local GameScene = Scene:extend() GameScene.title = "Game" require 'load.save' function GameScene:new(game_mode, ruleset, inputs) self.retry_mode = game_mode self.retry_ruleset = ruleset self.secret_inputs = inputs self.game = game_mode(self.secret_inputs) self.game.secret_inputs = inputs self.ruleset = ruleset(self.game) self.game:initialize(self.ruleset) self.inputs = { left=false, right=false, up=false, down=false, rotate_left=false, rotate_left2=false, rotate_right=false, rotate_right2=false, rotate_180=false, hold=false, } self.paused = false self.game.pause_count = 0 self.game.pause_time = 0 DiscordRPC:update({ details = self.game.rpc_details, state = self.game.name, largeImageKey = "ingame-"..self.game:getBackground().."00" }) end function GameScene:update() if self.paused then self.game.pause_time = self.game.pause_time + 1 else local inputs = {} for input, value in pairs(self.inputs) do inputs[input] = value end self.game:update(inputs, self.ruleset) self.game.grid:update() DiscordRPC:update({ details = self.game.rpc_details, state = self.game.name, largeImageKey = "ingame-"..self.game:getBackground().."00" }) end end function GameScene:render() self.game:draw(self.paused) if self.game.pause_time > 0 or self.game.pause_count > 0 then love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.printf(string.format( "%d PAUSE%s (%s)", self.game.pause_count, self.game.pause_count == 1 and "" or "S", formatTime(self.game.pause_time) ), 0, 0, 635, "right") end end function GameScene:onInputPress(e) if ( self.game.game_over or self.game.completed ) and ( e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry" ) then highscore_entry = self.game:getHighscoreData() highscore_hash = self.game.hash .. "-" .. self.ruleset.hash submitHighscore(highscore_hash, highscore_entry) self.game:onExit() scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene() elseif e.input == "retry" then switchBGM(nil) pitchBGM(1) self.game:onExit() scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then self.paused = not self.paused if self.paused then pauseBGM() self.game.pause_count = self.game.pause_count + 1 else resumeBGM() end elseif e.input == "menu_back" then self.game:onExit() scene = ModeSelectScene() elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then self.inputs[e.input] = true end end function GameScene:onInputRelease(e) if e.input and string.sub(e.input, 1, 5) ~= "menu_" then self.inputs[e.input] = false end end function submitHighscore(hash, data) if not highscores[hash] then highscores[hash] = {} end table.insert(highscores[hash], data) saveHighscores() end return GameScene