mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-12-27 13:39:03 -06:00
Implemented challenges!!!!!
This commit is contained in:
parent
23b42a534e
commit
9f5f9bc336
@ -118,7 +118,8 @@ misc_graphics = {
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ready = love.graphics.newImage("res/img/ready.png"),
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go = love.graphics.newImage("res/img/go.png"),
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select_mode = love.graphics.newImage("res/img/select_mode.png"),
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select_challenge = love.graphics.newImage("res/img/select_challenge_placeholder.png"),
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strike = love.graphics.newImage("res/img/strike.png"),
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santa = love.graphics.newImage("res/img/santa.png"),
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icon = love.graphics.newImage("res/img/cambridge_transparent.png")
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}
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}
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27
main.lua
27
main.lua
@ -13,14 +13,14 @@ function love.load()
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loadSave()
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require "funcs"
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require "scene"
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--config["side_next"] = false
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--config["reverse_rotate"] = true
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--config["das_last_key"] = false
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--config["fullscreen"] = false
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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-- used for screenshots
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GLOBAL_CANVAS = love.graphics.newCanvas()
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@ -42,6 +42,13 @@ function initModules()
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game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
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end
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end
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challenges = {}
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challenge_list = love.filesystem.getDirectoryItems("tetris/challenges")
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for i=1,#challenge_list do
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if(challenge_list[i] ~= "challenge.lua" and string.sub(challenge_list[i], -4) == ".lua") then
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challenges[#challenges+1] = require ("tetris.challenges."..string.sub(challenge_list[i],1,-5))
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end
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end
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rulesets = {}
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rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
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for i=1,#rule_list do
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@ -72,7 +79,7 @@ function love.draw()
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(height - scale_factor * 480) / 2
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)
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love.graphics.scale(scale_factor)
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scene:render()
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if config.gamesettings.display_gamemode == 1 or scene.title == "Title" then
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@ -83,9 +90,9 @@ function love.draw()
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"fps - " .. version, 0, 460, 635, "right"
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)
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end
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love.graphics.pop()
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love.graphics.setCanvas()
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love.graphics.setColor(1,1,1,1)
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love.graphics.draw(GLOBAL_CANVAS)
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@ -120,7 +127,7 @@ function love.keypressed(key, scancode)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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return
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-- escape is reserved for menu_back
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elseif scancode == "escape" then
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scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
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@ -140,7 +147,7 @@ function love.keyreleased(key, scancode)
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scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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return
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-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
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else
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local input_released = nil
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@ -186,7 +193,7 @@ function love.joystickaxis(joystick, axis, value)
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].axes and
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config.input.joysticks[joystick:getName()].axes[axis]
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config.input.joysticks[joystick:getName()].axes[axis]
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then
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if math.abs(value) >= 1 then
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input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
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@ -314,10 +321,10 @@ function love.run()
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if love.timer then
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processBGMFadeout(love.timer.step())
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end
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if scene and scene.update and love.timer then
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scene:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < frame_duration then
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if love.graphics and love.graphics.isActive() and love.draw then
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BIN
res/img/select_challenge_placeholder.png
Normal file
BIN
res/img/select_challenge_placeholder.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.6 KiB |
@ -10,7 +10,9 @@ function Scene:onInputRelease() end
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ExitScene = require "scene.exit"
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GameScene = require "scene.game"
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ChallengeScene = require "scene.challenge"
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ModeSelectScene = require "scene.mode_select"
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ChallengeSelectScene = require "scene.challenge_select"
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KeyConfigScene = require "scene.key_config"
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StickConfigScene = require "scene.stick_config"
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InputConfigScene = require "scene.input_config"
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93
scene/challenge.lua
Normal file
93
scene/challenge.lua
Normal file
@ -0,0 +1,93 @@
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local ChallengeScene = Scene:extend()
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ChallengeScene.title = "Challenge"
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require 'load.save'
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function ChallengeScene:new(game_mode, ruleset, inputs)
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self.retry_mode = game_mode
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self.retry_ruleset = ruleset
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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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DiscordRPC:update({
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details = "In challenge",
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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 ChallengeScene:update()
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if love.window.hasFocus() and not self.paused then
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local inputs = {}
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for input, value in pairs(self.inputs) do
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inputs[input] = value
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end
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self.game:update(inputs, 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 ChallengeScene:render()
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self.game:draw(self.paused)
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end
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function ChallengeScene:onInputPress(e)
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if (
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self.game.game_over or self.game.completed
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) and (
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e.input == "menu_decide" or
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e.input == "menu_back" or
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e.input == "retry"
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) then
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highscore_entry = self.game:getHighscoreData()
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highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
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submitHighscore(highscore_hash, highscore_entry)
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self.game:onExit()
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scene = e.input == "retry" and ChallengeScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
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elseif e.input == "retry" then
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switchBGM(nil)
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self.game:onExit()
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scene = ChallengeScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
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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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elseif e.input == "menu_back" then
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self.game:onExit()
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scene = ChallengeSelectScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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end
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end
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function ChallengeScene:onInputRelease(e)
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if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = false
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end
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end
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function submitHighscore(hash, data)
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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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saveHighscores()
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end
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return ChallengeScene
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182
scene/challenge_select.lua
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182
