mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
Changed indentation to hard tabs.
This commit is contained in:
@@ -2,23 +2,23 @@ local GameScene = Scene:extend()
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require 'load.save'
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function GameScene:new(game_mode, ruleset)
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self.retry_mode = game_mode
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self.retry_ruleset = ruleset
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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.ruleset = ruleset()
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self.game:initialize(self.ruleset)
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self.inputs = {
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left=false,
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right=false,
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up=false,
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down=false,
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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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self.inputs = {
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left=false,
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right=false,
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up=false,
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down=false,
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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 = self.game.rpc_details,
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state = self.game.name,
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@@ -27,10 +27,10 @@ end
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function GameScene:update()
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if love.window.hasFocus() then
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local inputs = {}
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for input, value in pairs(self.inputs) do
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inputs[input] = value
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end
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local inputs = {}
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for input, value in pairs(self.inputs) do
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inputs[input] = value
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end
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self.game:update(inputs, self.ruleset)
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end
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@@ -67,24 +67,24 @@ function GameScene:render()
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end
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function GameScene:onInputPress(e)
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if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back") then
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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 = 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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elseif e.input == "menu_back" then
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scene = ModeSelectScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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end
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if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back") then
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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 = 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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elseif e.input == "menu_back" then
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scene = ModeSelectScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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end
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end
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function GameScene:onInputRelease(e)
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if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = false
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end
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if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = false
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end
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end
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function submitHighscore(hash, data)
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@@ -5,10 +5,10 @@ ConfigScene.title = "Game Settings"
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require 'load.save'
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ConfigScene.options = {
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-- this serves as reference to what the options' values mean i guess?
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{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
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{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
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{"world_reverse","World Reverse", {"No" ,"SRS only" ,"Always"}},
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-- this serves as reference to what the options' values mean i guess?
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{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
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{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
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{"world_reverse","World Reverse", {"No" ,"SRS only" ,"Always"}},
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}
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local optioncount = #ConfigScene.options
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@@ -5,8 +5,8 @@ ConfigScene.title = "Input Config"
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require 'load.save'
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local configurable_inputs = {
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"menu_decide",
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"menu_back",
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"menu_decide",
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"menu_back",
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"left",
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"right",
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"up",
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@@ -21,17 +21,17 @@ local configurable_inputs = {
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}
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local function newSetInputs()
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local set_inputs = {}
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for i, input in ipairs(configurable_inputs) do
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set_inputs[input] = false
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end
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return set_inputs
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local set_inputs = {}
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for i, input in ipairs(configurable_inputs) do
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set_inputs[input] = false
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end
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return set_inputs
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end
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function ConfigScene:new()
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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self.set_inputs = newSetInputs()
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self.new_input = {}
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DiscordRPC:update({
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details = "In menus",
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@@ -53,116 +53,116 @@ function ConfigScene:render()
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love.graphics.setFont(font_3x5_2)
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for i, input in ipairs(configurable_inputs) do
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love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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if self.set_inputs[input] then
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love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
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end
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end
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if self.set_inputs[input] then
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love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
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end
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end
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if self.input_state > table.getn(configurable_inputs) then
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love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
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else
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love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
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love.graphics.print("enter, delete, backspace, tab, arrows, and escape can't be changed", 0, 20)
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love.graphics.print("enter, delete, backspace, tab, arrows, and escape can't be changed", 0, 20)
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end
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end
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local function addJoystick(input, name)
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if not input.joysticks then
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input.joysticks = {}
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end
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if not input.joysticks[name] then
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input.joysticks[name] = {}
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end
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if not input.joysticks then
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input.joysticks = {}
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end
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if not input.joysticks[name] then
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input.joysticks[name] = {}
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end
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end
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function ConfigScene:onInputPress(e)
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if e.type == "key" then
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-- enter, delete, backspace, tab, arrows, and escape are reserved and can't be remapped
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if e.scancode == "escape" and config.input then
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scene = TitleScene()
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elseif self.input_state > table.getn(configurable_inputs) then
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if e.scancode == "return" then
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-- save new input, then load next scene
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config.input = self.new_input
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saveConfig()
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scene = TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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elseif e.scancode == "escape" and config.input then
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-- cancel only if there was an input config already
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scene = TitleScene()
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end
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elseif
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e.scancode ~= "delete" and
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e.scancode ~= "backspace" and
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e.scancode ~= "return" and
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e.scancode ~= "left" and
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e.scancode ~= "right" and
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e.scancode ~= "up" and
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e.scancode ~= "down"
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then
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if e.scancode == "tab" then
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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self.input_state = self.input_state + 1
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else
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if not self.new_input.keys then
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self.new_input.keys = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
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self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
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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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elseif string.sub(e.type, 1, 3) == "joy" then
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if self.input_state <= table.getn(configurable_inputs) then
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if e.type == "joybutton" then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].buttons then
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self.new_input.joysticks[e.name].buttons = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jbtn " ..
