Replay system v2

This commit is contained in:
Ishaan Bhardwaj 2021-12-08 20:19:46 -05:00
parent 710f658540
commit 9b41e56135
6 changed files with 131 additions and 83 deletions

View File

@ -39,14 +39,24 @@ end
function ModeSelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down then
if self.das_up or self.das_down or self.das_left or self.das_right then
self.das = self.das + 1
else
self.das = 0
end
if self.das >= 15 then
self:changeOption(self.das_up and -1 or 1)
local change = 0
if self.das_up then
change = -1
elseif self.das_down then
change = 1
elseif self.das_left then
change = -9
elseif self.das_right then
change = 9
end
self:changeOption(change)
self.das = self.das - 4
end
@ -136,10 +146,26 @@ function ModeSelectScene:onInputPress(e)
self:changeOption(-1)
self.das_up = true
self.das_down = nil
self.das_left = nil
self.das_right = nil
elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1)
self.das_down = true
self.das_up = nil
self.das_left = nil
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self:changeOption(-9)
self.das_left = true
self.das_right = nil
self.das_up = nil
self.das_down = nil
elseif e.input == "right" or e.scancode == "right" then
self:changeOption(9)
self.das_right = true
self.das_left = nil
self.das_up = nil
self.das_down = nil
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
self:switchSelect()
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
@ -154,6 +180,10 @@ function ModeSelectScene:onInputRelease(e)
self.das_up = nil
elseif e.input == "down" or e.scancode == "down" then
self.das_down = nil
elseif e.input == "right" or e.scancode == "right" then
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self.das_left = nil
elseif e.input then
self.secret_inputs[e.input] = false
end

View File

@ -5,11 +5,12 @@ local ReplayScene = Scene:extend()
ReplayScene.title = "Replay"
function ReplayScene:new(replay, game_mode, ruleset, inputs)
config.gamesettings = replay["gamesettings"]
self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs)
self.ruleset = ruleset(self.game)
-- Replace piece randomizer with replay piece sequence
local randomizer = Sequence(table.keys(ruleset.colourscheme))
local randomizer = Sequence()
randomizer.sequence = replay["pieces"]
self.game:initializeReplay(self.ruleset, randomizer)
self.inputs = {
@ -28,7 +29,7 @@ function ReplayScene:new(replay, game_mode, ruleset, inputs)
self.replay = replay
self.replay_index = 1
DiscordRPC:update({
details = self.game.rpc_details,
details = "Viewing a replay",
state = self.game.name,
largeImageKey = "ingame-"..self.game:getBackground().."00"
})
@ -55,11 +56,14 @@ end
function ReplayScene:render()
self.game:draw(self.paused)
love.graphics.setFont(font_3x5_3)
love.graphics.printf("REPLAY", 0, 0, 635, "right")
end
function ReplayScene:onInputPress(e)
if (e.input == "menu_back") then
self.game:onExit()
loadSave()
scene = ReplaySelectScene()
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
self.paused = not self.paused

View File

@ -45,7 +45,6 @@ function ReplaySelectScene:new()
self.menu_state = {
replay = current_replay,
}
self.secret_inputs = {}
self.das = 0
DiscordRPC:update({
details = "In menus",
@ -55,8 +54,6 @@ function ReplaySelectScene:new()
end
function ReplaySelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down or self.das_left or self.das_right then
self.das = self.das + 1
else
@ -126,6 +123,7 @@ function ReplaySelectScene:render()
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 3, 258, 634, 22)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
for idx, replay in ipairs(replays) do
if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then
@ -145,9 +143,6 @@ function ReplaySelectScene:onInputPress(e)
if (self.display_warning or self.display_error) and e.input then
scene = TitleScene()
elseif e.type == "wheel" then
if e.x % 2 == 1 then
self:switchSelect()
end
if e.y ~= 0 then
self:changeOption(-e.y)
end
@ -179,7 +174,7 @@ function ReplaySelectScene:onInputPress(e)
replays[self.menu_state.replay],
mode,
rules,
self.secret_inputs
replays[self.menu_state.replay]["secret_inputs"]
)
elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1)
@ -207,8 +202,6 @@ function ReplaySelectScene:onInputPress(e)
self.das_down = nil
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
elseif e.input then
self.secret_inputs[e.input] = true
end
end
@ -221,8 +214,6 @@ function ReplaySelectScene:onInputRelease(e)
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self.das_left = nil
elseif e.input then
self.secret_inputs[e.input] = false
end
end

View File

@ -182,6 +182,19 @@ function Grid:clearSpecificRow(row)
end
end
function Grid:clearBlock(x, y)
self.grid[x+1][y+1] = empty
end
function Grid:clearBottomRows(num)
local old_isRowFull = self.isRowFull
self.isRowFull = function(self, row)
return row >= self.height + 1 - num
end
self:clearClearedRows()
self.isRowFull = old_isRowFull
end
function Grid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)

