Mode select changes (read below)

Added DAS to the up/down actions (24F start-up, 6F period)
Added wheel scroll to the up/down/left/right actions
Added a warning in case somehow the player has no modes or rulesets
Mode select will load new modules every time you access it
However, this does not reload changes to existing modules
pull/37/head
Ishaan Bhardwaj 2021-09-16 14:54:49 -04:00
parent dda116f00f
commit fe162ed215
1 changed files with 73 additions and 10 deletions

View File

@ -6,6 +6,22 @@ current_mode = 1
current_ruleset = 1
function ModeSelectScene:new()
-- reload custom modules
initModules()
if table.getn(game_modes) == 0 or table.getn(rulesets) == 0 then
self.display_warning = true
current_mode = 1
current_ruleset = 1
else
self.display_warning = false
if current_mode > table.getn(game_modes) then
current_mode = 1
end
if current_ruleset > table.getn(rulesets) then
current_ruleset = 1
end
end
self.menu_state = {
mode = current_mode,
ruleset = current_ruleset,
@ -19,6 +35,7 @@ function ModeSelectScene:new()
rotate_180 = false,
hold = false,
}
self.das = 0
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
@ -27,6 +44,17 @@ end
function ModeSelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down then
self.das = self.das + 1
else
self.das = 0
end
if self.das >= 24 then
self:changeOption(self.das_up and -1 or 1)
self.das = self.das * 0.75
end
end
function ModeSelectScene:render()
@ -36,6 +64,23 @@ function ModeSelectScene:render()
0.5, 0.5
)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
if self.display_warning then
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"You have no modes or rulesets.",
80, 200, 480, "center"
)
love.graphics.setFont(font_3x5_2)
love.graphics.printf(
"Come back to this menu after getting more modes or rulesets. " ..
"Press any button to return to the main menu.",
80, 250, 480, "center"
)
return
end
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.5)
elseif self.menu_state.select == "ruleset" then
@ -52,8 +97,6 @@ function ModeSelectScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
@ -68,23 +111,37 @@ function ModeSelectScene:render()
end
function ModeSelectScene:onInputPress(e)
if e.input == "menu_decide" or e.scancode == "return" then
if self.display_warning and e.input then
scene = TitleScene()
elseif e.type == "wheel" then
if e.x % 2 == 1 then
self:switchSelect()
end
if e.y ~= 0 then
self:changeOption(-e.y)
end
elseif e.input == "menu_decide" or e.scancode == "return" then
current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
playSE("mode_decide")
saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset], self.secret_inputs)
scene = GameScene(
game_modes[self.menu_state.mode],
rulesets[self.menu_state.ruleset],
self.secret_inputs
)
elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1)
playSE("cursor")
self.das_up = true
self.das_down = nil
elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1)
playSE("cursor")
self.das_down = true
self.das_up = nil
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
self:switchSelect()
playSE("cursor_lr")
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
elseif e.input then
@ -95,6 +152,10 @@ end
function ModeSelectScene:onInputRelease(e)
if e.input == "hold" or (e.input and string.sub(e.input, 1, 7) == "rotate_") then
self.secret_inputs[e.input] = false
elseif e.input == "up" or e.scancode == "up" then
self.das_up = nil
elseif e.input == "down" or e.scancode == "down" then
self.das_down = nil
end
end
@ -104,24 +165,26 @@ function ModeSelectScene:changeOption(rel)
elseif self.menu_state.select == "ruleset" then
self:changeRuleset(rel)
end
playSE("cursor")
end
function ModeSelectScene:switchSelect(rel)
function ModeSelectScene:switchSelect()
if self.menu_state.select == "mode" then
self.menu_state.select = "ruleset"
elseif self.menu_state.select == "ruleset" then
self.menu_state.select = "mode"
end
playSE("cursor_lr")
end
function ModeSelectScene:changeMode(rel)
local len = table.getn(game_modes)
self.menu_state.mode = (self.menu_state.mode + len + rel - 1) % len + 1
self.menu_state.mode = Mod1(self.menu_state.mode + rel, len)
end
function ModeSelectScene:changeRuleset(rel)
local len = table.getn(rulesets)
self.menu_state.ruleset = (self.menu_state.ruleset + len + rel - 1) % len + 1
self.menu_state.ruleset = Mod1(self.menu_state.ruleset + rel, len)
end
return ModeSelectScene