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Init
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@ -63,6 +63,9 @@ function bigint.new(num)
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end,
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__le = function(lhs, rhs)
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return bigint.compare(lhs, rhs, "<=")
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end,
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__tostring = function()
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return bigint.unserialize(self, "s")
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end
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})
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@ -139,8 +139,19 @@ function GameScene:onInputRelease(e)
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end
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function submitHighscore(hash, data)
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function isHighscore(score, high)
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for k, _ in pairs(score) do
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if not high[k] or score[k] > high[k] then
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return true
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end
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end
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return false
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end
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if not highscores[hash] then highscores[hash] = {} end
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table.insert(highscores[hash], data)
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if isHighscore(data, highscores[hash]) then
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highscores[hash] = data
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end
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saveHighscores()
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end
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@ -41,14 +41,14 @@ function ModeSelectScene:render()
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elseif self.menu_state.select == "ruleset" then
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love.graphics.setColor(1, 1, 1, 0.25)
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end
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love.graphics.rectangle("fill", 20, 258, 240, 22)
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love.graphics.rectangle("fill", 20, 198, 240, 22)
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if self.menu_state.select == "mode" then
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love.graphics.setColor(1, 1, 1, 0.25)
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elseif self.menu_state.select == "ruleset" then
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love.graphics.setColor(1, 1, 1, 0.5)
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end
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love.graphics.rectangle("fill", 340, 258, 200, 22)
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love.graphics.rectangle("fill", 340, 198, 200, 22)
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love.graphics.setColor(1, 1, 1, 1)
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@ -56,13 +56,36 @@ function ModeSelectScene:render()
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love.graphics.setFont(font_3x5_2)
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for idx, mode in pairs(game_modes) do
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if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
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love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
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if(idx >= self.menu_state.mode-6 and idx <= self.menu_state.mode+6) then
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love.graphics.printf(mode.name, 40, (200 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
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end
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end
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for idx, ruleset in pairs(rulesets) do
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if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
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love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
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if(idx >= self.menu_state.ruleset-6 and idx <= self.menu_state.ruleset+6) then
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love.graphics.printf(ruleset.name, 360, (200 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
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end
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end
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-- mode description and highscore
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for midx, mode in pairs(game_modes) do
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for ridx, ruleset in pairs(rulesets) do
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if (midx == self.menu_state.mode) and (ridx == self.menu_state.ruleset) then
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love.graphics.printf(
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"Mode Description:\n\n" .. mode.tagline, 20, 350, 200, "left"
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)
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love.graphics.printf(
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ruleset.name .. " Highscore:", 240, 350, 200, "right"
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)
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local highscore_string = ""
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if highscores[mode.hash .. "-" .. ruleset.hash] then
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for k, v in ipairs(highscores[mode.hash .. "-" .. ruleset.hash]) do
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highscore_string = highscore_string .. k .. ": " .. v .. "\n"
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end
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else
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highscore_string = "You don't have any highscores yet!"
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end
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love.graphics.printf(highscore_string, 450, 350, 200, "left")
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end
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end
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end
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end
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@ -66,24 +66,24 @@ function SurvivalA1Game:getGravity()
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end
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local function getRankForScore(score)
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if score < 400 then return {rank = "9", next = 400}
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elseif score < 800 then return {rank = "8", next = 800}
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elseif score < 1400 then return {rank = "7", next = 1400}
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elseif score < 2000 then return {rank = "6", next = 2000}
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elseif score < 3500 then return {rank = "5", next = 3500}
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elseif score < 5500 then return {rank = "4", next = 5500}
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elseif score < 8000 then return {rank = "3", next = 8000}
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elseif score < 12000 then return {rank = "2", next = 12000}
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elseif score < 16000 then return {rank = "1", next = 16000}
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elseif score < 22000 then return {rank = "S1", next = 22000}
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elseif score < 30000 then return {rank = "S2", next = 30000}
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elseif score < 40000 then return {rank = "S3", next = 40000}
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elseif score < 52000 then return {rank = "S4", next = 52000}
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elseif score < 66000 then return {rank = "S5", next = 66000}
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elseif score < 82000 then return {rank = "S6", next = 82000}
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elseif score < 100000 then return {rank = "S7", next = 100000}
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elseif score < 120000 then return {rank = "S8", next = 120000}
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else return {rank = "S9", next = "???"}
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if score < 400 then return {rank = "9", next = 400, grade = 0}
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elseif score < 800 then return {rank = "8", next = 800, grade = 1}
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elseif score < 1400 then return {rank = "7", next = 1400, grade = 2}
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elseif score < 2000 then return {rank = "6", next = 2000, grade = 3}
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elseif score < 3500 then return {rank = "5", next = 3500, grade = 4}
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elseif score < 5500 then return {rank = "4", next = 5500, grade = 5}
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elseif score < 8000 then return {rank = "3", next = 8000, grade = 6}
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elseif score < 12000 then return {rank = "2", next = 12000, grade = 7}
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elseif score < 16000 then return {rank = "1", next = 16000, grade = 8}
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elseif score < 22000 then return {rank = "S1", next = 22000, grade = 9}
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elseif score < 30000 then return {rank = "S2", next = 30000, grade = 10}
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elseif score < 40000 then return {rank = "S3", next = 40000, grade = 11}
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elseif score < 52000 then return {rank = "S4", next = 52000, grade = 12}
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elseif score < 66000 then return {rank = "S5", next = 66000, grade = 13}
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elseif score < 82000 then return {rank = "S6", next = 82000, grade = 14}
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elseif score < 100000 then return {rank = "S7", next = 100000, grade = 15}
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elseif score < 120000 then return {rank = "S8", next = 120000, grade = 16}
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else return {rank = "S9", next = "???", grade = 17}
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end
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end
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@ -208,10 +208,15 @@ end
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function SurvivalA1Game:getHighscoreData()
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return {
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grade = self.grade,
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grade = (
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(self.gm_conditions["level300"] and
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self.gm_conditions["level500"] and
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self.gm_conditions["level999"]) and
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18 or getRankForScore(self.score).grade
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),
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frames = self.frames,
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score = self.score,
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level = self.level,
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frames = self.frames,
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}
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end
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