local ModeSelectScene = Scene:extend() ModeSelectScene.title = "Game Start" current_mode = 1 current_ruleset = 1 function ModeSelectScene:new() self.menu_state = { mode = current_mode, ruleset = current_ruleset, select = "mode", } self.secret_inputs = { rotate_left = false, rotate_left2 = false, rotate_right = false, rotate_right2 = false, rotate_180 = false, hold = false, } DiscordRPC:update({ details = "In menus", state = "Choosing a mode", }) end function ModeSelectScene:update() switchBGM(nil) -- experimental end function ModeSelectScene:render() love.graphics.draw( backgrounds[0], 0, 0, 0, 0.5, 0.5 ) if self.menu_state.select == "mode" then love.graphics.setColor(1, 1, 1, 0.5) elseif self.menu_state.select == "ruleset" then love.graphics.setColor(1, 1, 1, 0.25) end love.graphics.rectangle("fill", 20, 258, 240, 22) if self.menu_state.select == "mode" then love.graphics.setColor(1, 1, 1, 0.25) elseif self.menu_state.select == "ruleset" then love.graphics.setColor(1, 1, 1, 0.5) end love.graphics.rectangle("fill", 340, 258, 200, 22) 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 love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left") end end for idx, ruleset in pairs(rulesets) do if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left") end end end function ModeSelectScene:onInputPress(e) if 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) elseif e.input == "up" or e.scancode == "up" then self:changeOption(-1) playSE("cursor") elseif e.input == "down" or e.scancode == "down" then self:changeOption(1) playSE("cursor") 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 self.secret_inputs[e.input] = true end 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 end end function ModeSelectScene:changeOption(rel) if self.menu_state.select == "mode" then self:changeMode(rel) elseif self.menu_state.select == "ruleset" then self:changeRuleset(rel) end end function ModeSelectScene:switchSelect(rel) 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 end function ModeSelectScene:changeMode(rel) local len = table.getn(game_modes) self.menu_state.mode = (self.menu_state.mode + len + rel - 1) % len + 1 end function ModeSelectScene:changeRuleset(rel) local len = table.getn(rulesets) self.menu_state.ruleset = (self.menu_state.ruleset + len + rel - 1) % len + 1 end return ModeSelectScene