Replays list is now sorted, and replays are smaller.
parent
59c7834c9a
commit
a5750e4959
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@ -14,10 +14,26 @@ function ReplaySelectScene:new()
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replay_file_list = love.filesystem.getDirectoryItems("replays")
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for i=1,#replay_file_list do
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local data = love.filesystem.read("replays/"..replay_file_list[i])
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local object = binser.deserialize(data)
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replays[i] = object[1]
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local new_replay = binser.deserialize(data)[1]
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-- Insert, sorting by date played, newest first
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local start_index, mid_index, end_index = 1, 1, i
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if i ~= 1 then
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while start_index <= end_index do
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mid_index = math.floor((start_index + end_index) / 2)
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print(start_index, mid_index, end_index)
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print(replays[mid_index])
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print(new_replay)
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if os.difftime(replays[mid_index]["timestamp"], new_replay["timestamp"]) <= 0 then
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-- search first half
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end_index = mid_index - 1
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else
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-- search second half
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start_index = mid_index + 1
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end
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end
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end
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table.insert(replays, mid_index, new_replay)
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end
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-- TODO sort replays list
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if table.getn(replays) == 0 then
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self.display_warning = true
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current_replay = 1
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@ -87,14 +103,13 @@ function ReplaySelectScene:render()
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end
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love.graphics.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 20, 258, 500, 22)
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love.graphics.rectangle("fill", 3, 258, 634, 22)
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love.graphics.setFont(font_3x5_2)
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for idx, replay in pairs(replays) do
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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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-- TODO format timer into minutes:seconds:centiseconds
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local display_string = replay["mode"].." "..replay["ruleset"].." "..replay["timer"].." "..replay["level"].." "..os.date("%c", replay["timestamp"])
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love.graphics.printf(display_string, 40, (260 - 20*(self.menu_state.replay)) + 20 * idx, 500, "left")
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local display_string = os.date("%c", replay["timestamp"]).." "..replay["mode"].." "..replay["ruleset"].." Level: "..replay["level"].." Time: "..formatTime(replay["timer"])
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love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
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end
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end
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end
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@ -89,7 +89,7 @@ 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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table.insert(self.replay_pieces,shape)
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self.replay_pieces[#self.replay_pieces + 1] = shape
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return {
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skin = self:getSkin(),
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shape = shape,
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@ -105,7 +105,7 @@ function GameMode:initialize(ruleset)
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local dummy_entry = {}
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dummy_entry["inputs"] = {}
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dummy_entry["frames"] = 0
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table.insert(self.replay_inputs, dummy_entry)
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self.replay_inputs[#self.replay_inputs + 1] = dummy_entry
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-- generate next queue
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self.used_randomizer = (
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table.equalvalues(
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@ -138,16 +138,19 @@ function GameMode:update(inputs, ruleset)
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end
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-- check if inputs have changed since last frame
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local last_input_index = table.maxn(self.replay_inputs)
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if self.replay_inputs[last_input_index]["inputs"] ~= inputs then
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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"] = inputs
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new_inputs["frames"] = 0
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table.insert(self.replay_inputs,new_inputs)
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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[last_input_index]["frames"] = self.replay_inputs[last_input_index]["frames"] + 1
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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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-- advance one frame
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@ -357,10 +360,7 @@ 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 < 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 == animation_length then
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if self.game_over_frames == 1 then
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alpha = 1
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-- Save replay.
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local replay = {}
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@ -392,6 +392,9 @@ function GameMode:onGameOver()
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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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elseif 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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-- Keep field hidden for a short time, then pop it back in (for screenshots).
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alpha = 1
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