Replay system v2
parent
710f658540
commit
9b41e56135
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@ -39,14 +39,24 @@ end
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function ModeSelectScene: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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@ -136,10 +146,26 @@ function ModeSelectScene:onInputPress(e)
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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 == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
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self:switchSelect()
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
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@ -154,6 +180,10 @@ function ModeSelectScene: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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@ -5,11 +5,12 @@ 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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config.gamesettings = replay["gamesettings"]
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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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local randomizer = Sequence()
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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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@ -28,7 +29,7 @@ function ReplayScene:new(replay, game_mode, ruleset, inputs)
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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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details = "Viewing a replay",
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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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@ -55,11 +56,14 @@ end
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function ReplayScene:render()
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self.game:draw(self.paused)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf("REPLAY", 0, 0, 635, "right")
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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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loadSave()
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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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@ -45,7 +45,6 @@ function ReplaySelectScene:new()
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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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@ -55,8 +54,6 @@ function ReplaySelectScene:new()
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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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@ -126,6 +123,7 @@ function ReplaySelectScene:render()
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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.setColor(1, 1, 1, 1)
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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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@ -145,9 +143,6 @@ 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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@ -179,7 +174,7 @@ function ReplaySelectScene:onInputPress(e)
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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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replays[self.menu_state.replay]["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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@ -207,8 +202,6 @@ function ReplaySelectScene:onInputPress(e)
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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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@ -221,8 +214,6 @@ function ReplaySelectScene:onInputRelease(e)
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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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@ -182,6 +182,19 @@ function Grid:clearSpecificRow(row)
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end
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end
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function Grid:clearBlock(x, y)
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self.grid[x+1][y+1] = empty
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end
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function Grid:clearBottomRows(num)
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local old_isRowFull = self.isRowFull
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self.isRowFull = function(self, row)
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return row >= self.height + 1 - num
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end
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self:clearClearedRows()
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self.isRowFull = old_isRowFull
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end
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function Grid:applyPiece(piece)
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if piece.big then
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self:applyBigPiece(piece)
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@ -74,7 +74,8 @@ function GameMode:new(secret_inputs)
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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.secret_inputs = secret_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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@ -90,7 +91,9 @@ 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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if self.save_replay then
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self.replay_pieces[#self.replay_pieces + 1] = shape
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end
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return {
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skin = self:getSkin(),
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shape = shape,
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@ -102,6 +105,15 @@ function GameMode:getSkin()
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return "2tie"
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end
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function GameMode:sharedInitialize(ruleset)
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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:initialize(ruleset)
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-- generate next queue
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self.used_randomizer = (
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@ -111,27 +123,71 @@ function GameMode:initialize(ruleset)
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) and
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self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
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)
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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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self:sharedInitialize(ruleset)
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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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self:sharedInitialize(ruleset)
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end
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function GameMode:saveReplay()
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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["secret_inputs"] = self.secret_inputs
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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..".crp" 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..".crp", binser.serialize(replay))
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end
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function GameMode:addReplayInput(inputs)
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-- check if inputs have changed since last frame
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if not equals(self.prev_inputs, inputs) 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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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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if self.save_replay and self.game_over_frames == 0 then
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self:saveReplay()
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end
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self.game_over_frames = self.game_over_frames + 1
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return
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end
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@ -145,24 +201,7 @@ 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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if self.save_replay then self:addReplayInput(inputs) 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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@ -371,41 +410,7 @@ 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 == 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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if 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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@ -8,8 +8,13 @@ function Sequence:initialize()
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end
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function Sequence:generatePiece()
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local piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
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self.counter = (self.counter + 1) % string.len(self.sequence)
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local piece
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if type(self.sequence) == "string" then
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piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
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else
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piece = self.sequence[self.counter + 1]
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end
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self.counter = (self.counter + 1) % (#self.sequence)
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return piece
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end
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