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12
README.md
12
README.md
@ -5,7 +5,7 @@ Cambridge
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Welcome to Cambridge, the next open-source falling-block game engine!
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The project is written and maintained exclusively by [Milla](https://github.com/MillaBasset), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
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The project is written and maintained exclusively by [Milla](https://github.com/MillaBasset), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
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The Discord server has been reopened! https://discord.gg/AADZUmgsph
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@ -16,11 +16,11 @@ Playing the game
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### Windows
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You do not need LÖVE on Windows, as it comes bundled with the program.
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You do not need LÖVE on Windows, as it comes bundled with the program.
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#### Stable release
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To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/MillaBasset/cambridge/releases/latest).
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To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/MillaBasset/cambridge/releases/latest).
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All assets needed are bundled with the executable.
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@ -28,11 +28,11 @@ All assets needed are bundled with the executable.
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If you want the bleeding edge version, download [this](https://github.com/MillaBasset/cambridge/archive/master.zip). Extract the ZIP to a folder of your choosing.
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Assuming you're on a 64-bit system, you can double-click `start_win64.bat` to run the game. If that doesn't work, open a Command Prompt where you extracted Cambridge and run:
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If you're on Windows, you can double-click `start.bat` to run the game. If that doesn't work, open a Command Prompt where you extracted Cambridge and run:
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dist\windows\love.exe .
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If you're on a 32-bit system, you'll want to double-click `start_win32.bat`. If that doesn't work, run this instead:
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If that doesn't work, run this instead, still using Command Prompt where you extracted Cambridge:
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dist\win32\love.exe .
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@ -107,4 +107,4 @@ Other Notable Games
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- [Puzzle Trial](https://kagamine-rin.itch.io/puzzle-trial) by Rin
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- [stackfuse](https://github.com/sinefuse/stackfuse) by sinefuse
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![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
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![Cambridge Logo](https://cdn.discordapp.com/attachments/827186653772644452/1077674343544393820/Icon_2.png)
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@ -1,24 +1,4 @@
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backgrounds = {
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[0] = love.graphics.newImage("res/backgrounds/0.png"),
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love.graphics.newImage("res/backgrounds/100.png"),
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love.graphics.newImage("res/backgrounds/200.png"),
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love.graphics.newImage("res/backgrounds/300.png"),
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love.graphics.newImage("res/backgrounds/400.png"),
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love.graphics.newImage("res/backgrounds/500.png"),
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love.graphics.newImage("res/backgrounds/600.png"),
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love.graphics.newImage("res/backgrounds/700.png"),
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love.graphics.newImage("res/backgrounds/800.png"),
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love.graphics.newImage("res/backgrounds/900.png"),
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love.graphics.newImage("res/backgrounds/1000.png"),
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love.graphics.newImage("res/backgrounds/1100.png"),
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love.graphics.newImage("res/backgrounds/1200.png"),
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love.graphics.newImage("res/backgrounds/1300.png"),
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love.graphics.newImage("res/backgrounds/1400.png"),
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love.graphics.newImage("res/backgrounds/1500.png"),
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love.graphics.newImage("res/backgrounds/1600.png"),
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love.graphics.newImage("res/backgrounds/1700.png"),
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love.graphics.newImage("res/backgrounds/1800.png"),
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love.graphics.newImage("res/backgrounds/1900.png"),
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title = love.graphics.newImage("res/backgrounds/title.png"),
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title_no_icon = love.graphics.newImage("res/backgrounds/title-no-icon.jpg"),
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title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
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@ -27,6 +7,13 @@ backgrounds = {
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game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
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}
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local i = 0
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local bgpath = "res/backgrounds/%d.png"
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while love.filesystem.getInfo(bgpath:format(i*100)) do
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backgrounds[i] = love.graphics.newImage(bgpath:format(i*100))
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i = i + 1
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end
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-- in order, the colors are:
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-- red, orange, yellow, green, cyan, blue
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-- magenta (or purple), white, black
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@ -6,6 +6,9 @@ ReplayScene.title = "Replay"
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function ReplayScene:new(replay, game_mode, ruleset)
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config.gamesettings = replay["gamesettings"]
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if replay["delayed_auto_shift"] then config.das = replay["delayed_auto_shift"] end
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if replay["auto_repeat_rate"] then config.arr = replay["auto_repeat_rate"] end
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if replay["das_cut_delay"] then config.dcd = replay["das_cut_delay"] end
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love.math.setRandomSeed(replay["random_low"], replay["random_high"])
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love.math.setRandomState(replay["random_state"])
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self.retry_replay = replay
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7
start.bat
Normal file
7
start.bat
Normal file
@ -0,0 +1,7 @@
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@echo OFF
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rem This solution of detecting the current CPU taken from here: https://stackoverflow.com/a/24590583
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reg Query "HKLM\Hardware\Description\System\CentralProcessor\0" | find /i "x86" > NUL && set CURRENT_CPU=32BIT || set CURRENT_CPU=64BIT
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if %CURRENT_CPU%==32BIT .\dist\win32\love.exe .
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if %CURRENT_CPU%==64BIT .\dist\windows\love.exe .
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@ -1 +0,0 @@
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dist\win32\love.exe .
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@ -1 +0,0 @@
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dist\windows\love.exe .
