModeSelectScene()
end
if #mode_config == 0 then return end
if 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 = mode_config[self.highlight]
new_config[option[1]] = Mod1(new_config[option[1]]-1, #option[3])
elseif e.input == "right" or e.scancode == "right" then
playSE("cursor_lr")
local option = mode_config[self.highlight]
new_config[option[1]] = Mod1(new_config[option[1]]+1, #option[3])
end
end
return GamemodeConfigScene

View File

@ -87,6 +87,12 @@ function ModeSelectScene:onInputPress(e)
playSE("cursor_lr")
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
elseif e.input == "hold" or e.scancode == "tab" then
current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
scene = GamemodeConfigScene(game_modes[self.menu_state.mode])
elseif e.input then
self.secret_inputs[e.input] = true
end

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@ -7,8 +7,8 @@ BigA2Game.name = "Big A2"
BigA2Game.hash = "BigA2"
BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
function BigA2Game:new()
BigA2Game.super:new()
function BigA2Game:new(_, c)
BigA2Game.super:new(_, c)
self.big_mode = true
end

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@ -15,7 +15,7 @@ GameMode.hash = ""
GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs)
function GameMode:new(secret_inputs, config)
self.grid = Grid(10, 24)
self.randomizer = Randomizer()
self.piece = nil
@ -72,6 +72,8 @@ function GameMode:new(secret_inputs)
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.secondary_section_times = { [0] = 0 }
self.config = config
end
function GameMode:getARR() return 1 end
@ -946,4 +948,15 @@ function GameMode:draw(paused)
end
end
function GameMode:provideSettings()
return {}
end
-- This function is called on every love.event.poll
-- aka up to the UPS specified in main.lua.
-- By default this is 1000, so this function will run
-- up to 1000 times per second! Don't do anything
-- expensive in here, as this WILL slow the game down.
function GameMode:fastUpdate(deltaTime) end
return GameMode

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@ -14,8 +14,8 @@ MarathonA1Game.tagline = "Can you score enough points to reach the title of Gran
function MarathonA1Game:new()
MarathonA1Game.super:new()
function MarathonA1Game:new(_, cfg)
MarathonA1Game.super:new(_, cfg)
self.roll_frames = 0
self.combo = 1
@ -35,9 +35,9 @@ function MarathonA1Game:new()
self.additive_gravity = false
self.lock_drop = false
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.enable_hard_drop = self.config.allowHardDrop == 2
self.enable_hold = self.config.allowHold == 2
self.next_queue_length = self.config.nextQueue == 2 and 3 or 1
end
function MarathonA1Game:getARE()
@ -247,4 +247,23 @@ function MarathonA1Game:getHighscoreData()
}
end
function MarathonA1Game:provideSettings()
local t = {
{"allowHold", "Allow hold", {"No", "Yes"}},
{"nextQueue", "Next pieces", {"One", "Three"}},
{"allowHardDrop", "Allow hard drop", {"No", "Yes"}}
}
--[[
local opts = {}
for i=1, 10 do
opts[i] = i
end
table.insert(t, {"manyOptions", "Many options", opts})
]]
return t
end
return MarathonA1Game

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@ -14,8 +14,8 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
function MarathonA2Game:new()
MarathonA2Game.super:new()
function MarathonA2Game:new(_, cfg)
MarathonA2Game.super:new(_, cfg)
self.roll_frames = 0
self.combo = 1
@ -38,8 +38,8 @@ function MarathonA2Game:new()
self.additive_gravity = false
self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.enable_hold = cfg.allowHold == 2
self.next_queue_length = cfg.nextQueue == 2 and 3 or 1
end
function MarathonA2Game:getARE()
@ -403,4 +403,11 @@ function MarathonA2Game:getBackground()
return math.floor(self.level / 100)
end
function MarathonA2Game:provideSettings()
return {
{"allowHold", "Allow hold", {"No", "Yes"}},
{"nextQueue", "Next pieces", {"One", "Three"}}
}
end
return MarathonA2Game

View File

@ -14,8 +14,8 @@ SurvivalA2Game.tagline = "The game starts fast and only gets faster!"
function SurvivalA2Game:new()
SurvivalA2Game.super:new()
function SurvivalA2Game:new(_, cfg)
SurvivalA2Game.super:new(_, cfg)
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
@ -28,6 +28,8 @@ function SurvivalA2Game:new()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = cfg.allowHold == 2
self.next_queue_length = cfg.nextQueue == 2 and 3 or 1
end
function SurvivalA2Game:getARE()
@ -185,4 +187,11 @@ function SurvivalA2Game:getHighscoreData()
}
end
function SurvivalA2Game:provideSettings()
return {
{"allowHold", "Allow hold", {"No", "Yes"}},
{"nextQueue", "Next pieces", {"One", "Three"}}
}
end
return SurvivalA2Game