Added extra buttons:

- Implemented retry button*
- Escape on mode select sends you to title screen
- Escape on title screen closes the game
- Added "Exit Game" entry on title screen, closes the game when selected

*Pardon my angry comment in `scene/game.lua`.
pull/1/head
Oshisaure 2020-10-08 04:56:46 +01:00
parent a4984fd687
commit 5606251ea7
8 changed files with 43 additions and 2 deletions

View File

@ -7,6 +7,7 @@ function Scene:update() end
function Scene:render() end
function Scene:onKeyPress() end
ExitScene = require "scene.exit"
GameScene = require "scene.game"
ModeSelectScene = require "scene.mode_select"
InputConfigScene = require "scene.input_config"

23
scene/exit.lua Normal file
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@ -0,0 +1,23 @@
local ExitScene = Scene:extend()
require 'load.save'
ExitScene.title = "Exit Game"
function ExitScene:new()
end
function ExitScene:update()
love.event.quit()
end
function ExitScene:render()
end
function ExitScene:changeOption(rel)
end
function ExitScene:onKeyPress(e)
end
return ExitScene

View File

@ -57,11 +57,21 @@ end
function GameScene:onKeyPress(e)
if (self.game.completed) and
e.scancode == "return" and e.isRepeat == false then
(e.scancode == "return" or e.scancode == "escape") and e.isRepeat == false then
highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry)
scene = ModeSelectScene()
elseif (e.scancode == config.input.retry) then
-- fuck this, this is hacky but the way this codebase is setup prevents anything else
-- it seems like all the values that get touched in the child gamemode class
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
-- the core organisation of everything. this hacky way will have to do until someone figures out something.
love.keypressed("escape", "escape", false)
love.keypressed("return", "return", false)
elseif e.scancode == "escape" then
scene = ModeSelectScene()
end
end

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@ -15,6 +15,7 @@ local configurable_inputs = {
"rotate_right2",
"rotate_180",
"hold",
"retry",
}
function ConfigScene:new()

View File

@ -100,6 +100,8 @@ function ModeSelectScene:onKeyPress(e)
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect()
elseif e.scancode == "escape" then
scene = TitleScene()
end
end

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@ -3,6 +3,7 @@ local TitleScene = Scene:extend()
local main_menu_screens = {
ModeSelectScene,
InputConfigScene,
ExitScene,
}
function TitleScene:new()
@ -43,6 +44,8 @@ function TitleScene:onKeyPress(e)
self:changeOption(-1)
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
elseif e.scancode == "escape" and e.isRepeat == false then
love.event.quit()
end
end

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@ -15,7 +15,7 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
function MarathonA2Game:new()
MarathonA2Game.super:new()
self.super:new()
self.big_mode = true
self.roll_frames = 0
self.combo = 1

View File

@ -68,6 +68,7 @@ end
function GameMode:initialize(ruleset)
-- generate next queue
self:new()
for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end