mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-24 07:29:02 -06:00
367 lines
12 KiB
Lua
367 lines
12 KiB
Lua
function love.load()
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highscores = {}
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love.graphics.setDefaultFilter("linear", "nearest")
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require "load.rpc"
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require "load.graphics"
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require "load.fonts"
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require "load.sounds"
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require "load.bgm"
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require "load.save"
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require "load.bigint"
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require "load.version"
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loadSave()
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require "funcs"
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require "scene"
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--config["side_next"] = false
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--config["reverse_rotate"] = true
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--config["das_last_key"] = false
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--config["fullscreen"] = false
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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-- used for screenshots
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GLOBAL_CANVAS = love.graphics.newCanvas()
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-- aliasing to prevent people using math.random by accident
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math.random = love.math.random
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math.randomseed = love.math.setRandomSeed
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math.randomseed(os.time())
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-- init config
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initConfig()
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love.window.setFullscreen(config["fullscreen"])
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if config.secret then playSE("welcome") end
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-- import custom modules
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initModules()
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end
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function initModules()
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-- replays are not loaded here, but they are cleared
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replays = {}
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game_modes = {}
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mode_list = love.filesystem.getDirectoryItems("tetris/modes")
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for i=1,#mode_list do
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if(mode_list[i] ~= "gamemode.lua" and string.sub(mode_list[i], -4) == ".lua") then
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game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
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end
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end
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rulesets = {}
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rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
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for i=1,#rule_list do
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if(rule_list[i] ~= "ruleset.lua" and string.sub(rule_list[i], -4) == ".lua") then
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rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
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end
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end
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--sort mode/rule lists
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local function padnum(d) return ("%03d%s"):format(#d, d) end
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table.sort(game_modes, function(a,b)
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return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
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table.sort(rulesets, function(a,b)
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return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
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end
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function love.draw()
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love.graphics.setCanvas(GLOBAL_CANVAS)
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love.graphics.clear()
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love.graphics.push()
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-- get offset matrix
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local width = love.graphics.getWidth()
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local height = love.graphics.getHeight()
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local scale_factor = math.min(width / 640, height / 480)
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love.graphics.translate(
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(width - scale_factor * 640) / 2,
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(height - scale_factor * 480) / 2
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)
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love.graphics.scale(scale_factor)
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scene:render()
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if config.gamesettings.display_gamemode == 1 or scene.title == "Title" then
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love.graphics.setFont(font_3x5_2)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(
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string.format("%.2f", 1.0 / love.timer.getAverageDelta()) ..
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"fps - " .. version, 0, 460, 635, "right"
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)
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end
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love.graphics.pop()
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love.graphics.setCanvas()
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love.graphics.setColor(1,1,1,1)
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love.graphics.draw(GLOBAL_CANVAS)
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end
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function love.keypressed(key, scancode)
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-- global hotkeys
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if scancode == "f11" then
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config["fullscreen"] = not config["fullscreen"]
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saveConfig()
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love.window.setFullscreen(config["fullscreen"])
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elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
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scene = InputConfigScene()
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switchBGM(nil)
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loadSave()
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-- secret sound playing :eyes:
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elseif scancode == "f8" and scene.title == "Title" then
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config.secret = not config.secret
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saveConfig()
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scene.restart_message = true
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if config.secret then playSE("mode_decide")
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else playSE("erase") end
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-- f12 is reserved for saving screenshots
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elseif scancode == "f12" then
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local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
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local info = love.filesystem.getInfo("ss", "directory")
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if not info then
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love.filesystem.remove("ss")
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love.filesystem.createDirectory("ss")
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end
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print("Saving screenshot as "..love.filesystem.getSaveDirectory().."/"..ss_name)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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-- escape is reserved for menu_back
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elseif scancode == "escape" then
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scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
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-- pass any other key to the scene, with its configured mapping
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else
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local input_pressed = nil
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if config.input and config.input.keys then
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input_pressed = config.input.keys[scancode]
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end
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scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
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end
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end
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function love.keyreleased(key, scancode)
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-- escape is reserved for menu_back
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if scancode == "escape" then
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scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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-- 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
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else
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local input_released = nil
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if config.input and config.input.keys then
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input_released = config.input.keys[scancode]
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end
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scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
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end
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end
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function love.joystickpressed(joystick, button)
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local input_pressed = nil
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].buttons
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then
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input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
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end
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scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
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end
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function love.joystickreleased(joystick, button)
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local input_released = nil
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].buttons
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then
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input_released = config.input.joysticks[joystick:getName()].buttons[button]
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end
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scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
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end
