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synced 2024-11-22 09:09:02 -06:00
Added replay saving.
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commit
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@ -7,6 +7,7 @@ local playedGoSE = false
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local Grid = require 'tetris.components.grid'
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local Grid = require 'tetris.components.grid'
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local Randomizer = require 'tetris.randomizers.randomizer'
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local Randomizer = require 'tetris.randomizers.randomizer'
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local BagRandomizer = require 'tetris.randomizers.bag'
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local BagRandomizer = require 'tetris.randomizers.bag'
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local binser = require 'libs.binser'
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local GameMode = Object:extend()
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local GameMode = Object:extend()
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@ -72,6 +73,8 @@ function GameMode:new(secret_inputs)
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self.section_start_time = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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self.secondary_section_times = { [0] = 0 }
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self.secondary_section_times = { [0] = 0 }
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self.replay_inputs = {}
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self.replay_pieces = {}
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end
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end
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function GameMode:getARR() return 1 end
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function GameMode:getARR() return 1 end
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@ -86,6 +89,7 @@ function GameMode:getGravity() return 1/64 end
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function GameMode:getNextPiece(ruleset)
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function GameMode:getNextPiece(ruleset)
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local shape = self.used_randomizer:nextPiece()
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local shape = self.used_randomizer:nextPiece()
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table.insert(self.replay_pieces,shape)
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return {
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return {
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skin = self:getSkin(),
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skin = self:getSkin(),
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shape = shape,
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shape = shape,
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@ -98,6 +102,10 @@ function GameMode:getSkin()
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end
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end
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function GameMode:initialize(ruleset)
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function GameMode:initialize(ruleset)
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local dummy_entry = {}
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dummy_entry["inputs"] = {}
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dummy_entry["frames"] = 0
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table.insert(self.replay_inputs, dummy_entry)
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-- generate next queue
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-- generate next queue
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self.used_randomizer = (
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self.used_randomizer = (
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table.equalvalues(
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table.equalvalues(
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@ -129,6 +137,19 @@ function GameMode:update(inputs, ruleset)
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end
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end
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end
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end
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-- check if inputs have changed since last frame
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local last_input_index = table.maxn(self.replay_inputs)
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if self.replay_inputs[last_input_index]["inputs"] ~= inputs then
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-- insert new inputs into replay inputs table
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local new_inputs = {}
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new_inputs["inputs"] = inputs
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new_inputs["frames"] = 0
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table.insert(self.replay_inputs,new_inputs)
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else
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-- add 1 to input frame counter
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self.replay_inputs[last_input_index]["frames"] = self.replay_inputs[last_input_index]["frames"] + 1
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end
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-- advance one frame
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-- advance one frame
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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@ -342,6 +363,18 @@ function GameMode:onGameOver()
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elseif self.game_over_frames < 2 * animation_length then
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elseif self.game_over_frames < 2 * animation_length then
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-- Keep field hidden for a short time, then pop it back in (for screenshots).
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-- Keep field hidden for a short time, then pop it back in (for screenshots).
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alpha = 1
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alpha = 1
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elseif self.game_over_frames == 2 * animation_length then
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-- Save replay.
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local replay = {}
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replay["inputs"] = self.replay_inputs
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replay["pieces"] = self.replay_pieces
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replay["mode"] = self.name
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replay["ruleset"] = self.ruleset.name
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if love.filesystem.getInfo("replays") == nil then
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love.filesystem.createDirectory("replays")
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end
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local replay_number = table.getn(love.filesystem.getDirectoryItems("replays")) + 1
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love.filesystem.write("replays/"..replay_number..".lua", binser.serialize(replay))
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end
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end
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love.graphics.setColor(0, 0, 0, alpha)
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love.graphics.setColor(0, 0, 0, alpha)
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love.graphics.rectangle(
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love.graphics.rectangle(
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