First bundled release.
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62
scene/input_config.lua
Normal file
62
scene/input_config.lua
Normal file
@@ -0,0 +1,62 @@
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local ConfigScene = Scene:extend()
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ConfigScene.title = "Input Config"
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require 'load.save'
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local configurable_inputs = {
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"left",
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"right",
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"up",
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"down",
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"rotate_left",
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"rotate_left2",
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"rotate_right",
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"rotate_right2",
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"rotate_180",
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"hold",
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}
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function ConfigScene:new()
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-- load current config
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self.config = config.input
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self.input_state = 1
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end
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function ConfigScene:update()
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end
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function ConfigScene:render()
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love.graphics.setFont(font_3x5_2)
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for i, input in pairs(configurable_inputs) do
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if config.input[input] then
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love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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love.graphics.printf(
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love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
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240, 50 + i * 20, 200, "left"
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)
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end
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end
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if self.input_state > table.getn(configurable_inputs) then
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love.graphics.print("press enter to confirm, delete to retry")
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else
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love.graphics.print("press key for " .. configurable_inputs[self.input_state])
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end
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end
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function ConfigScene:onKeyPress(e)
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if self.input_state > table.getn(configurable_inputs) then
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if e.scancode == "return" then
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-- save, then load next scene
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saveConfig()
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scene = TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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self.input_state = 1
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end
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else
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config.input[configurable_inputs[self.input_state]] = e.scancode
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self.input_state = self.input_state + 1
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end
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end
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return ConfigScene
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