scene/challenge_select.lua
Normal file
@ -0,0 +1,182 @@
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local ChallengeSelectScene = Scene:extend()
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ChallengeSelectScene.title = "Challenges"
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current_challenge = 1
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function indexOf(array, value)
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for i, v in ipairs(array) do
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if v == value then
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return i
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end
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end
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return nil
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end
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function ChallengeSelectScene:new()
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-- reload custom modules
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initModules()
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if table.getn(challenges) == 0 then
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self.display_warning = true
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current_challenge = 1
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else
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self.display_warning = false
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if current_challenge > table.getn(challenges) then
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current_challenge = 1
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end
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end
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self.menu_state = {
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challenge = current_challenge,
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select = "challenge",
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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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state = "Choosing a challenge",
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largeImageKey = "ingame-000"
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})
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end
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function ChallengeSelectScene: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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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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self.das = self.das - 4
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end
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DiscordRPC:update({
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details = "In menus",
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state = "Choosing a challenge",
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largeImageKey = "ingame-000"
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})
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end
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function ChallengeSelectScene:render()
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love.graphics.draw(
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backgrounds[0],
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0, 0, 0,
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0.5, 0.5
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)
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love.graphics.draw(misc_graphics["select_challenge"], 20, 40)
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if self.display_warning then
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(
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"You have no challenges",
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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 to this menu after getting more challenges. " ..
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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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if self.menu_state.select == "challenge" 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", 20, 258, 240, 22)
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if self.menu_state.select == "challenge" then
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love.graphics.setColor(1, 1, 1, 0.25)
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end
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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, challenge in pairs(challenges) do
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if(idx >= self.menu_state.challenge-9 and idx <= self.menu_state.challenge+9) then
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love.graphics.printf(challenge.name, 40, (260 - 20*(self.menu_state.challenge)) + 20 * idx, 200, "left")
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cur_tagline = challenge.tagline
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end
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end
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end
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function ChallengeSelectScene:onInputPress(e)
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if self.display_warning 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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elseif e.input == "menu_decide" or e.scancode == "return" then
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for idx, mode in pairs(game_modes) do
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if mode.hash == challenges[self.menu_state.challenge].mode then
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cur_mode = idx
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break
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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 ruleset.hash == challenges[self.menu_state.challenge].ruleset then
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cur_ruleset = idx
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break
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end
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end
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playSE("mode_decide")
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saveConfig()
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scene = ChallengeScene(
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challenges[current_challenge],
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rulesets[cur_ruleset]
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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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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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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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love.graphics.printf("test???", 340, 258, 200, "left")
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end
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function ChallengeSelectScene:onInputRelease(e)
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if e.input == "up" or e.scancode == "up" then
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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 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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function ChallengeSelectScene:changeOption(rel)
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self:changechallenge(rel)
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playSE("cursor")
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end
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function ChallengeSelectScene:changechallenge(rel)
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local len = table.getn(challenges)
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self.menu_state.challenge = Mod1(self.menu_state.challenge + rel, len)
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end
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return ChallengeSelectScene
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@ -1,6 +1,6 @@
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local ModeSelectScene = Scene:extend()
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ModeSelectScene.title = "Game Start"
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ModeSelectScene.title = "Freeplay"
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current_mode = 1
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current_ruleset = 1
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@ -5,6 +5,7 @@ TitleScene.restart_message = false
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local main_menu_screens = {
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ModeSelectScene,
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ChallengeSelectScene,
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SettingsScene,
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CreditsScene,
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ExitScene,
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26
tetris/challenges/Tetrs.lua
Normal file
26
tetris/challenges/Tetrs.lua
Normal file
@ -0,0 +1,26 @@
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local Grid = require 'tetris.components.grid'
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local Randomizer = require 'tetris.randomizers.randomizer'
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local Bag7Randomizer = require 'tetris.randomizers.bag7noI'
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local MarathonGF = require 'tetris.modes.marathon_gf'
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local TetrsChallenge = MarathonGF:extend()
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TetrsChallenge.name = "Tetrs"
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TetrsChallenge.hash = "Tetrs"
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TetrsChallenge.mode = "MarathonGF"
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TetrsChallenge.ruleset = "Standard"
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TetrsChallenge.tagline = "abababa"
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TetrsChallenge.description = "Complete a mode with a specific ruleset and idk they did some other stupid things too lol"
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function TetrsChallenge:new()
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TetrsChallenge.super:new()
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self.randomizer = Bag7Randomizer()
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self.next_queue_length = 6
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end
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return TetrsChallenge
|
23
tetris/challenges/challenge.lua
Normal file
23
tetris/challenges/challenge.lua
Normal file
@ -0,0 +1,23 @@
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-- currently you need to require and extend the gamemode you're making a challenge out of
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local Grid = require 'tetris.components.grid'
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local Randomizer = require 'tetris.randomizers.randomizer'
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local BagRandomizer = require 'tetris.randomizers.bag'
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local MarathonGF = require 'tetris.modes.marathon_gf'
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local Challenge = GameMode:extend()
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Challenge.name = "A really cool challenge name"
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Challenge.hash = ""
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Challenge.mode = ""
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Challenge.ruleset = "Guideline SRS"
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Challenge.tagline = "Are you up for this challenge?"
