mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 14:39:02 -06:00
086f327371
DAS Cut Delay added and configurable (like ARR and DAS) BigInt lib added IRS / IHS do not take effect when ARE = 0 Game now saves highscore correctly on game over
264 lines
8.5 KiB
Lua
264 lines
8.5 KiB
Lua
function love.load()
|
|
math.randomseed(os.time())
|
|
highscores = {}
|
|
require "load.rpc"
|
|
require "load.graphics"
|
|
require "load.fonts"
|
|
require "load.sounds"
|
|
require "load.bgm"
|
|
require "load.save"
|
|
require "load.bigint"
|
|
loadSave()
|
|
require "scene"
|
|
--config["side_next"] = false
|
|
--config["reverse_rotate"] = true
|
|
config["fullscreen"] = false
|
|
|
|
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
|
|
|
-- init config
|
|
if not config.das then config.das = 10 end
|
|
if not config.arr then config.arr = 2 end
|
|
if not config.dcd then config.dcd = 0 end
|
|
if not config.sfx_volume then config.sfx_volume = 0.5 end
|
|
if not config.bgm_volume then config.bgm_volume = 0.5 end
|
|
|
|
if config.secret == nil then config.secret = false
|
|
elseif config.secret == true then playSE("welcome") end
|
|
|
|
if not config.gamesettings then
|
|
config.gamesettings = {}
|
|
config["das_last_key"] = false
|
|
else
|
|
config["das_last_key"] = config.gamesettings.das_last_key == 2
|
|
end
|
|
for _, option in ipairs(GameConfigScene.options) do
|
|
if not config.gamesettings[option[1]] then
|
|
config.gamesettings[option[1]] = 1
|
|
end
|
|
end
|
|
|
|
if not config.input then
|
|
scene = InputConfigScene()
|
|
else
|
|
if config.current_mode then current_mode = config.current_mode end
|
|
if config.current_ruleset then current_ruleset = config.current_ruleset end
|
|
scene = TitleScene()
|
|
end
|
|
|
|
game_modes = {}
|
|
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
|
|
for i=1,#mode_list do
|
|
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
|
|
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
|
|
end
|
|
end
|
|
rulesets = {}
|
|
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
|
|
for i=1,#rule_list do
|
|
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
|
|
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
|
|
end
|
|
end
|
|
--sort mode/rule lists
|
|
local function padnum(d) return ("%03d%s"):format(#d, d) end
|
|
table.sort(game_modes, function(a,b)
|
|
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
|
table.sort(rulesets, function(a,b)
|
|
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
|
|
|
end
|
|
|
|
local TARGET_FPS = 60
|
|
local SAMPLE_SIZE = 60
|
|
|
|
local rolling_samples = {}
|
|
local rolling_total = 0
|
|
local average_n = 0
|
|
local frame = 0
|
|
|
|
function getSmoothedDt(dt)
|
|
rolling_total = rolling_total + dt
|
|
frame = frame + 1
|
|
if frame > SAMPLE_SIZE then frame = frame - SAMPLE_SIZE end
|
|
if average_n == SAMPLE_SIZE then
|
|
rolling_total = rolling_total - rolling_samples[frame]
|
|
else
|
|
average_n = average_n + 1
|
|
end
|
|
rolling_samples[frame] = dt
|
|
return rolling_total / average_n
|
|
end
|
|
|
|
local update_time = 0.52
|
|
|
|
function love.update(dt)
|
|
processBGMFadeout(dt)
|
|
local old_update_time = update_time
|
|
update_time = update_time + getSmoothedDt(dt) * TARGET_FPS
|
|
updates = 0
|
|
while (update_time >= 1.02) do
|
|
scene:update()
|
|
updates = updates + 1
|
|
update_time = update_time - 1
|
|
end
|
|
if math.abs(update_time - old_update_time) < 0.02 then
|
|
update_time = old_update_time
|
|
end
|
|
end
|
|
|
|
function love.draw()
|
|
love.graphics.push()
|
|
|
|
-- get offset matrix
|
|
love.graphics.setDefaultFilter("linear", "nearest")
|
|
local width = love.graphics.getWidth()
|
|
local height = love.graphics.getHeight()
|
|
local scale_factor = math.min(width / 640, height / 480)
|
|
love.graphics.translate(
|
|
(width - scale_factor * 640) / 2,
|
|
(height - scale_factor * 480) / 2
|
|
)
|
|
love.graphics.scale(scale_factor)
|
|
|
|
scene:render()
|
|
love.graphics.pop()
|
|
end
|
|
|
|
function love.keypressed(key, scancode)
|
|
-- global hotkeys
|
|
if scancode == "f4" then
|
|
config["fullscreen"] = not config["fullscreen"]
|
|
love.window.setFullscreen(config["fullscreen"])
|
|
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
