Replays list is now sorted, and replays are smaller.
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@@ -89,7 +89,7 @@ function GameMode:getGravity() return 1/64 end
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function GameMode:getNextPiece(ruleset)
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local shape = self.used_randomizer:nextPiece()
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table.insert(self.replay_pieces,shape)
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self.replay_pieces[#self.replay_pieces + 1] = shape
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return {
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skin = self:getSkin(),
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shape = shape,
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@@ -105,7 +105,7 @@ function GameMode:initialize(ruleset)
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local dummy_entry = {}
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dummy_entry["inputs"] = {}
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dummy_entry["frames"] = 0
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table.insert(self.replay_inputs, dummy_entry)
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self.replay_inputs[#self.replay_inputs + 1] = dummy_entry
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-- generate next queue
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self.used_randomizer = (
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table.equalvalues(
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@@ -138,16 +138,19 @@ function GameMode:update(inputs, ruleset)
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end
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-- check if inputs have changed since last frame
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local last_input_index = table.maxn(self.replay_inputs)
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if self.replay_inputs[last_input_index]["inputs"] ~= inputs then
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if self.prev_inputs["left"] ~= inputs["left"] or self.prev_inputs["right"] ~= inputs["right"]
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or self.prev_inputs["down"] ~= inputs["down"] or self.prev_inputs["up"] ~= inputs["up"]
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or self.prev_inputs["rotate_left"] ~= inputs["rotate_left"] or self.prev_inputs["rotate_right"] ~= inputs["rotate_right"]
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or self.prev_inputs["hold"] ~= inputs["hold"] or self.prev_inputs["rotate_180"] ~= inputs["rotate_180"]
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or self.prev_inputs["rotate_left2"] ~= inputs["rotate_left2"] or self.prev_inputs["rotate_right2"] ~= inputs["rotate_right2"] then
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-- insert new inputs into replay inputs table
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local new_inputs = {}
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new_inputs["inputs"] = inputs
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new_inputs["frames"] = 0
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table.insert(self.replay_inputs,new_inputs)
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self.replay_inputs[#self.replay_inputs + 1] = new_inputs
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else
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-- add 1 to input frame counter
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self.replay_inputs[last_input_index]["frames"] = self.replay_inputs[last_input_index]["frames"] + 1
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self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
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end
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-- advance one frame
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@@ -357,10 +360,7 @@ function GameMode:onGameOver()
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switchBGM(nil)
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local alpha = 0
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local animation_length = 120
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if self.game_over_frames < animation_length then
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-- Show field for a bit, then fade out.
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alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
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elseif self.game_over_frames == animation_length then
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if self.game_over_frames == 1 then
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alpha = 1
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-- Save replay.
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local replay = {}
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@@ -392,6 +392,9 @@ function GameMode:onGameOver()
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end
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end
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love.filesystem.write("replays/"..replay_number..".rply", binser.serialize(replay))
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elseif self.game_over_frames < animation_length then
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-- Show field for a bit, then fade out.
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alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
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elseif self.game_over_frames < 2 * animation_length then
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-- Keep field hidden for a short time, then pop it back in (for screenshots).
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alpha = 1
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