commit
710f658540
2
main.lua
2
main.lua
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@ -35,6 +35,8 @@ function love.load()
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end
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function initModules()
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-- replays are not loaded here, but they are cleared
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replays = {}
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game_modes = {}
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mode_list = love.filesystem.getDirectoryItems("tetris/modes")
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for i=1,#mode_list do
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@ -10,7 +10,9 @@ function Scene:onInputRelease() end
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ExitScene = require "scene.exit"
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GameScene = require "scene.game"
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ReplayScene = require "scene.replay"
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ModeSelectScene = require "scene.mode_select"
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ReplaySelectScene = require "scene.replay_select"
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KeyConfigScene = require "scene.key_config"
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StickConfigScene = require "scene.stick_config"
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InputConfigScene = require "scene.input_config"
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@ -0,0 +1,71 @@
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local Sequence = require 'tetris.randomizers.fixed_sequence'
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local ReplayScene = Scene:extend()
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ReplayScene.title = "Replay"
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function ReplayScene:new(replay, game_mode, ruleset, inputs)
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self.secret_inputs = inputs
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self.game = game_mode(self.secret_inputs)
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self.ruleset = ruleset(self.game)
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-- Replace piece randomizer with replay piece sequence
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local randomizer = Sequence(table.keys(ruleset.colourscheme))
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randomizer.sequence = replay["pieces"]
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self.game:initializeReplay(self.ruleset, randomizer)
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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.paused = false
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self.replay = replay
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self.replay_index = 1
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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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largeImageKey = "ingame-"..self.game:getBackground().."00"
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})
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end
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function ReplayScene:update()
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if love.window.hasFocus() and not self.paused then
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self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
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self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
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if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
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self.replay_index = self.replay_index + 1
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end
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local input_copy = {}
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for input, value in pairs(self.inputs) do
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input_copy[input] = value
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end
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self.game:update(input_copy, self.ruleset)
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self.game.grid:update()
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DiscordRPC:update({
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largeImageKey = "ingame-"..self.game:getBackground().."00"
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})
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end
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end
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function ReplayScene:render()
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self.game:draw(self.paused)
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end
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function ReplayScene:onInputPress(e)
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if (e.input == "menu_back") then
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self.game:onExit()
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scene = ReplaySelectScene()
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elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
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self.paused = not self.paused
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if self.paused then pauseBGM()
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else resumeBGM() end
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end
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end
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return ReplayScene
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@ -0,0 +1,235 @@
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local ReplaySelectScene = Scene:extend()
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ReplaySelectScene.title = "Replays"
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local binser = require 'libs.binser'
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current_replay = 1
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function ReplaySelectScene:new()
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-- reload custom modules
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initModules()
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-- load replays
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replays = {}
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replay_file_list = love.filesystem.getDirectoryItems("replays")
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for i=1,#replay_file_list do
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local data = love.filesystem.read("replays/"..replay_file_list[i])
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local new_replay = binser.deserialize(data)[1]
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-- Insert, sorting by date played, newest first
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local start_index, mid_index, end_index = 1, 1, i
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if i ~= 1 then
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while start_index <= end_index do
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mid_index = math.floor((start_index + end_index) / 2)
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if os.difftime(replays[mid_index]["timestamp"], new_replay["timestamp"]) <= 0 then
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-- search first half
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end_index = mid_index - 1
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else
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-- search second half
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start_index = mid_index + 1
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end
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end
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end
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table.insert(replays, mid_index, new_replay)
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end
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self.display_error = false
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if table.getn(replays) == 0 then
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self.display_warning = true
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current_replay = 1
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else
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self.display_warning = false
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if current_replay > table.getn(replays) then
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current_replay = 1
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end
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end
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self.menu_state = {
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replay = current_replay,
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}
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self.secret_inputs = {}
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self.das = 0
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DiscordRPC:update({
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details = "In menus",
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state = "Choosing a replay",
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largeImageKey = "ingame-000"
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})
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end
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function ReplaySelectScene:update()
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switchBGM(nil) -- experimental
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if self.das_up or self.das_down or self.das_left or self.das_right then
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self.das = self.das + 1
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else
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self.das = 0
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end
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if self.das >= 15 then
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local change = 0
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if self.das_up then
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change = -1
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elseif self.das_down then
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change = 1
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elseif self.das_left then
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change = -9
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elseif self.das_right then
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change = 9
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end
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self:changeOption(change)
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self.das = self.das - 4
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end
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DiscordRPC:update({
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details = "In menus",
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state = "Choosing a replay",
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largeImageKey = "ingame-000"
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})
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end
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function ReplaySelectScene:render()
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love.graphics.draw(
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backgrounds[0],
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0, 0, 0,
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0.5, 0.5
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)
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-- Same graphic as mode select
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love.graphics.draw(misc_graphics["select_mode"], 20, 40)
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if self.display_warning then
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(
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"You have no replays.",
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80, 200, 480, "center"
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)
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf(
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"Come back to this menu after playing some games. " ..
