Merge pull request #1 from haileylgbt/master

Added fitting menu sfx + RPC
This commit is contained in:
Ishaan Bhardwaj 2020-10-09 21:37:45 -04:00 committed by GitHub
commit 43f59cfde8
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12 changed files with 329 additions and 6 deletions

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@ -0,0 +1,252 @@
local ffi = require "ffi"
local discordRPClib = ffi.load("discord-rpc")
ffi.cdef[[
typedef struct DiscordRichPresence {
const char* state; /* max 128 bytes */
const char* details; /* max 128 bytes */
int64_t startTimestamp;
int64_t endTimestamp;
const char* largeImageKey; /* max 32 bytes */
const char* largeImageText; /* max 128 bytes */
const char* smallImageKey; /* max 32 bytes */
const char* smallImageText; /* max 128 bytes */
const char* partyId; /* max 128 bytes */
int partySize;
int partyMax;
const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */
int8_t instance;
} DiscordRichPresence;
typedef struct DiscordUser {
const char* userId;
const char* username;
const char* discriminator;
const char* avatar;
} DiscordUser;
typedef void (*readyPtr)(const DiscordUser* request);
typedef void (*disconnectedPtr)(int errorCode, const char* message);
typedef void (*erroredPtr)(int errorCode, const char* message);
typedef void (*joinGamePtr)(const char* joinSecret);
typedef void (*spectateGamePtr)(const char* spectateSecret);
typedef void (*joinRequestPtr)(const DiscordUser* request);
typedef struct DiscordEventHandlers {
readyPtr ready;
disconnectedPtr disconnected;
erroredPtr errored;
joinGamePtr joinGame;
spectateGamePtr spectateGame;
joinRequestPtr joinRequest;
} DiscordEventHandlers;
void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers,
int autoRegister,
const char* optionalSteamId);
void Discord_Shutdown(void);
void Discord_RunCallbacks(void);
void Discord_UpdatePresence(const DiscordRichPresence* presence);
void Discord_ClearPresence(void);
void Discord_Respond(const char* userid, int reply);
void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
]]
local discordRPC = {} -- module table
-- proxy to detect garbage collection of the module
discordRPC.gcDummy = newproxy(true)
local function unpackDiscordUser(request)
return ffi.string(request.userId), ffi.string(request.username),
ffi.string(request.discriminator), ffi.string(request.avatar)
end
-- callback proxies
-- note: callbacks are not JIT compiled (= SLOW), try to avoid doing performance critical tasks in them
-- luajit.org/ext_ffi_semantics.html
local ready_proxy = ffi.cast("readyPtr", function(request)
if discordRPC.ready then
discordRPC.ready(unpackDiscordUser(request))
end
end)
local disconnected_proxy = ffi.cast("disconnectedPtr", function(errorCode, message)
if discordRPC.disconnected then
discordRPC.disconnected(errorCode, ffi.string(message))
end
end)
local errored_proxy = ffi.cast("erroredPtr", function(errorCode, message)
if discordRPC.errored then
discordRPC.errored(errorCode, ffi.string(message))
end
end)
local joinGame_proxy = ffi.cast("joinGamePtr", function(joinSecret)
if discordRPC.joinGame then
discordRPC.joinGame(ffi.string(joinSecret))
end
end)
local spectateGame_proxy = ffi.cast("spectateGamePtr", function(spectateSecret)
if discordRPC.spectateGame then
discordRPC.spectateGame(ffi.string(spectateSecret))
end
end)
local joinRequest_proxy = ffi.cast("joinRequestPtr", function(request)
if discordRPC.joinRequest then
discordRPC.joinRequest(unpackDiscordUser(request))
end
end)
-- helpers
local function checkArg(arg, argType, argName, func, maybeNil)
assert(type(arg) == argType or (maybeNil and arg == nil),
string.format("Argument \"%s\" to function \"%s\" has to be of type \"%s\"",
argName, func, argType))
end
local function checkStrArg(arg, maxLen, argName, func, maybeNil)
if maxLen then
assert(type(arg) == "string" and arg:len() <= maxLen or (maybeNil and arg == nil),
string.format("Argument \"%s\" of function \"%s\" has to be of type string with maximum length %d",
argName, func, maxLen))
else
checkArg(arg, "string", argName, func, true)
end
end
local function checkIntArg(arg, maxBits, argName, func, maybeNil)
maxBits = math.min(maxBits or 32, 52) -- lua number (double) can only store integers < 2^53
local maxVal = 2^(maxBits-1) -- assuming signed integers, which, for now, are the only ones in use
assert(type(arg) == "number" and math.floor(arg) == arg
and arg < maxVal and arg >= -maxVal
