local ChallengeSelectScene = Scene:extend() ChallengeSelectScene.title = "Challenges" current_challenge = 1 function indexOf(array, value) for i, v in ipairs(array) do if v == value then return i end end return nil end function ChallengeSelectScene:new() -- reload custom modules initModules() if table.getn(challenges) == 0 then self.display_warning = true current_challenge = 1 else self.display_warning = false if current_challenge > table.getn(challenges) then current_challenge = 1 end end self.menu_state = { challenge = current_challenge, select = "challenge", } self.secret_inputs = {} self.das = 0 DiscordRPC:update({ details = "In menus", state = "Choosing a challenge", largeImageKey = "ingame-000" }) end function ChallengeSelectScene: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 >= 15 then self:changeOption(self.das_up and -1 or 1) self.das = self.das - 4 end DiscordRPC:update({ details = "In menus", state = "Choosing a challenge", largeImageKey = "ingame-000" }) end function ChallengeSelectScene:render() love.graphics.draw( backgrounds[0], 0, 0, 0, 0.5, 0.5 ) love.graphics.draw(misc_graphics["select_challenge"], 20, 40) if self.display_warning then love.graphics.setFont(font_3x5_3) love.graphics.printf( "You have no challenges", 80, 200, 480, "center" ) love.graphics.setFont(font_3x5_2) love.graphics.printf( "Come back to this menu after getting more challenges. " .. "Press any button to return to the main menu.", 80, 250, 480, "center" ) return end if self.menu_state.select == "challenge" then love.graphics.setColor(1, 1, 1, 0.5) end love.graphics.rectangle("fill", 20, 258, 240, 22) if self.menu_state.select == "challenge" then love.graphics.setColor(1, 1, 1, 0.25) end love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) for idx, challenge in pairs(challenges) do if(idx >= self.menu_state.challenge-9 and idx <= self.menu_state.challenge+9) then love.graphics.printf(challenge.name, 40, (260 - 20*(self.menu_state.challenge)) + 20 * idx, 200, "left") cur_tagline = challenge.tagline end end end function ChallengeSelectScene:onInputPress(e) 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 for idx, mode in pairs(game_modes) do if mode.hash == challenges[self.menu_state.challenge].mode then cur_mode = idx break end end for idx, ruleset in pairs(rulesets) do if ruleset.hash == challenges[self.menu_state.challenge].ruleset then cur_ruleset = idx break end end playSE("mode_decide") saveConfig() scene = ChallengeScene( challenges[current_challenge], rulesets[cur_ruleset] ) elseif e.input == "up" or e.scancode == "up" then self:changeOption(-1) self.das_up = true self.das_down = nil elseif e.input == "down" or e.scancode == "down" then self:changeOption(1) self.das_down = true self.das_up = nil 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 love.graphics.printf("test???", 340, 258, 200, "left") end function ChallengeSelectScene:onInputRelease(e) if 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 elseif e.input then self.secret_inputs[e.input] = false end end function ChallengeSelectScene:changeOption(rel) self:changechallenge(rel) playSE("cursor") end function ChallengeSelectScene:changechallenge(rel) local len = table.getn(challenges) self.menu_state.challenge = Mod1(self.menu_state.challenge + rel, len) end return ChallengeSelectScene