Replays now replay inputs properly, and replay list has fast scroll.
parent
a5750e4959
commit
81ab7cd4de
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@ -2,10 +2,65 @@ 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, 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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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.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:new(replay, inputs)
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-- TODO
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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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@ -20,9 +20,6 @@ function ReplaySelectScene:new()
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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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print(start_index, mid_index, end_index)
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print(replays[mid_index])
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print(new_replay)
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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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@ -34,6 +31,7 @@ function ReplaySelectScene:new()
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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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@ -59,14 +57,24 @@ 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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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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self:changeOption(self.das_up and -1 or 1)
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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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@ -100,6 +108,19 @@ function ReplaySelectScene:render()
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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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@ -115,7 +136,7 @@ function ReplaySelectScene:render()
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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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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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@ -128,18 +149,56 @@ function ReplaySelectScene:onInputPress(e)
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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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@ -152,6 +211,10 @@ function ReplaySelectScene:onInputRelease(e)
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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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@ -102,10 +102,6 @@ function GameMode:getSkin()
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end
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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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self.replay_inputs[#self.replay_inputs + 1] = dummy_entry
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-- generate next queue
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self.used_randomizer = (
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table.equalvalues(
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@ -145,8 +141,11 @@ function GameMode:update(inputs, ruleset)
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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"] = inputs
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new_inputs["frames"] = 0
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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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