or (maybeNil and arg == nil),
string.format("Argument \"%s\" of function \"%s\" has to be a whole number <= %d",
argName, func, maxVal))
end
-- function wrappers
function discordRPC.initialize(applicationId, autoRegister, optionalSteamId)
local func = "discordRPC.Initialize"
checkStrArg(applicationId, nil, "applicationId", func)
checkArg(autoRegister, "boolean", "autoRegister", func)
if optionalSteamId ~= nil then
checkStrArg(optionalSteamId, nil, "optionalSteamId", func)
end
local eventHandlers = ffi.new("struct DiscordEventHandlers")
eventHandlers.ready = ready_proxy
eventHandlers.disconnected = disconnected_proxy
eventHandlers.errored = errored_proxy
eventHandlers.joinGame = joinGame_proxy
eventHandlers.spectateGame = spectateGame_proxy
eventHandlers.joinRequest = joinRequest_proxy
discordRPClib.Discord_Initialize(applicationId, eventHandlers,
autoRegister and 1 or 0, optionalSteamId)
end
function discordRPC.shutdown()
discordRPClib.Discord_Shutdown()
end
function discordRPC.runCallbacks()
discordRPClib.Discord_RunCallbacks()
end
-- http://luajit.org/ext_ffi_semantics.html#callback :
-- It is not allowed, to let an FFI call into a C function (runCallbacks)
-- get JIT-compiled, which in turn calls a callback, calling into Lua again (e.g. discordRPC.ready).
-- Usually this attempt is caught by the interpreter first and the C function
-- is blacklisted for compilation.
-- solution:
-- "Then you'll need to manually turn off JIT-compilation with jit.off() for
-- the surrounding Lua function that invokes such a message polling function."
jit.off(discordRPC.runCallbacks)
function discordRPC.updatePresence(presence)
local func = "discordRPC.updatePresence"
checkArg(presence, "table", "presence", func)
-- -1 for string length because of 0-termination
checkStrArg(presence.state, 127, "presence.state", func, true)
checkStrArg(presence.details, 127, "presence.details", func, true)
checkIntArg(presence.startTimestamp, 64, "presence.startTimestamp", func, true)
checkIntArg(presence.endTimestamp, 64, "presence.endTimestamp", func, true)
checkStrArg(presence.largeImageKey, 31, "presence.largeImageKey", func, true)
checkStrArg(presence.largeImageText, 127, "presence.largeImageText", func, true)
checkStrArg(presence.smallImageKey, 31, "presence.smallImageKey", func, true)
checkStrArg(presence.smallImageText, 127, "presence.smallImageText", func, true)
checkStrArg(presence.partyId, 127, "presence.partyId", func, true)
checkIntArg(presence.partySize, 32, "presence.partySize", func, true)
checkIntArg(presence.partyMax, 32, "presence.partyMax", func, true)
checkStrArg(presence.matchSecret, 127, "presence.matchSecret", func, true)
checkStrArg(presence.joinSecret, 127, "presence.joinSecret", func, true)
checkStrArg(presence.spectateSecret, 127, "presence.spectateSecret", func, true)
checkIntArg(presence.instance, 8, "presence.instance", func, true)
local cpresence = ffi.new("struct DiscordRichPresence")
cpresence.state = presence.state
cpresence.details = presence.details
cpresence.startTimestamp = presence.startTimestamp or 0
cpresence.endTimestamp = presence.endTimestamp or 0
cpresence.largeImageKey = presence.largeImageKey
cpresence.largeImageText = presence.largeImageText
cpresence.smallImageKey = presence.smallImageKey
cpresence.smallImageText = presence.smallImageText
cpresence.partyId = presence.partyId
cpresence.partySize = presence.partySize or 0
cpresence.partyMax = presence.partyMax or 0
cpresence.matchSecret = presence.matchSecret
cpresence.joinSecret = presence.joinSecret
cpresence.spectateSecret = presence.spectateSecret
cpresence.instance = presence.instance or 0
discordRPClib.Discord_UpdatePresence(cpresence)
end
function discordRPC.clearPresence()
discordRPClib.Discord_ClearPresence()
end
local replyMap = {
no = 0,
yes = 1,
ignore = 2
}
-- maybe let reply take ints too (0, 1, 2) and add constants to the module
function discordRPC.respond(userId, reply)
checkStrArg(userId, nil, "userId", "discordRPC.respond")
assert(replyMap[reply], "Argument 'reply' to discordRPC.respond has to be one of \"yes\", \"no\" or \"ignore\"")
discordRPClib.Discord_Respond(userId, replyMap[reply])
end
-- garbage collection callback
getmetatable(discordRPC.gcDummy).__gc = function()
discordRPC.shutdown()
ready_proxy:free()
disconnected_proxy:free()
errored_proxy:free()
joinGame_proxy:free()
spectateGame_proxy:free()
joinRequest_proxy:free()
end
return discordRPC