View File

@ -74,7 +74,8 @@ function GameMode:new(secret_inputs)
self.section_times = { [0] = 0 }
self.secondary_section_times = { [0] = 0 }
self.replay_inputs = {}
self.replay_pieces = ""
self.secret_inputs = secret_inputs
self.replay_pieces = {}
self.save_replay = true
end
@ -90,7 +91,9 @@ function GameMode:getGravity() return 1/64 end
function GameMode:getNextPiece(ruleset)
local shape = self.used_randomizer:nextPiece()
self.replay_pieces = self.replay_pieces..shape
if self.save_replay then
self.replay_pieces[#self.replay_pieces + 1] = shape
end
return {
skin = self:getSkin(),
shape = shape,
@ -102,6 +105,15 @@ function GameMode:getSkin()
return "2tie"
end
function GameMode:sharedInitialize(ruleset)
self.ruleset = ruleset
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
function GameMode:initialize(ruleset)
-- generate next queue
self.used_randomizer = (
@ -111,27 +123,71 @@ function GameMode:initialize(ruleset)
) and
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
)
self.ruleset = ruleset
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
self:sharedInitialize(ruleset)
end
function GameMode:initializeReplay(ruleset, randomizer)
self.used_randomizer = randomizer
self.save_replay = false
self.ruleset = ruleset
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
self:sharedInitialize(ruleset)
end
function GameMode:saveReplay()
-- Save replay.
local replay = {}
replay["inputs"] = self.replay_inputs
replay["pieces"] = self.replay_pieces
replay["mode"] = self.name
replay["ruleset"] = self.ruleset.name
replay["timer"] = self.frames
replay["score"] = self.score
replay["level"] = self.level
replay["lines"] = self.lines
replay["gamesettings"] = config.gamesettings
replay["secret_inputs"] = self.secret_inputs
replay["timestamp"] = os.time()
if love.filesystem.getInfo("replays") == nil then
love.filesystem.createDirectory("replays")
end
local replay_files = love.filesystem.getDirectoryItems("replays")
-- Select replay filename that doesn't collide with an existing one
local replay_number = 0
local collision = true
while collision do
collision = false
replay_number = replay_number + 1
for key, file in pairs(replay_files) do
if file == replay_number..".crp" then
collision = true
break
end
end
end
love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
end
function GameMode:addReplayInput(inputs)
-- check if inputs have changed since last frame
if not equals(self.prev_inputs, inputs) then
-- insert new inputs into replay inputs table
local new_inputs = {}
new_inputs["inputs"] = {}
new_inputs["frames"] = 1
for key, value in pairs(inputs) do
new_inputs["inputs"][key] = value
end
self.replay_inputs[#self.replay_inputs + 1] = new_inputs
else
-- add 1 to input frame counter
self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
function GameMode:update(inputs, ruleset)
if self.game_over or self.completed then
if self.save_replay and self.game_over_frames == 0 then
self:saveReplay()
end
self.game_over_frames = self.game_over_frames + 1
return
end
@ -145,24 +201,7 @@ function GameMode:update(inputs, ruleset)
end
end
-- check if inputs have changed since last frame
if self.prev_inputs["left"] ~= inputs["left"] or self.prev_inputs["right"] ~= inputs["right"]
or self.prev_inputs["down"] ~= inputs["down"] or self.prev_inputs["up"] ~= inputs["up"]
or self.prev_inputs["rotate_left"] ~= inputs["rotate_left"] or self.prev_inputs["rotate_right"] ~= inputs["rotate_right"]
or self.prev_inputs["hold"] ~= inputs["hold"] or self.prev_inputs["rotate_180"] ~= inputs["rotate_180"]
or self.prev_inputs["rotate_left2"] ~= inputs["rotate_left2"] or self.prev_inputs["rotate_right2"] ~= inputs["rotate_right2"] then
-- insert new inputs into replay inputs table
local new_inputs = {}
new_inputs["inputs"] = {}
new_inputs["frames"] = 1
for key, value in pairs(inputs) do
new_inputs["inputs"][key] = value
end
self.replay_inputs[#self.replay_inputs + 1] = new_inputs
else
-- add 1 to input frame counter
self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
end
if self.save_replay then self:addReplayInput(inputs) end
-- advance one frame
if self:advanceOneFrame(inputs, ruleset) == false then return end
@ -371,41 +410,7 @@ function GameMode:onGameOver()
switchBGM(nil)
local alpha = 0
local animation_length = 120
if self.game_over_frames == 1 then
alpha = 1
if self.save_replay then
-- Save replay.
local replay = {}
replay["inputs"] = self.replay_inputs
replay["pieces"] = self.replay_pieces
replay["mode"] = self.name
replay["ruleset"] = self.ruleset.name
replay["timer"] = self.frames
replay["score"] = self.score
replay["level"] = self.level
replay["lines"] = self.lines
replay["gamesettings"] = config.gamesettings
replay["timestamp"] = os.time()
if love.filesystem.getInfo("replays") == nil then
love.filesystem.createDirectory("replays")
end
local replay_files = love.filesystem.getDirectoryItems("replays")
-- Select replay filename that doesn't collide with an existing one
local replay_number = 0
local collision = true
while collision do
collision = false
replay_number = replay_number + 1
for key, file in pairs(replay_files) do
if file == replay_number..".rply" then
collision = true
break
end
end
end
love.filesystem.write("replays/"..replay_number..".rply", binser.serialize(replay))
end
elseif self.game_over_frames < animation_length then
if self.game_over_frames < animation_length then
-- Show field for a bit, then fade out.
alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
elseif self.game_over_frames < 2 * animation_length then

View File

@ -8,8 +8,13 @@ function Sequence:initialize()
end
function Sequence:generatePiece()
local piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
self.counter = (self.counter + 1) % string.len(self.sequence)
local piece
if type(self.sequence) == "string" then
piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
else
piece = self.sequence[self.counter + 1]
end
self.counter = (self.counter + 1) % (#self.sequence)
return piece
end