cambridge/scene/mode_select.lua
2022-02-27 20:46:43 +07:00

232 lines
6.4 KiB
Lua
Executable File

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
love.graphics.rectangle("fill", 20, 258, 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, 200, 22)
love.graphics.setColor(1, 1, 1, 1)
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.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
love.graphics.setColor(1,1,1,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
love.graphics.setColor(1,1,1,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 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