local ModeSelectScene = Scene:extend() ModeSelectScene.title = "Game Start" 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, select = "mode", } self.secret_inputs = {} self.das = 0 -- It's not exactly self-descriptive. self.menu_mode_height = 20 -- It's not exactly self-descriptive. self.menu_ruleset_height = 20 self.auto_menu_offset = 0 self.auto_menu_state = "mode" DiscordRPC:update({ details = "In menus", state = "Choosing a mode", largeImageKey = "ingame-000" }) end function ModeSelectScene:update() switchBGM(nil) -- experimental local mouse_x, mouse_y = getScaledPos(love.mouse.getPosition()) if love.mouse.isDown(1) and not left_clicked_before then if mouse_x < 320 then self.auto_menu_state = "mode" else self.auto_menu_state = "ruleset" end if self.auto_menu_state ~= self.menu_state.select then self:switchSelect() end self.auto_menu_offset = math.floor((mouse_y - 260)/20) if self.auto_menu_offset == 0 and self.auto_menu_state == "mode" then self:startMode() end end if self.das_up or self.das_down then self.das = self.das + 1 else self.das = 0 end if self.auto_menu_offset ~= 0 then self:changeOption(self.auto_menu_offset < 0 and -1 or 1) if self.auto_menu_offset > 0 then self.auto_menu_offset = self.auto_menu_offset - 1 end if self.auto_menu_offset < 0 then self.auto_menu_offset = self.auto_menu_offset + 1 end 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 " .. self.menu_state.select, largeImageKey = "ingame-000" }) end function ModeSelectScene:render() love.graphics.draw( backgrounds[0], 0, 0, 0, 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 love.graphics.setColor(1, 1, 1, 0.25) end self.menu_mode_height = interpolateListHeight(self.menu_mode_height / 20, self.menu_state.mode) * 20 self.menu_ruleset_height = interpolateListHeight(self.menu_ruleset_height / 20, self.menu_state.ruleset) * 20 love.graphics.rectangle("fill", 20, 258 + (self.menu_state.mode * 20) - self.menu_mode_height, 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 + (self.menu_state.ruleset * 20) - self.menu_ruleset_height, 200, 22) love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) for idx, mode in pairs(game_modes) do if(idx >= self.menu_mode_height / 20-10 and idx <= self.menu_mode_height / 20+10) then local b = CursorHighlight(0,(260 - self.menu_mode_height) + 20 * idx,320,20) love.graphics.setColor(1,1,b,FadeoutAtEdges((-self.menu_mode_height) + 20 * idx, 180, 20)) love.graphics.printf(mode.name, 40, (260 - self.menu_mode_height) + 20 * idx, 200, "left") end end for idx, ruleset in pairs(rulesets) do if(idx >= self.menu_ruleset_height / 20-10 and idx <= self.menu_ruleset_height / 20+10) then local b = CursorHighlight(320,(260 - self.menu_ruleset_height) + 20 * idx,320,20) love.graphics.setColor(1,1,b,FadeoutAtEdges(-self.menu_ruleset_height + 20 * idx, 180, 20)) love.graphics.printf(ruleset.name, 360, (260 - self.menu_ruleset_height) + 20 * idx, 160, "left") end end love.graphics.setColor(1,1,1,1) end function CursorHighlight(x,y,w,h) local mouse_x, mouse_y = getScaledPos(love.mouse.getPosition()) if mouse_x > x and mouse_x < x+w and mouse_y > y and mouse_y < y+h then return 0 else return 1 end end function FadeoutAtEdges(input, edge_distance, edge_width) if input < 0 then input = input * -1 end if input > edge_distance then return 1 - (input - edge_distance) / edge_width end return 1 end function ModeSelectScene:startMode() 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 ) end function ModeSelectScene: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 self:startMode() 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 == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then self:switchSelect() 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 == "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 ModeSelectScene:changeOption(rel) if self.menu_state.select == "mode" then self:changeMode(rel) elseif self.menu_state.select == "ruleset" then self:changeRuleset(rel) end playSE("cursor") end 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 = Mod1(self.menu_state.mode + rel, len) end function ModeSelectScene:changeRuleset(rel) local len = table.getn(rulesets) self.menu_state.ruleset = Mod1(self.menu_state.ruleset + rel, len) end return ModeSelectScene