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e.button ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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elseif e.type == "joyaxis" then
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if math.abs(e.value) >= 0.5 then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].axes then
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self.new_input.joysticks[e.name].axes = {}
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end
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if not self.new_input.joysticks[e.name].axes[e.axis] then
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self.new_input.joysticks[e.name].axes[e.axis] = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jaxis " ..
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(e.value >= 0.5 and "+" or "-") .. e.axis ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].axes[e.axis][e.value >= 0.5 and "positive" or "negative"] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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end
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elseif e.type == "joyhat" then
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if e.direction ~= "c" then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].hats then
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self.new_input.joysticks[e.name].hats = {}
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end
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if not self.new_input.joysticks[e.name].hats[e.hat] then
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self.new_input.joysticks[e.name].hats[e.hat] = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jhat " ..
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e.hat .. " " .. e.direction ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
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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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end
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if e.type == "key" then
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-- enter, delete, backspace, tab, arrows, and escape are reserved and can't be remapped
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if e.scancode == "escape" and config.input then
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scene = TitleScene()
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elseif self.input_state > table.getn(configurable_inputs) then
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if e.scancode == "return" then
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-- save new input, then load next scene
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config.input = self.new_input
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saveConfig()
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scene = TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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elseif e.scancode == "escape" and config.input then
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-- cancel only if there was an input config already
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scene = TitleScene()
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end
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elseif
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e.scancode ~= "delete" and
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e.scancode ~= "backspace" and
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e.scancode ~= "return" and
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e.scancode ~= "left" and
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e.scancode ~= "right" and
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e.scancode ~= "up" and
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e.scancode ~= "down"
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then
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if e.scancode == "tab" then
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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self.input_state = self.input_state + 1
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else
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if not self.new_input.keys then
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self.new_input.keys = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
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self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
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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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elseif string.sub(e.type, 1, 3) == "joy" then
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if self.input_state <= table.getn(configurable_inputs) then
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if e.type == "joybutton" then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].buttons then
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self.new_input.joysticks[e.name].buttons = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jbtn " ..
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e.button ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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elseif e.type == "joyaxis" then
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if math.abs(e.value) >= 0.5 then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].axes then
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self.new_input.joysticks[e.name].axes = {}
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end
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if not self.new_input.joysticks[e.name].axes[e.axis] then
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self.new_input.joysticks[e.name].axes[e.axis] = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jaxis " ..
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(e.value >= 0.5 and "+" or "-") .. e.axis ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].axes[e.axis][e.value >= 0.5 and "positive" or "negative"] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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end
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elseif e.type == "joyhat" then
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if e.direction ~= "c" then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].hats then
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self.new_input.joysticks[e.name].hats = {}
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end
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if not self.new_input.joysticks[e.name].hats[e.hat] then
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self.new_input.joysticks[e.name].hats[e.hat] = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jhat " ..
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e.hat .. " " .. e.direction ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
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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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end
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end
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return ConfigScene
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@@ -26,7 +26,7 @@ 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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state = mainmenuidle[math.random(#mainmenuidle)],
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})
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end
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Block a user