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"Press any button to return to the main menu.",
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80, 250, 480, "center"
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)
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return
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elseif self.display_error then
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(
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"You are missing this mode or ruleset.",
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80, 200, 480, "center"
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)
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love.graphics.setFont(font_3x5_2)
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love.graphics.printf(
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"Come back after getting the proper mode or ruleset. " ..
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"Press any button to return to the main menu.",
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80, 250, 480, "center"
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)
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return
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end
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love.graphics.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 3, 258, 634, 22)
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love.graphics.setFont(font_3x5_2)
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for idx, replay in ipairs(replays) do
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if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then
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local display_string = os.date("%c", replay["timestamp"]).." "..replay["mode"].." "..replay["ruleset"]
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if replay["level"] ~= nil then
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display_string = display_string.." Level: "..replay["level"]
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end
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if replay["timer"] ~= nil then
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display_string = display_string.." Time: "..formatTime(replay["timer"])
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end
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love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
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end
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end
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end
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function ReplaySelectScene:onInputPress(e)
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if (self.display_warning or self.display_error) and e.input then
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scene = TitleScene()
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elseif e.type == "wheel" then
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if e.x % 2 == 1 then
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self:switchSelect()
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end
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if e.y ~= 0 then
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self:changeOption(-e.y)
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end
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elseif e.input == "menu_decide" or e.scancode == "return" then
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current_replay = self.menu_state.replay
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-- Same as mode decide
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playSE("mode_decide")
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-- Get game mode and ruleset
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local mode
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local rules
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for key, value in pairs(game_modes) do
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if value.name == replays[self.menu_state.replay]["mode"] then
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mode = value
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break
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end
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end
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for key, value in pairs(rulesets) do
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if value.name == replays[self.menu_state.replay]["ruleset"] then
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rules = value
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break
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end
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end
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if mode == nil or rules == nil then
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self.display_error = true
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return
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end
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-- TODO compare replay versions to current versions for Cambridge, ruleset, and mode
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scene = ReplayScene(
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replays[self.menu_state.replay],
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mode,
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rules,
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self.secret_inputs
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)
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elseif e.input == "up" or e.scancode == "up" then
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self:changeOption(-1)
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self.das_up = true
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self.das_down = nil
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self.das_left = nil
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self.das_right = nil
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elseif e.input == "down" or e.scancode == "down" then
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self:changeOption(1)
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self.das_down = true
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self.das_up = nil
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self.das_left = nil
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self.das_right = nil
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elseif e.input == "left" or e.scancode == "left" then
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self:changeOption(-9)
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self.das_left = true
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self.das_right = nil
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self.das_up = nil
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self.das_down = nil
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elseif e.input == "right" or e.scancode == "right" then
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self:changeOption(9)
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self.das_right = true
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self.das_left = nil
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self.das_up = nil
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self.das_down = nil
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
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scene = TitleScene()
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elseif e.input then
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self.secret_inputs[e.input] = true
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end
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end
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function ReplaySelectScene:onInputRelease(e)
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if e.input == "up" or e.scancode == "up" then
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self.das_up = nil
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elseif e.input == "down" or e.scancode == "down" then
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self.das_down = nil
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elseif e.input == "right" or e.scancode == "right" then
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self.das_right = nil
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elseif e.input == "left" or e.scancode == "left" then
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self.das_left = nil
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elseif e.input then
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self.secret_inputs[e.input] = false