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@ -135,27 +135,27 @@ function GameMode:saveReplay()
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replay["lines"] = self.lines
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replay["gamesettings"] = config.gamesettings
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replay["secret_inputs"] = self.secret_inputs
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replay["delayed_auto_shift"] = config.das
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replay["auto_repeat_rate"] = config.arr
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replay["das_cut_delay"] = config.dcd
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replay["timestamp"] = os.time()
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replay["pause_count"] = self.pause_count
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replay["pause_time"] = self.pause_time
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if love.filesystem.getInfo("replays") == nil then
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love.filesystem.createDirectory("replays")
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end
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local replay_files = love.filesystem.getDirectoryItems("replays")
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-- Select replay filename that doesn't collide with an existing one
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local init_name = string.format("replays/%s.crp", os.date("%Y-%m-%d_%H-%M-%S"))
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local replay_name = init_name
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local replay_number = 0
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local collision = true
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while collision do
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collision = false
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replay_number = replay_number + 1
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for key, file in pairs(replay_files) do
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if file == replay_number..".crp" then
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collision = true
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break
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end
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while true do
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if love.filesystem.getInfo(replay_name, "file") then
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replay_number = replay_number + 1
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replay_name = string.format("%s (%d)", init_name, replay_number)
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else
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break
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end
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end
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love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
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love.filesystem.write(replay_name, binser.serialize(replay))
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end
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function GameMode:addReplayInput(inputs)
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@ -979,9 +979,11 @@ function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
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end
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function GameMode:drawBackground()
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local id = self:getBackground()
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if type(id) == "number" then id = clamp(id, 0, #backgrounds) end
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(
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backgrounds[self:getBackground()],
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backgrounds[id],
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0, 0, 0,
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0.5, 0.5
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)
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@ -352,18 +352,9 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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if (
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self.section_status[section - 1] == "cool" and
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self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120 and
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self.secondary_section_times[section] < cool_cutoffs[self.delay_level]
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) then
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if self.secondary_section_times[section] < cool_cutoffs[self.delay_level] and
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(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120) then
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sectionCool(section)
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elseif self.section_status[section - 1] == "cool" then
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table.insert(self.section_status, "none")
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elseif self.secondary_section_times[section] < cool_cutoffs[self.delay_level] then
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sectionCool(section)
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else
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table.insert(self.section_status, "none")
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end
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if section > 5 then
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@ -249,10 +249,13 @@ local grade_conversion = {
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}
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function MarathonA2Game:whilePieceActive()
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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if self.clear then return
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else
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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end
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end
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end
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@ -26,7 +26,9 @@ function MarathonA3Game:new()
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self.roll_points = 0
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self.grade_point_decay_counter = 0
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self.section_cool_grade = 0
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self.section_status = { [0] = "none" }
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--self.section_status = { [0] = "none" }
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self.section_cools = { [0] = 0 }
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self.section_regrets = { [0] = 0 }
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self.section_start_time = 0
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self.secondary_section_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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@ -201,15 +203,23 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
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self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
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if section_time > regret_cutoffs[section] then
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self.section_cool_grade = self.section_cool_grade - 1
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table.insert(self.section_status, "regret")
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if self.grade > 0 then
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--this happens after the points are added, intentionally
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local currentgrade = self:getAggregateGrade()
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while self:getAggregateGrade() >= currentgrade do
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self.grade = self.grade - 1
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end
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self.grade_points = 0
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end
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table.insert(self.section_regrets, 1)
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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elseif self.section_cool then
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self.section_cool_grade = self.section_cool_grade + 1
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table.insert(self.section_status, "cool")
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else
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table.insert(self.section_status, "none")
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table.insert(self.section_regrets, 0)
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end
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if self.section_cool then
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self.section_cool_grade = self.section_cool_grade + 1
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end
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self.section_cool = false
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@ -223,6 +233,9 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
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self.section_cool = true
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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table.insert(self.section_cools, 1)
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else
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table.insert(self.section_cools, 0)
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end
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end
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end
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@ -402,9 +415,11 @@ MarathonA3Game.mRollOpacityFunction = function(age)
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end
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function MarathonA3Game:sectionColourFunction(section)
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if self.section_status[section] == "cool" then
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if self.section_cools[section] == 1 and self.section_regrets[section] == 1 then
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return { 1, 1, 0, 1 }
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elseif self.section_cools[section] == 1 then
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return { 0, 1, 0, 1 }
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elseif self.section_status[section] == "regret" then
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elseif self.section_regrets[section] == 1 then
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return { 1, 0, 0, 1 }
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else
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return { 1, 1, 1, 1 }
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@ -54,7 +54,7 @@ function PhantomManiaGame:getDasLimit()
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end
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function PhantomManiaGame:getLineClearDelay()
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return self:getLineARE()
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return self:getLineARE() - 2
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end
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function PhantomManiaGame:getLockDelay()
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@ -41,6 +41,7 @@ function PhantomMania2Game:new()
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self.coolregret_message = ""
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self.coolregret_timer = 0
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self.coolregrets = { [0] = 0 }
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end
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function PhantomMania2Game:getARE()
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@ -219,11 +220,14 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
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self.section_start_time = self.frames
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if section_time <= cool_cutoffs[section] then
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self.grade = self.grade + 2
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table.insert(self.coolregrets, 2)
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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elseif section_time <= regret_cutoffs[section] then
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self.grade = self.grade + 1
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table.insert(self.coolregrets, 1)
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else
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table.insert(self.coolregrets, 0)
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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end
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@ -292,6 +296,16 @@ function PhantomMania2Game:setHoldOpacity()
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end
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end
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function PhantomMania2Game:sectionColourFunction(section)
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if self.coolregrets[section] == 2 then
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return { 0, 1, 0, 1 }
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elseif self.coolregrets[section] == 0 then
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return { 1, 0, 0, 1 }
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else
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return { 1, 1, 1, 1 }
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end
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end
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function PhantomMania2Game:drawScoringInfo()
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PhantomMania2Game.super.drawScoringInfo(self)
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|
Loading…
Reference in New Issue
Block a user