Allowed gamemode and ruleset objects to control each other
Also added GameMode:onExit(), which triggers on game exit or retry
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@@ -7,10 +7,10 @@ require 'load.save'
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function GameScene:new(game_mode, ruleset, inputs)
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self.retry_mode = game_mode
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self.retry_ruleset = ruleset
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self.secret_inputs = copy(inputs)
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self.secret_inputs = inputs
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self.game = game_mode(self.secret_inputs)
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self.ruleset = ruleset()
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self.game:initialize(self.ruleset, self.secret_inputs)
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self.ruleset = ruleset(self.game)
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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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@@ -118,9 +118,11 @@ function GameScene:onInputPress(e)
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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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self.game:onExit()
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scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
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elseif e.input == "retry" then
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switchBGM(nil)
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self.game:onExit()
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scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
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elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
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self.paused = not self.paused
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