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function love.joystickaxis(joystick, axis, value)
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local input_pressed = nil
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local positive_released = nil
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local negative_released = nil
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].axes and
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config.input.joysticks[joystick:getName()].axes[axis]
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then
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if math.abs(value) >= 1 then
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input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
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end
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positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
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negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
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end
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if math.abs(value) >= 1 then
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scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
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else
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scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
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scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
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end
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end
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local last_hat_direction = ""
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local directions = {
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["u"] = "up",
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["d"] = "down",
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["l"] = "left",
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["r"] = "right",
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}
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function love.joystickhat(joystick, hat, direction)
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local input_pressed = nil
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local has_hat = false
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].hats and
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config.input.joysticks[joystick:getName()].hats[hat]
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then
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if direction ~= "c" then
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input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
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end
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has_hat = true
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end
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if input_pressed then
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for i = 1, #direction do
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local char = direction:sub(i, i)
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local _, count = last_hat_direction:gsub(char, char)
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if count == 0 then
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scene:onInputPress({input=config.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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end
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end
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for i = 1, #last_hat_direction do
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local char = last_hat_direction:sub(i, i)
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local _, count = direction:gsub(char, char)
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if count == 0 then
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scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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end
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end
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last_hat_direction = direction
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elseif has_hat then
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for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
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scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
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end
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last_hat_direction = ""
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elseif direction ~= "c" then
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for i = 1, #direction do
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local char = direction:sub(i, i)
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local _, count = last_hat_direction:gsub(char, char)
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if count == 0 then
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scene:onInputPress({input=directions[char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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end
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end
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for i = 1, #last_hat_direction do
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local char = last_hat_direction:sub(i, i)
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local _, count = direction:gsub(char, char)
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if count == 0 then
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scene:onInputRelease({input=directions[char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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end
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end
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last_hat_direction = direction
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else
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for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
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scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
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end
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last_hat_direction = ""
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end
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end
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function love.wheelmoved(x, y)
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scene:onInputPress({input=nil, type="wheel", x=x, y=y})
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end
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function love.focus(f)
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if f then
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resumeBGM(true)
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else
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pauseBGM(true)
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end
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end
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function love.resize(w, h)
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GLOBAL_CANVAS:release()
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GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
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end
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-- higher values of TARGET_FPS will make the game run "faster"
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-- since the game is mostly designed for 60 FPS
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local TARGET_FPS = 60
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local FRAME_DURATION = 1.0 / TARGET_FPS
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-- custom run function; optimizes game by syncing draw/update calls
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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if love.timer then love.timer.step() end
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local dt = 0
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local last_time = love.timer.getTime()
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local time_accumulator = 0.0
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return function()
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if love.event then
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love.event.pump()
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for name, a,b,c,d,e,f in love.event.poll() do
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if name == "quit" then
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if not love.quit or not love.quit() then
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return a or 0
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end
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end
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love.handlers[name](a,b,c,d,e,f)
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end
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end
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if love.timer then
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processBGMFadeout(love.timer.step())
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end
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if scene and scene.update and love.timer then
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scene:update()
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if time_accumulator < FRAME_DURATION then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.graphics.present()
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end
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-- request 1ms delays first but stop short of overshooting, then do "0ms" delays without overshooting (0ms requests generally do a delay of some nonzero amount of time, but maybe less than 1ms)
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for milliseconds=0.001,0.000,-0.001 do
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local max_delay = 0.0
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while max_delay < FRAME_DURATION do
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local delay_start_time = love.timer.getTime()
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if delay_start_time - last_time < FRAME_DURATION - max_delay then
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love.timer.sleep(milliseconds)
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local last_delay = love.timer.getTime() - delay_start_time
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if last_delay > max_delay then
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max_delay = last_delay
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end
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else
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break
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end
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end
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end
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while love.timer.getTime() - last_time < FRAME_DURATION do
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-- busy loop, do nothing here until delay is finished; delays above stop short of finishing, so this part can finish it off precisely
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end
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end
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local finish_delay_time = love.timer.getTime()
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local real_frame_duration = finish_delay_time - last_time
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time_accumulator = time_accumulator + real_frame_duration - FRAME_DURATION
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last_time = finish_delay_time
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end
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end
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end
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