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@ -10,6 +10,10 @@ sounds = {
}, },
move = love.audio.newSource("res/se/move.wav", "static"), move = love.audio.newSource("res/se/move.wav", "static"),
bottom = love.audio.newSource("res/se/bottom.wav", "static"), bottom = love.audio.newSource("res/se/bottom.wav", "static"),
cursor = love.audio.newSource("res/se/cursor.wav", "static"),
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
} }
function playSE(sound, subsound) function playSE(sound, subsound)

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@ -1,4 +1,45 @@
discordRPC = require("discordRPC")
appId = "599778517789573120"
function discordRPC.ready(userId, username, discriminator, avatar)
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
end
function discordRPC.disconnected(errorCode, message)
print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
end
function discordRPC.errored(errorCode, message)
print(string.format("Discord: error (%d: %s)", errorCode, message))
end
function discordRPC.joinGame(joinSecret)
print(string.format("Discord: join (%s)", joinSecret))
end
function discordRPC.spectateGame(spectateSecret)
print(string.format("Discord: spectate (%s)", spectateSecret))
end
function discordRPC.joinRequest(userId, username, discriminator, avatar)
print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
discordRPC.respond(userId, "yes")
end
function love.load() function love.load()
discordRPC.initialize(appId, true)
local now = os.time(os.date("*t"))
presence = {
startTimestamp = now,
details = "Loading game...",
state = "",
largeImageKey = "icon2",
largeImageText = "Original game by Joe Zeng",
smallImageKey = "",
smallImageText = ""
}
math.randomseed(os.time()) math.randomseed(os.time())
highscores = {} highscores = {}
require "load.graphics" require "load.graphics"

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@ -5,6 +5,13 @@ function GameScene:new(game_mode, ruleset)
self.game = game_mode() self.game = game_mode()
self.ruleset = ruleset() self.ruleset = ruleset()
self.game:initialize(self.ruleset) self.game:initialize(self.ruleset)
if game_mode.name == "Demon Mode" and math.random(1, 7) == 7 then
presence.details = "Suffering"
else
presence.details = "In game"
end
presence.state = game_mode.name
discordRPC.updatePresence(presence)
end end
function GameScene:update() function GameScene:update()

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@ -22,6 +22,10 @@ function ConfigScene:new()
-- load current config -- load current config
self.config = config.input self.config = config.input
self.input_state = 1 self.input_state = 1
presence.details = "In menus"
presence.state = "Changing input config"
discordRPC.updatePresence(presence)
end end
function ConfigScene:update() function ConfigScene:update()

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@ -11,7 +11,7 @@ game_modes = {
--require 'tetris.modes.strategy', --require 'tetris.modes.strategy',
--require 'tetris.modes.interval_training', --require 'tetris.modes.interval_training',
--require 'tetris.modes.pacer_test', --require 'tetris.modes.pacer_test',
--require 'tetris.modes.demon_mode', require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania', require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2', require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n', require 'tetris.modes.phantom_mania_n',
@ -47,6 +47,9 @@ function ModeSelectScene:new()
ruleset = current_ruleset, ruleset = current_ruleset,
select = "mode", select = "mode",
} }
presence.details = "In menus"
presence.state = "Choosing a mode"
discordRPC.updatePresence(presence)
end end
function ModeSelectScene:update() function ModeSelectScene:update()
@ -92,15 +95,19 @@ function ModeSelectScene:onKeyPress(e)
current_ruleset = self.menu_state.ruleset current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode config.current_mode = current_mode
config.current_ruleset = current_ruleset config.current_ruleset = current_ruleset
playSE("mode_decide")
saveConfig() saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset]) scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
self:changeOption(-1) self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1) self:changeOption(1)
playSE("cursor")
elseif (e.scancode == config.input["left"] or e.scancode == "left") or elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then (e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect() self:switchSelect()
playSE("cursor_lr")
elseif e.scancode == "escape" then elseif e.scancode == "escape" then
scene = TitleScene() scene = TitleScene()
end end

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@ -6,8 +6,13 @@ local main_menu_screens = {
ExitScene, ExitScene,
} }
local mainmenuidle = {"Idle", "Twiddling their thumbs", "Admiring the main menu's BG", "Waiting for spring to come"}
function TitleScene:new() function TitleScene:new()
self.main_menu_state = 1 self.main_menu_state = 1
presence.details = "In menus"
presence.state = mainmenuidle[math.random(#mainmenuidle)]
discordRPC.updatePresence(presence)
end end
function TitleScene:update() function TitleScene:update()
@ -39,11 +44,14 @@ end
function TitleScene:onKeyPress(e) function TitleScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then if e.scancode == "return" and e.isRepeat == false then
playSE("main_decide")
scene = main_menu_screens[self.main_menu_state]() scene = main_menu_screens[self.main_menu_state]()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
self:changeOption(-1) self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1) self:changeOption(1)
playSE("cursor")
elseif e.scancode == "escape" and e.isRepeat == false then elseif e.scancode == "escape" and e.isRepeat == false then
love.event.quit() love.event.quit()
end end