mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
First bundled release.
This commit is contained in:
24
scene/config.lua
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24
scene/config.lua
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local ConfigScene = Scene:extend()
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require 'load.save'
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function ConfigScene:new()
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end
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function ConfigScene:update()
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end
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function ConfigScene:render()
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end
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function ConfigScene:changeOption(rel)
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local len = table.getn(main_menu_screens)
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self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
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end
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function ConfigScene:onKeyPress(e)
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end
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return ConfigScene
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74
scene/game.lua
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74
scene/game.lua
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local GameScene = Scene:extend()
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require 'load.save'
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function GameScene:new(game_mode, ruleset)
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self.game = game_mode()
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self.ruleset = ruleset()
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self.game:initialize(self.ruleset)
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end
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function GameScene:update()
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if love.window.hasFocus() then
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self.game:update({
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left = love.keyboard.isScancodeDown(config.input.left),
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right = love.keyboard.isScancodeDown(config.input.right),
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up = love.keyboard.isScancodeDown(config.input.up),
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down = love.keyboard.isScancodeDown(config.input.down),
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rotate_left = love.keyboard.isScancodeDown(config.input.rotate_left),
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rotate_left2 = love.keyboard.isScancodeDown(config.input.rotate_left2),
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rotate_right = love.keyboard.isScancodeDown(config.input.rotate_right),
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rotate_right2 = love.keyboard.isScancodeDown(config.input.rotate_right2),
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rotate_180 = love.keyboard.isScancodeDown(config.input.rotate_180),
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hold = love.keyboard.isScancodeDown(config.input.hold),
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}, self.ruleset)
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end
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self.game.grid:update()
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end
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function GameScene:render()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(
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backgrounds[self.game:getBackground()],
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0, 0, 0,
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0.5, 0.5
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)
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-- game frame
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love.graphics.draw(misc_graphics["frame"], 48, 64)
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love.graphics.setColor(0, 0, 0, 200)
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love.graphics.rectangle("fill", 64, 80, 160, 320)
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self.game:drawGrid()
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self.game:drawPiece()
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self.game:drawNextQueue(self.ruleset)
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self.game:drawScoringInfo()
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-- ready/go graphics
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if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
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love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
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elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
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love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
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end
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self.game:drawCustom()
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end
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function GameScene:onKeyPress(e)
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if (self.game.completed) and
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e.scancode == "return" and e.isRepeat == false 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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scene = ModeSelectScene()
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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 GameScene
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62
scene/input_config.lua
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62
scene/input_config.lua
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local ConfigScene = Scene:extend()
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ConfigScene.title = "Input Config"
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require 'load.save'
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local configurable_inputs = {
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"left",
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"right",
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"up",
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"down",
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"rotate_left",
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"rotate_left2",
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"rotate_right",
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"rotate_right2",
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"rotate_180",
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"hold",
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}
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function ConfigScene:new()
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-- load current config
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self.config = config.input
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self.input_state = 1
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end
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function ConfigScene:update()
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end
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function ConfigScene:render()
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love.graphics.setFont(font_3x5_2)
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for i, input in pairs(configurable_inputs) do
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if config.input[input] then
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love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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love.graphics.printf(
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love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
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240, 50 + i * 20, 200, "left"
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)
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end
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end
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if self.input_state > table.getn(configurable_inputs) then
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love.graphics.print("press enter to confirm, delete to retry")
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else
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love.graphics.print("press key for " .. configurable_inputs[self.input_state])
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end
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end
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function ConfigScene:onKeyPress(e)
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if self.input_state > table.getn(configurable_inputs) then
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if e.scancode == "return" then
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-- save, then load next scene
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saveConfig()
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scene = TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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self.input_state = 1
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end
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else
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config.input[configurable_inputs[self.input_state]] = e.scancode
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self.input_state = self.input_state + 1
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end
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end
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return ConfigScene
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127
scene/mode_select.lua
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127
scene/mode_select.lua
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local ModeSelectScene = Scene:extend()
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ModeSelectScene.title = "Game Start"
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current_mode = 1
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current_ruleset = 1
