Replays list is now sorted, and replays are smaller.

pull/48/head
BoatsandJoes 2021-12-05 15:41:51 -06:00
parent 59c7834c9a
commit a5750e4959
2 changed files with 36 additions and 18 deletions

View File

@ -14,10 +14,26 @@ function ReplaySelectScene:new()
replay_file_list = love.filesystem.getDirectoryItems("replays") replay_file_list = love.filesystem.getDirectoryItems("replays")
for i=1,#replay_file_list do for i=1,#replay_file_list do
local data = love.filesystem.read("replays/"..replay_file_list[i]) local data = love.filesystem.read("replays/"..replay_file_list[i])
local object = binser.deserialize(data) local new_replay = binser.deserialize(data)[1]
replays[i] = object[1] -- Insert, sorting by date played, newest first
local start_index, mid_index, end_index = 1, 1, i
if i ~= 1 then
while start_index <= end_index do
mid_index = math.floor((start_index + end_index) / 2)
print(start_index, mid_index, end_index)
print(replays[mid_index])
print(new_replay)
if os.difftime(replays[mid_index]["timestamp"], new_replay["timestamp"]) <= 0 then
-- search first half
end_index = mid_index - 1
else
-- search second half
start_index = mid_index + 1
end
end
end
table.insert(replays, mid_index, new_replay)
end end
-- TODO sort replays list
if table.getn(replays) == 0 then if table.getn(replays) == 0 then
self.display_warning = true self.display_warning = true
current_replay = 1 current_replay = 1
@ -87,14 +103,13 @@ function ReplaySelectScene:render()
end end
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 20, 258, 500, 22) love.graphics.rectangle("fill", 3, 258, 634, 22)
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for idx, replay in pairs(replays) do for idx, replay in ipairs(replays) do
if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then
-- TODO format timer into minutes:seconds:centiseconds local display_string = os.date("%c", replay["timestamp"]).." "..replay["mode"].." "..replay["ruleset"].." Level: "..replay["level"].." Time: "..formatTime(replay["timer"])
local display_string = replay["mode"].." "..replay["ruleset"].." "..replay["timer"].." "..replay["level"].." "..os.date("%c", replay["timestamp"]) love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
love.graphics.printf(display_string, 40, (260 - 20*(self.menu_state.replay)) + 20 * idx, 500, "left")
end end
end end
end end

View File

@ -89,7 +89,7 @@ function GameMode:getGravity() return 1/64 end
function GameMode:getNextPiece(ruleset) function GameMode:getNextPiece(ruleset)
local shape = self.used_randomizer:nextPiece() local shape = self.used_randomizer:nextPiece()
table.insert(self.replay_pieces,shape) self.replay_pieces[#self.replay_pieces + 1] = shape
return { return {
skin = self:getSkin(), skin = self:getSkin(),
shape = shape, shape = shape,
@ -105,7 +105,7 @@ function GameMode:initialize(ruleset)
local dummy_entry = {} local dummy_entry = {}
dummy_entry["inputs"] = {} dummy_entry["inputs"] = {}
dummy_entry["frames"] = 0 dummy_entry["frames"] = 0
table.insert(self.replay_inputs, dummy_entry) self.replay_inputs[#self.replay_inputs + 1] = dummy_entry
-- generate next queue -- generate next queue
self.used_randomizer = ( self.used_randomizer = (
table.equalvalues( table.equalvalues(
@ -138,16 +138,19 @@ function GameMode:update(inputs, ruleset)
end end
-- check if inputs have changed since last frame -- check if inputs have changed since last frame
local last_input_index = table.maxn(self.replay_inputs) if self.prev_inputs["left"] ~= inputs["left"] or self.prev_inputs["right"] ~= inputs["right"]
if self.replay_inputs[last_input_index]["inputs"] ~= inputs then 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 -- insert new inputs into replay inputs table
local new_inputs = {} local new_inputs = {}
new_inputs["inputs"] = inputs new_inputs["inputs"] = inputs
new_inputs["frames"] = 0 new_inputs["frames"] = 0
table.insert(self.replay_inputs,new_inputs) self.replay_inputs[#self.replay_inputs + 1] = new_inputs
else else
-- add 1 to input frame counter -- add 1 to input frame counter
self.replay_inputs[last_input_index]["frames"] = self.replay_inputs[last_input_index]["frames"] + 1 self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
end end
-- advance one frame -- advance one frame
@ -357,10 +360,7 @@ function GameMode:onGameOver()
switchBGM(nil) switchBGM(nil)
local alpha = 0 local alpha = 0
local animation_length = 120 local animation_length = 120
if self.game_over_frames < animation_length then if self.game_over_frames == 1 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 == animation_length then
alpha = 1 alpha = 1
-- Save replay. -- Save replay.
local replay = {} local replay = {}
@ -392,6 +392,9 @@ function GameMode:onGameOver()
end end
end end
love.filesystem.write("replays/"..replay_number..".rply", binser.serialize(replay)) love.filesystem.write("replays/"..replay_number..".rply", binser.serialize(replay))
elseif 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 elseif self.game_over_frames < 2 * animation_length then
-- Keep field hidden for a short time, then pop it back in (for screenshots). -- Keep field hidden for a short time, then pop it back in (for screenshots).
alpha = 1 alpha = 1