cambridge/scene/game.lua

116 lines
2.9 KiB
Lua

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