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synced 2024-11-24 19:09:02 -06:00
Catch up to main, and push changes to sfx
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2
.gitattributes
vendored
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2
.gitattributes
vendored
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@ -0,0 +1,2 @@
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# Auto detect text files and perform LF normalization
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* text=auto
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126
load/sounds.lua
126
load/sounds.lua
@ -1,63 +1,101 @@
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sounds = {
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blocks = {
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I = love.audio.newSource("res/se/piece_i.wav", "static"),
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J = love.audio.newSource("res/se/piece_j.wav", "static"),
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L = love.audio.newSource("res/se/piece_l.wav", "static"),
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O = love.audio.newSource("res/se/piece_o.wav", "static"),
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S = love.audio.newSource("res/se/piece_s.wav", "static"),
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T = love.audio.newSource("res/se/piece_t.wav", "static"),
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Z = love.audio.newSource("res/se/piece_z.wav", "static")
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I = "res/se/piece_i.wav",
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J = "res/se/piece_j.wav",
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L = "res/se/piece_l.wav",
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O = "res/se/piece_o.wav",
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S = "res/se/piece_s.wav",
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T = "res/se/piece_t.wav",
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Z = "res/se/piece_z.wav"
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},
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move = love.audio.newSource("res/se/move.wav", "static"),
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bottom = love.audio.newSource("res/se/bottom.wav", "static"),
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cursor = love.audio.newSource("res/se/cursor.wav", "static"),
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cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
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main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
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mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
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lock = love.audio.newSource("res/se/lock.wav", "static"),
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hold = love.audio.newSource("res/se/hold.wav", "static"),
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erase = love.audio.newSource("res/se/erase.wav", "static"),
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fall = love.audio.newSource("res/se/fall.wav", "static"),
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ready = love.audio.newSource("res/se/ready.wav", "static"),
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go = love.audio.newSource("res/se/go.wav", "static"),
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irs = love.audio.newSource("res/se/irs.wav", "static"),
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ihs = love.audio.newSource("res/se/ihs.wav", "static"),
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move = "res/se/move.wav",
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rotate = "res/se/rotate.wav",
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kick = "res/se/kick.wav",
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bottom = "res/se/bottom.wav",
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cursor = "res/se/cursor.wav",
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cursor_lr = "res/se/cursor_lr.wav",
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main_decide = "res/se/main_decide.wav",
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mode_decide = "res/se/mode_decide.wav",
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lock = "res/se/lock.wav",
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hold = "res/se/hold.wav",
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erase = {
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single = "res/se/single.wav",
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double = "res/se/double.wav",
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triple = "res/se/triple.wav",
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quad = "res/se/quad.wav"
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},
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fall = "res/se/fall.wav",
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ready = "res/se/ready.wav",
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go = "res/se/go.wav",
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irs = "res/se/irs.wav",
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ihs = "res/se/ihs.wav",
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-- a secret sound!
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welcome = love.audio.newSource("res/se/welcomeToCambridge.wav", "static"),
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welcome = "res/se/welcomeToCambridge.wav",
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}
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-- Replace each sound effect string with its love audiosource counterpart, but only if it exists. This lets the game handle missing SFX.
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for k,v in pairs(sounds) do
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if(type(v) == "table") then
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-- list of subsounds
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for k2,v2 in pairs(v) do
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if(love.filesystem.getInfo(sounds[k][k2])) then
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-- this file exists
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sounds[k][k2] = love.audio.newSource(sounds[k][k2], "static")
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else
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sounds[k][k2] = nil
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end
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end
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else
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if(love.filesystem.getInfo(sounds[k])) then
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-- this file exists
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print("Successfully converted " .. v)
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sounds[k] = love.audio.newSource(sounds[k], "static")
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else
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sounds[k] = nil
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end
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end
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end
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function playSE(sound, subsound)
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if sound ~= nil then
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if subsound ~= nil then
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sounds[sound][subsound]:setVolume(config.sfx_volume)
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if sounds[sound][subsound]:isPlaying() then
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sounds[sound][subsound]:stop()
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if sounds[sound] then
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if subsound ~= nil then
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if sounds[sound][subsound] then
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sounds[sound][subsound]:setVolume(config.sfx_volume)
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if sounds[sound][subsound]:isPlaying() then
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sounds[sound][subsound]:stop()
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end
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sounds[sound][subsound]:play()
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end
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else
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sounds[sound]:setVolume(config.sfx_volume)
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if sounds[sound]:isPlaying() then
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sounds[sound]:stop()
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end
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sounds[sound]:play()
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end
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sounds[sound][subsound]:play()
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else
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sounds[sound]:setVolume(config.sfx_volume)
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if sounds[sound]:isPlaying() then
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sounds[sound]:stop()
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end
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sounds[sound]:play()
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end
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end
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end
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function playSEOnce(sound, subsound)
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if sound ~= nil then
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if subsound ~= nil then
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sounds[sound][subsound]:setVolume(config.sfx_volume)
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if sounds[sound][subsound]:isPlaying() then
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return
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if sounds[sound] then
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if subsound ~= nil then
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if sounds[sound][subsound] then
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sounds[sound][subsound]:setVolume(config.sfx_volume)
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if sounds[sound][subsound]:isPlaying() then
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return
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end
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sounds[sound][subsound]:play()
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end
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else
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sounds[sound]:setVolume(config.sfx_volume)
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if sounds[sound]:isPlaying() then
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return
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end
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sounds[sound]:play()
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end
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sounds[sound][subsound]:play()
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else
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sounds[sound]:setVolume(config.sfx_volume)
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if sounds[sound]:isPlaying() then
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return
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end
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sounds[sound]:play()
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end
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end
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end
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BIN
res/se/double.wav
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BIN
res/se/double.wav
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Binary file not shown.
BIN
res/se/quad.wav
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BIN
res/se/quad.wav
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Binary file not shown.
BIN
res/se/single.wav
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BIN
res/se/single.wav
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Binary file not shown.
BIN
res/se/triple.wav
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BIN
res/se/triple.wav
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Binary file not shown.
@ -269,7 +269,8 @@ function GameMode:update(inputs, ruleset)
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end
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if cleared_row_count > 0 then
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playSE("erase")
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local row_count_names = {"single","double","triple","quad"}
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playSE("erase",row_count_names[cleared_row_count] or "quad")
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self.lcd = self:getLineClearDelay()
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self.last_lcd = self.lcd
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self.are = (
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@ -100,10 +100,12 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
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if (grid:canPlacePiece(new_piece)) then
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piece:setRelativeRotation(rot_dir)
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self:onPieceRotate(piece, grid)
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playSE("rotate")
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else
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if not(initial and self.enable_IRS_wallkicks == false) then
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self:attemptWallkicks(piece, new_piece, rot_dir, grid)
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end
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playSE("kick")
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end
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end
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