|
|
scene = InputConfigScene()
|
|
switchBGM(nil)
|
|
-- secret sound playing :eyes:
|
|
elseif scancode == "f8" and scene.title == "Title" then
|
|
config.secret = not config.secret
|
|
saveConfig()
|
|
scene.restart_message = true
|
|
if config.secret then playSE("mode_decide")
|
|
else playSE("erase") end
|
|
-- function keys are reserved
|
|
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
|
return
|
|
-- escape is reserved for menu_back
|
|
elseif scancode == "escape" then
|
|
scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
|
|
-- pass any other key to the scene, with its configured mapping
|
|
else
|
|
local input_pressed = nil
|
|
if config.input and config.input.keys then
|
|
input_pressed = config.input.keys[scancode]
|
|
end
|
|
scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
|
|
end
|
|
end
|
|
|
|
function love.keyreleased(key, scancode)
|
|
-- escape is reserved for menu_back
|
|
if scancode == "escape" then
|
|
scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
|
|
-- function keys are reserved
|
|
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
|
return
|
|
-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
|
|
else
|
|
local input_released = nil
|
|
if config.input and config.input.keys then
|
|
input_released = config.input.keys[scancode]
|
|
end
|
|
scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
|
|
end
|
|
end
|
|
|
|
function love.joystickpressed(joystick, button)
|
|
local input_pressed = nil
|
|
if
|
|
config.input and
|
|
config.input.joysticks and
|
|
config.input.joysticks[joystick:getName()] and
|
|
config.input.joysticks[joystick:getName()].buttons
|
|
then
|
|
input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
|
|
end
|
|
scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
|
|
end
|
|
|
|
function love.joystickreleased(joystick, button)
|
|
local input_released = nil
|
|
if
|
|
config.input and
|
|
config.input.joysticks and
|
|
config.input.joysticks[joystick:getName()] and
|
|
config.input.joysticks[joystick:getName()].buttons
|
|
then
|
|
input_released = config.input.joysticks[joystick:getName()].buttons[button]
|
|
end
|
|
scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
|
|
end
|
|
|
|
function love.joystickaxis(joystick, axis, value)
|
|
local input_pressed = nil
|
|
local positive_released = nil
|
|
local negative_released = nil
|
|
if
|
|
config.input and
|
|
config.input.joysticks and
|
|
config.input.joysticks[joystick:getName()] and
|
|
config.input.joysticks[joystick:getName()].axes and
|
|
config.input.joysticks[joystick:getName()].axes[axis]
|
|
then
|
|
if math.abs(value) >= 0.5 then
|
|
input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 and "positive" or "negative"]
|
|
end
|
|
positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
|
|
negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
|
|
end
|
|
if math.abs(value) >= 0.5 then
|
|
scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
|
else
|
|
scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
|
scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
|
end
|
|
end
|
|
|
|
function love.joystickhat(joystick, hat, direction)
|
|
local input_pressed = nil
|
|
local has_hat = false
|
|
if
|
|
config.input and
|
|
config.input.joysticks and
|
|
config.input.joysticks[joystick:getName()] and
|
|
config.input.joysticks[joystick:getName()].hats and
|
|
config.input.joysticks[joystick:getName()].hats[hat]
|
|
then
|
|
if direction ~= "c" then
|
|
input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
|
|
end
|
|
has_hat = true
|
|
end
|
|
if input_pressed then
|
|
scene:onInputPress({input=input_pressed, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
|
elseif has_hat then
|
|
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
|
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
|
end
|
|
elseif direction ~= "c" then
|
|
scene:onInputPress({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
|
else
|
|
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
|
scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
|
end
|
|
end
|
|
end
|
|
|
|
function love.focus(f)
|
|
if f and (scene.title ~= "Game" or not scene.paused) then
|
|
resumeBGM()
|
|
else
|
|
pauseBGM()
|
|
end
|
|
end
|