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https://github.com/SashLilac/cambridge.git
synced 2024-11-22 14:29:02 -06:00
Can send inputs from mode select to game
Warning: this may break some things
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parent
45120bc9f7
commit
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@ -4,12 +4,13 @@ GameScene.title = "Game"
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require 'load.save'
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function GameScene:new(game_mode, ruleset)
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function GameScene:new(game_mode, ruleset, inputs)
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self.retry_mode = game_mode
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self.retry_ruleset = ruleset
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self.game = game_mode()
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self.secret_inputs = copy(inputs)
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self.game = game_mode(self.secret_inputs)
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self.ruleset = ruleset()
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self.game:initialize(self.ruleset)
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self.game:initialize(self.ruleset, self.secret_inputs)
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self.inputs = {
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left=false,
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right=false,
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@ -82,9 +83,9 @@ function GameScene:onInputPress(e)
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highscore_entry = self.game:getHighscoreData()
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highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
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submitHighscore(highscore_hash, highscore_entry)
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scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset) or ModeSelectScene()
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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
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scene = GameScene(self.retry_mode, self.retry_ruleset)
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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
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self.paused = not self.paused
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if self.paused then pauseBGM()
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@ -11,6 +11,14 @@ function ModeSelectScene:new()
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ruleset = current_ruleset,
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select = "mode",
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}
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self.secret_inputs = {
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rotate_left = false,
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rotate_left2 = false,
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rotate_right = false,
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rotate_right2 = false,
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rotate_180 = false,
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hold = false,
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}
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DiscordRPC:update({
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details = "In menus",
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state = "Choosing a mode",
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@ -67,7 +75,7 @@ function ModeSelectScene:onInputPress(e)
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config.current_ruleset = current_ruleset
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playSE("mode_decide")
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saveConfig()
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scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
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scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset], self.secret_inputs)
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elseif e.input == "up" or e.scancode == "up" then
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self:changeOption(-1)
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playSE("cursor")
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@ -79,6 +87,14 @@ function ModeSelectScene:onInputPress(e)
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playSE("cursor_lr")
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
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scene = TitleScene()
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else
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self.secret_inputs[e.input] = true
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end
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end
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function ModeSelectScene:onInputRelease(e)
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if e.input == "hold" or (e.input and string.sub(e.input, 1, 7) == "rotate_") then
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self.secret_inputs[e.input] = false
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end
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end
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@ -11,7 +11,7 @@ local GameMode = Object:extend()
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GameMode.rollOpacityFunction = function(age) return 0 end
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function GameMode:new()
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function GameMode:new(secret_inputs)
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self.grid = Grid()
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self.randomizer = Randomizer()
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self.piece = nil
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@ -80,9 +80,9 @@ function GameMode:getNextPiece(ruleset)
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}
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end
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function GameMode:initialize(ruleset)
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function GameMode:initialize(ruleset, secret_inputs)
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-- generate next queue
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self:new()
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self:new(secret_inputs)
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for i = 1, self.next_queue_length do
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table.insert(self.next_queue, self:getNextPiece(ruleset))
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end
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@ -4,6 +4,7 @@ local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local SakuraRandomizer = require 'tetris.randomizers.sakura'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local SakuraGame = GameMode:extend()
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@ -264,10 +265,14 @@ local maps = {
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local STAGE_TRANSITION_TIME = 300
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function SakuraGame:new()
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function SakuraGame:new(secret_inputs)
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self.super:new()
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self.randomizer = SakuraRandomizer()
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self.randomizer = (
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(
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secret_inputs.rotate_left and secret_inputs.rotate_right
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) and History6RollsRandomizer() or SakuraRandomizer()
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)
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self.current_map = 1
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self.time_limit = 10800
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@ -482,6 +487,9 @@ function SakuraGame:drawScoringInfo()
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if effects[self.current_map] then
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love.graphics.printf("EFFECT: " .. effects[self.current_map], 240, 300, 160, "left")
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end
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if self.randomizer.history then
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love.graphics.printf("RANDOM PIECES ACTIVE!", 240, 295, 200, "left")
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.setColor(
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