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end
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end
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function ReplaySelectScene:changeOption(rel)
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local len = table.getn(replays)
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self.menu_state.replay = Mod1(self.menu_state.replay + rel, len)
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playSE("cursor")
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end
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return ReplaySelectScene
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@ -5,6 +5,7 @@ TitleScene.restart_message = false
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local main_menu_screens = {
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ModeSelectScene,
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ReplaySelectScene,
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SettingsScene,
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CreditsScene,
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ExitScene,
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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 Randomizer = require 'tetris.randomizers.randomizer'
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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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@ -72,6 +73,9 @@ function GameMode:new(secret_inputs)
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self.section_start_time = 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.replay_inputs = {}
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self.replay_pieces = ""
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self.save_replay = true
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end
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function GameMode:getARR() return 1 end
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@ -86,6 +90,7 @@ function GameMode:getGravity() return 1/64 end
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function GameMode:getNextPiece(ruleset)
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local shape = self.used_randomizer:nextPiece()
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self.replay_pieces = self.replay_pieces..shape
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return {
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skin = self:getSkin(),
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shape = shape,
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@ -114,6 +119,17 @@ function GameMode:initialize(ruleset)
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self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
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end
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function GameMode:initializeReplay(ruleset, randomizer)
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self.used_randomizer = randomizer
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self.save_replay = false
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self.ruleset = ruleset
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for i = 1, math.max(self.next_queue_length, 1) do
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table.insert(self.next_queue, self:getNextPiece(ruleset))
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end
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self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
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self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
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end
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function GameMode:update(inputs, ruleset)
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if self.game_over or self.completed then
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self.game_over_frames = self.game_over_frames + 1
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@ -129,6 +145,25 @@ function GameMode:update(inputs, ruleset)
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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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if self.prev_inputs["left"] ~= inputs["left"] or self.prev_inputs["right"] ~= inputs["right"]
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or self.prev_inputs["down"] ~= inputs["down"] or self.prev_inputs["up"] ~= inputs["up"]
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or self.prev_inputs["rotate_left"] ~= inputs["rotate_left"] or self.prev_inputs["rotate_right"] ~= inputs["rotate_right"]
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or self.prev_inputs["hold"] ~= inputs["hold"] or self.prev_inputs["rotate_180"] ~= inputs["rotate_180"]
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or self.prev_inputs["rotate_left2"] ~= inputs["rotate_left2"] or self.prev_inputs["rotate_right2"] ~= inputs["rotate_right2"] 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"] = {}
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new_inputs["frames"] = 1
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for key, value in pairs(inputs) do
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new_inputs["inputs"][key] = value
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end
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self.replay_inputs[#self.replay_inputs + 1] = new_inputs
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else
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-- add 1 to input frame counter
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self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
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end
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-- advance one frame
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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@ -336,7 +371,41 @@ function GameMode:onGameOver()
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switchBGM(nil)
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local alpha = 0
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local animation_length = 120
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if self.game_over_frames < animation_length then
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if self.game_over_frames == 1 then
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alpha = 1
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if self.save_replay 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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replay["timer"] = self.frames
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replay["score"] = self.score
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replay["level"] = self.level
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replay["lines"] = self.lines
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replay["gamesettings"] = config.gamesettings
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replay["timestamp"] = os.time()
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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_files = love.filesystem.getDirectoryItems("replays")
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-- Select replay filename that doesn't collide with an existing one
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local replay_number = 0
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local collision = true
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while collision do
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collision = false
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replay_number = replay_number + 1
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for key, file in pairs(replay_files) do
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if file == replay_number..".rply" then
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collision = true
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break
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end
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end
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end
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love.filesystem.write("replays/"..replay_number..".rply", binser.serialize(replay))
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end
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elseif self.game_over_frames < animation_length then
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-- Show field for a bit, then fade out.
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alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
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elseif self.game_over_frames < 2 * animation_length then
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