mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
Replaced spaces with tabs.
Check CONTRIBUTING.md, guys!
This commit is contained in:
@@ -7,7 +7,7 @@ function ExitScene:new()
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end
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function ExitScene:update()
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love.event.quit()
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love.event.quit()
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end
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function ExitScene:render()
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@@ -6,9 +6,9 @@ function GameScene:new(game_mode, ruleset)
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self.ruleset = ruleset()
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self.game:initialize(self.ruleset)
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DiscordRPC:update({
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details = self.game.rpc_details,
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state = self.game.name,
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})
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details = self.game.rpc_details,
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state = self.game.name,
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})
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end
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function GameScene:update()
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@@ -66,16 +66,16 @@ function GameScene:onKeyPress(e)
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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 = ModeSelectScene()
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elseif (e.scancode == config.input.retry) then
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-- fuck this, this is hacky but the way this codebase is setup prevents anything else
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-- it seems like all the values that get touched in the child gamemode class
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-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
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-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
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-- the core organisation of everything. this hacky way will have to do until someone figures out something.
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love.keypressed("escape", "escape", false)
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love.keypressed("return", "return", false)
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elseif e.scancode == "escape" then
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scene = ModeSelectScene()
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elseif (e.scancode == config.input.retry) then
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-- fuck this, this is hacky but the way this codebase is setup prevents anything else
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-- it seems like all the values that get touched in the child gamemode class
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-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
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-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
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-- the core organisation of everything. this hacky way will have to do until someone figures out something.
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love.keypressed("escape", "escape", false)
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love.keypressed("return", "return", false)
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elseif e.scancode == "escape" then
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scene = ModeSelectScene()
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end
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end
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@@ -16,11 +16,11 @@ function ConfigScene:new()
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-- load current config
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self.config = config.input
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self.highlight = 1
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DiscordRPC:update({
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details = "In menus",
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state = "Changing game settings",
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})
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details = "In menus",
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state = "Changing game settings",
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})
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end
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function ConfigScene:update()
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@@ -33,21 +33,21 @@ function ConfigScene:render()
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0, 0, 0,
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0.5, 0.5
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)
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love.graphics.setFont(font_3x5_4)
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love.graphics.print("GAME SETTINGS", 80, 40)
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love.graphics.print("GAME SETTINGS", 80, 40)
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love.graphics.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
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love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
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love.graphics.setFont(font_3x5_2)
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for i, option in ipairs(ConfigScene.options) do
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
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for j, setting in ipairs(option[3]) do
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love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
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love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
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end
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
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for j, setting in ipairs(option[3]) do
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love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
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love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
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end
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end
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end
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@@ -64,15 +64,15 @@ function ConfigScene:onKeyPress(e)
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self.highlight = Mod1(self.highlight+1, optioncount)
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elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then
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playSE("cursor_lr")
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
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elseif (e.scancode == config.input["right"] or e.scancode == "right") and e.isRepeat == false then
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playSE("cursor_lr")
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
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elseif e.scancode == "escape" then
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loadSave()
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scene = TitleScene()
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
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elseif e.scancode == "escape" then
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loadSave()
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scene = TitleScene()
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end
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end
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@@ -6,16 +6,16 @@ require 'load.save'
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local configurable_inputs = {
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"left",
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"right",
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"up",
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"down",
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"right",
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"up",
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"down",
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"rotate_left",
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"rotate_left2",
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"rotate_right",
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"rotate_right2",
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"rotate_180",
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"hold",
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"retry",
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"rotate_right",
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"rotate_right2",
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"rotate_180",
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"hold",
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"retry",
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}
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function ConfigScene:new()
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@@ -24,9 +24,9 @@ function ConfigScene:new()
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self.input_state = 1
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DiscordRPC:update({
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details = "In menus",
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state = "Changing input config",
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})
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details = "In menus",
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state = "Changing input config",
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})
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end
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function ConfigScene:update()
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@@ -42,7 +42,7 @@ function ConfigScene:render()
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love.graphics.setFont(font_3x5_2)
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for i, input in pairs(configurable_inputs) do
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love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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if config.input[input] then
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love.graphics.printf(
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love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
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@@ -67,13 +67,13 @@ function ConfigScene:onKeyPress(e)
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self.input_state = 1
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end
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else
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if e.scancode == "escape" then
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loadSave()
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if e.scancode == "escape" then
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loadSave()
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scene = TitleScene()
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else
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config.input[configurable_inputs[self.input_state]] = e.scancode
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self.input_state = self.input_state + 1
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end
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else
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config.input[configurable_inputs[self.input_state]] = e.scancode
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self.input_state = self.input_state + 1
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end
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end
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end
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@@ -12,9 +12,9 @@ function ModeSelectScene:new()
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select = "mode",
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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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})
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details = "In menus",
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state = "Choosing a mode",
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})
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end
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function ModeSelectScene:update()
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@@ -77,8 +77,8 @@ function ModeSelectScene:onKeyPress(e)
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(e.scancode == config.input["right"] or e.scancode == "right") then
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self:switchSelect()
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playSE("cursor_lr")
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elseif e.scancode == "escape" then
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scene = TitleScene()
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elseif e.scancode == "escape" then
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scene = TitleScene()
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end
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end
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@@ -4,30 +4,30 @@ local main_menu_screens = {
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ModeSelectScene,
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InputConfigScene,
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GameConfigScene,
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ExitScene,
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ExitScene,
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}
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local mainmenuidle = {
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"Idle",
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"On title screen",
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"On main menu screen",
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"Twiddling their thumbs",
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"Admiring the main menu's BG",
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"Waiting for spring to come",
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"Actually not playing",
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"Contemplating collecting stars",
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"Preparing to put the block!!",
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"Having a nap",
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"In menus",
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"Bottom text",
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"Idle",
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"On title screen",
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"On main menu screen",
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"Twiddling their thumbs",
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"Admiring the main menu's BG",
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"Waiting for spring to come",
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"Actually not playing",
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"Contemplating collecting stars",
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"Preparing to put the block!!",
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"Having a nap",
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"In menus",
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"Bottom text",
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}
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function TitleScene:new()
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self.main_menu_state = 1
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DiscordRPC:update({
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details = "In menus",
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state = mainmenuidle[math.random(#mainmenuidle)],
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})
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details = "In menus",
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state = mainmenuidle[math.random(#mainmenuidle)],
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})
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end
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function TitleScene:update()
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@@ -67,8 +67,8 @@ function TitleScene:onKeyPress(e)
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elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
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self:changeOption(1)
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playSE("cursor")
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elseif e.scancode == "escape" and e.isRepeat == false then
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love.event.quit()
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elseif e.scancode == "escape" and e.isRepeat == false then
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love.event.quit()
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end
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end
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