mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 03:29:02 -06:00
Started work on replay select menu.
This commit is contained in:
parent
6c4551ebef
commit
71ada76a00
2
main.lua
2
main.lua
@ -35,6 +35,8 @@ function love.load()
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end
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end
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function initModules()
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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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game_modes = {}
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mode_list = love.filesystem.getDirectoryItems("tetris/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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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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ExitScene = require "scene.exit"
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GameScene = require "scene.game"
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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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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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KeyConfigScene = require "scene.key_config"
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StickConfigScene = require "scene.stick_config"
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StickConfigScene = require "scene.stick_config"
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InputConfigScene = require "scene.input_config"
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InputConfigScene = require "scene.input_config"
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11
scene/replay.lua
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11
scene/replay.lua
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@ -0,0 +1,11 @@
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local ReplayScene = Scene:extend()
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ReplayScene.title = "Replay"
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require 'load.save'
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function ReplayScene:new(replay, inputs)
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-- TODO
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end
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return ReplayScene
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148
scene/replay_select.lua
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148
scene/replay_select.lua
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@ -0,0 +1,148 @@
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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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replays[i] = binser.deserialize(love.filesystem.read("replays/"..replay_file_list[i]))
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end
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-- TODO sort replays list
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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 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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self:changeOption(self.das_up and -1 or 1)
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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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end
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love.graphics.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 20, 258, 240, 22)
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love.graphics.setFont(font_3x5_2)
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for idx, replay in pairs(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 = replay["mode"].." "..replay["ruleset"].." "..replay["timer"].." "..replay["level"].." "..os.date("%c", replay["timestamp"])
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love.graphics.printf(display_string, 40, (260 - 20*(self.menu_state.replay)) + 20 * idx, 200, "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 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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scene = ReplayScene(
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replays[self.menu_state.replay],
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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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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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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 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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local main_menu_screens = {
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ModeSelectScene,
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ModeSelectScene,
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ReplaySelectScene,
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SettingsScene,
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SettingsScene,
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CreditsScene,
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CreditsScene,
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ExitScene,
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ExitScene,
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@ -360,21 +360,41 @@ function GameMode:onGameOver()
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if self.game_over_frames < animation_length then
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if self.game_over_frames < animation_length then
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-- Show field for a bit, then fade out.
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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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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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elseif self.game_over_frames == 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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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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-- Save replay.
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local replay = {}
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local replay = {}
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replay["inputs"] = self.replay_inputs
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replay["inputs"] = self.replay_inputs
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replay["pieces"] = self.replay_pieces
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replay["pieces"] = self.replay_pieces
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replay["mode"] = self.name
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replay["mode"] = self.name
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replay["ruleset"] = self.ruleset.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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if love.filesystem.getInfo("replays") == nil then
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love.filesystem.createDirectory("replays")
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love.filesystem.createDirectory("replays")
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end
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end
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local replay_number = table.getn(love.filesystem.getDirectoryItems("replays")) + 1
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local replay_files = love.filesystem.getDirectoryItems("replays")
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love.filesystem.write("replays/"..replay_number..".lua", binser.serialize(replay))
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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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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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alpha = 1
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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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