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Challenge.description = "Complete a mode with a specific ruleset and idk they did some other stupid things too lol"
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return Challenge
|
@ -143,7 +143,7 @@ function GameMode:update(inputs, ruleset)
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) then
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self:onAttemptPieceRotate(self.piece, self.grid)
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end
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if self.piece == nil then
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self:processDelays(inputs, ruleset)
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else
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@ -243,7 +243,7 @@ function GameMode:update(inputs, ruleset)
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if self.immobile_spin_bonus and
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self.piece.last_rotated and (
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self.piece:isDropBlocked(self.grid) and
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self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
|
||||
self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
|
||||
self.piece:isMoveBlocked(self.grid, { x=1, y=0 }) and
|
||||
self.piece:isMoveBlocked(self.grid, { x=0, y=-1 })
|
||||
) then
|
||||
@ -251,7 +251,7 @@ function GameMode:update(inputs, ruleset)
|
||||
end
|
||||
|
||||
self.grid:applyPiece(self.piece)
|
||||
|
||||
|
||||
-- mark squares (can be overridden)
|
||||
if self.square_mode then
|
||||
self.squares = self.squares + self.grid:markSquares()
|
||||
@ -312,7 +312,7 @@ function GameMode:onAttemptPieceRotate(piece, grid) end
|
||||
function GameMode:onPieceMove(piece, grid, dx) end
|
||||
function GameMode:onPieceRotate(piece, grid, drot) end
|
||||
function GameMode:onPieceDrop(piece, grid, dy) end
|
||||
function GameMode:onPieceLock(piece, cleared_row_count)
|
||||
function GameMode:onPieceLock(piece, cleared_row_count)
|
||||
playSE("lock")
|
||||
end
|
||||
|
||||
@ -616,7 +616,7 @@ function GameMode:drawLineClearAnimation()
|
||||
-- animation function
|
||||
-- params: block x, y, skin, colour
|
||||
-- returns: table with RGBA, skin, colour, x, y
|
||||
|
||||
|
||||
-- Fadeout (default)
|
||||
--[[
|
||||
function animation(x, y, skin, colour)
|
||||
@ -728,8 +728,8 @@ function GameMode:drawNextQueue(ruleset)
|
||||
if self.hold_queue ~= nil and self.enable_hold then
|
||||
self:setHoldOpacity()
|
||||
drawPiece(
|
||||
self.hold_queue.shape,
|
||||
self.hold_queue.skin,
|
||||
self.hold_queue.shape,
|
||||
self.hold_queue.skin,
|
||||
ruleset.block_offsets[self.hold_queue.shape][self.hold_queue.orientation],
|
||||
-16, -32
|
||||
)
|
||||
@ -828,7 +828,7 @@ end
|
||||
|
||||
function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
|
||||
section_limit = section_limit or math.huge
|
||||
|
||||
|
||||
local section_x = 440
|
||||
local split_x = 530
|
||||
|
||||
@ -843,7 +843,7 @@ function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
|
||||
love.graphics.printf(formatTime(split_time), split_x, 40 + 20 * section, 90, "left")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if (current_section <= section_limit) then
|
||||
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
|
||||
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
|
||||
|
19
tetris/randomizers/bag7noI.lua
Normal file
19
tetris/randomizers/bag7noI.lua
Normal file
@ -0,0 +1,19 @@
|
||||
-- for the pre-packaged/example challenge tetrs
|
||||
|
||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
|
||||
local Bag7NoIRandomizer = Randomizer:extend()
|
||||
|
||||
function Bag7NoIRandomizer:initialize()
|
||||
self.bag = {"J", "L", "O", "S", "T", "Z"}
|
||||
end
|
||||
|
||||
function Bag7NoIRandomizer:generatePiece()
|
||||
if next(self.bag) == nil then
|
||||
self.bag = {"J", "L", "O", "S", "T", "Z"}
|
||||
end
|
||||
local x = math.random(table.getn(self.bag))
|
||||
return table.remove(self.bag, x)
|
||||
end
|
||||
|
||||
return Bag7NoIRandomizer
|
Loading…
Reference in New Issue
Block a user