240 lines
7.8 KiB
Lua
240 lines
7.8 KiB
Lua
function love.load()
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math.randomseed(os.time())
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highscores = {}
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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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loadSave()
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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["fullscreen"] = false
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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if not config.gamesettings then config.gamesettings = {} end
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for _, option in ipairs(GameConfigScene.options) do
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if not config.gamesettings[option[1]] then
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config.gamesettings[option[1]] = 1
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end
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end
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if not config.input then
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scene = InputConfigScene()
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else
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if config.current_mode then current_mode = config.current_mode end
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if config.current_ruleset then current_ruleset = config.current_ruleset end
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scene = TitleScene()
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end
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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 mode_list[i] ~= "unrefactored_modes") 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 rule_list[i] ~= "unrefactored_rulesets") 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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local TARGET_FPS = 60
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local SAMPLE_SIZE = 60
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local rolling_samples = {}
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local rolling_total = 0
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local average_n = 0
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local frame = 0
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function getSmoothedDt(dt)
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rolling_total = rolling_total + dt
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frame = frame + 1
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if frame > SAMPLE_SIZE then frame = frame - SAMPLE_SIZE end
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if average_n == SAMPLE_SIZE then
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rolling_total = rolling_total - rolling_samples[frame]
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else
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average_n = average_n + 1
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end
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rolling_samples[frame] = dt
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return rolling_total / average_n
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end
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local update_time = 0.52
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function love.update(dt)
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processBGMFadeout(dt)
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local old_update_time = update_time
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update_time = update_time + getSmoothedDt(dt) * TARGET_FPS
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updates = 0
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while (update_time >= 1.02) do
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scene:update()
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updates = updates + 1
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update_time = update_time - 1
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end
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if math.abs(update_time - old_update_time) < 0.02 then
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update_time = old_update_time
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end
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end
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function love.draw()
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love.graphics.push()
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-- get offset matrix
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love.graphics.setDefaultFilter("linear", "nearest")
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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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love.graphics.pop()
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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 == "f4" then
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config["fullscreen"] = not config["fullscreen"]
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love.window.setFullscreen(config["fullscreen"])
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-- reserved keys, so the user can always get back to configure input
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elseif scancode == "return" then
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scene:onInputPress({input="menu_decide", type="key", key=key, scancode=scancode})
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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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elseif scancode == "left" or scancode == "right" or scancode == "up" or scancode == "down" then
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scene:onInputPress({input=scancode, type="key", key=key, scancode=scancode})
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-- other keys can be configured
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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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-- reserved keys, so the user can always get back to configure input
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if scancode == "return" then
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scene:onInputRelease({input="menu_decide", type="key", key=key, scancode=scancode})
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elseif scancode == "escape" then
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scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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elseif scancode == "left" or scancode == "right" or scancode == "up" or scancode == "down" then
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scene:onInputRelease({input=scancode, type="key", key=key, scancode=scancode})
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-- other keys can be configured
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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) >= 0.5 then
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input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 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) >= 0.5 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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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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scene:onInputPress({input=input_pressed, type="joyhat", name=joystick:getName(), hat=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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elseif direction ~= "c" then
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scene:onInputPress({input=nil, type="joyhat", name=joystick:getName(), hat=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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end
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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()
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else
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pauseBGM()
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end
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end
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