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https://github.com/SashLilac/cambridge.git
synced 2024-11-16 17:19:02 -06:00
863c614a4c
I had to redo how input is done entirely, so more than one source of input can be used for game inputs. I added new inputs, menu_decide and menu_back. Return and escape still have their reserved status, sending menu_decide and menu_back, respectively. Other keys are reserved too, like arrows, to ensure users can always reconfigure input.
97 lines
2.4 KiB
Lua
97 lines
2.4 KiB
Lua
local GameScene = Scene:extend()
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require 'load.save'
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function GameScene:new(game_mode, ruleset)
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self.retry_mode = game_mode
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self.retry_ruleset = ruleset
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self.game = game_mode()
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self.ruleset = ruleset()
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self.game:initialize(self.ruleset)
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self.inputs = {
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left=false,
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right=false,
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up=false,
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down=false,
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rotate_left=false,
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rotate_left2=false,
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rotate_right=false,
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rotate_right2=false,
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rotate_180=false,
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hold=false,
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}
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DiscordRPC:update({
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details = self.game.rpc_details,
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state = self.game.name,
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})
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end
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function GameScene:update()
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if love.window.hasFocus() then
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local inputs = {}
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for input, value in pairs(self.inputs) do
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inputs[input] = value
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end
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self.game:update(inputs, self.ruleset)
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end
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self.game.grid:update()
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end
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function GameScene:render()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(
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backgrounds[self.game:getBackground()],
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0, 0, 0,
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0.5, 0.5
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)
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-- game frame
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love.graphics.draw(misc_graphics["frame"], 48, 64)
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love.graphics.setColor(0, 0, 0, 200)
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love.graphics.rectangle("fill", 64, 80, 160, 320)
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self.game:drawGrid()
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self.game:drawPiece()
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self.game:drawNextQueue(self.ruleset)
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self.game:drawScoringInfo()
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-- ready/go graphics
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if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
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love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
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elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
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love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
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end
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self.game:drawCustom()
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end
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function GameScene:onInputPress(e)
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if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back") then
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highscore_entry = self.game:getHighscoreData()
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highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
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submitHighscore(highscore_hash, highscore_entry)
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scene = ModeSelectScene()
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elseif e.input == "retry" then
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scene = GameScene(self.retry_mode, self.retry_ruleset)
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elseif e.input == "menu_back" then
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scene = ModeSelectScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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end
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end
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function GameScene:onInputRelease(e)
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if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = false
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end
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end
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function submitHighscore(hash, data)
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if not highscores[hash] then highscores[hash] = {} end
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table.insert(highscores[hash], data)
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saveHighscores()
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end
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return GameScene
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