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game_modes = {
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require 'tetris.modes.marathon_2020',
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require 'tetris.modes.survival_2020',
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require 'tetris.modes.demon_mode',
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require 'tetris.modes.strategy',
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require 'tetris.modes.interval_training',
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require 'tetris.modes.pacer_test',
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require 'tetris.modes.phantom_mania',
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require 'tetris.modes.phantom_mania2',
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require 'tetris.modes.phantom_mania_n',
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require 'tetris.modes.ligne',
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require 'tetris.modes.marathon_a1',
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require 'tetris.modes.marathon_a2',
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require 'tetris.modes.marathon_a3',
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require 'tetris.modes.survival_a1',
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require 'tetris.modes.survival_a2',
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require 'tetris.modes.survival_a3',
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require 'tetris.modes.marathon_l1',
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}
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rulesets = {
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require 'tetris.rulesets.cambridge',
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require 'tetris.rulesets.arika',
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require 'tetris.rulesets.arika_ti',
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require 'tetris.rulesets.standard_exp',
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--require 'tetris.rulesets.bonkers',
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--require 'tetris.rulesets.shirase',
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--require 'tetris.rulesets.super302',
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}
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function ModeSelectScene:new()
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self.menu_state = {
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mode = current_mode,
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ruleset = current_ruleset,
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select = "mode",
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}
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end
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function ModeSelectScene:update()
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end
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function ModeSelectScene: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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if self.menu_state.select == "mode" then
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love.graphics.setColor(1, 1, 1, 0.5)
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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, 78 + 20 * self.menu_state.mode, 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, 78 + 20 * self.menu_state.ruleset, 200, 22)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(misc_graphics["select_mode"], 20, 40)
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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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love.graphics.printf(mode.name, 40, 80 + 20 * idx, 200, "left")
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end
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for idx, ruleset in pairs(rulesets) do
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love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left")
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end
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end
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function ModeSelectScene:onKeyPress(e)
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if e.scancode == "return" and e.isRepeat == false then
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current_mode = self.menu_state.mode
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current_ruleset = self.menu_state.ruleset
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config.current_mode = current_mode
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config.current_ruleset = current_ruleset
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saveConfig()
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scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
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elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
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self:changeOption(-1)
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elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
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self:changeOption(1)
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elseif (e.scancode == config.input["left"] or e.scancode == "left") or
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(e.scancode == config.input["right"] or e.scancode == "right") then
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self:switchSelect()
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end
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end
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function ModeSelectScene:changeOption(rel)
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if self.menu_state.select == "mode" then
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self:changeMode(rel)
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elseif self.menu_state.select == "ruleset" then
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self:changeRuleset(rel)
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end
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end
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function ModeSelectScene:switchSelect(rel)
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if self.menu_state.select == "mode" then
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self.menu_state.select = "ruleset"
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elseif self.menu_state.select == "ruleset" then
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self.menu_state.select = "mode"
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end
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end
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function ModeSelectScene:changeMode(rel)
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local len = table.getn(game_modes)
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self.menu_state.mode = (self.menu_state.mode + len + rel - 1) % len + 1
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end
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function ModeSelectScene:changeRuleset(rel)
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local len = table.getn(rulesets)
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self.menu_state.ruleset = (self.menu_state.ruleset + len + rel - 1) % len + 1
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end
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return ModeSelectScene
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49
scene/title.lua
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49
scene/title.lua
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local TitleScene = Scene:extend()
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local main_menu_screens = {
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ModeSelectScene,
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InputConfigScene,
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}
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function TitleScene:new()
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self.main_menu_state = 1
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end
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function TitleScene:update()
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end
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function TitleScene:render()
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love.graphics.setFont(font_3x5_2)
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love.graphics.draw(
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backgrounds["title"],
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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.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 20, 278 + 20 * self.main_menu_state, 160, 22)
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love.graphics.setColor(1, 1, 1, 1)
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for i, screen in pairs(main_menu_screens) do
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love.graphics.printf(screen.title, 40, 280 + 20 * i, 120, "left")
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end
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end
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function TitleScene:changeOption(rel)
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local len = table.getn(main_menu_screens)
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self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
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end
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function TitleScene:onKeyPress(e)
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if e.scancode == "return" and e.isRepeat == false then
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scene = main_menu_screens[self.main_menu_state]()
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elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
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self:changeOption(-1)
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elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
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self:changeOption(1)
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end
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end
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return TitleScene
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