First bundled release.
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127
scene/mode_select.lua
Normal file
127
scene/mode_select.lua
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local ModeSelectScene = Scene:extend()
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ModeSelectScene.title = "Game Start"
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current_mode = 1
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current_ruleset = 1
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game_modes = {
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require 'tetris.modes.marathon_2020',
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require 'tetris.modes.survival_2020',
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require 'tetris.modes.demon_mode',
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require 'tetris.modes.strategy',
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require 'tetris.modes.interval_training',
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require 'tetris.modes.pacer_test',
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require 'tetris.modes.phantom_mania',
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require 'tetris.modes.phantom_mania2',
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require 'tetris.modes.phantom_mania_n',
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require 'tetris.modes.ligne',
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require 'tetris.modes.marathon_a1',
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require 'tetris.modes.marathon_a2',
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require 'tetris.modes.marathon_a3',
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require 'tetris.modes.survival_a1',
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require 'tetris.modes.survival_a2',
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require 'tetris.modes.survival_a3',
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require 'tetris.modes.marathon_l1',
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}
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rulesets = {
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require 'tetris.rulesets.cambridge',
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require 'tetris.rulesets.arika',
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require 'tetris.rulesets.arika_ti',
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require 'tetris.rulesets.standard_exp',
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--require 'tetris.rulesets.bonkers',
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--require 'tetris.rulesets.shirase',
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--require 'tetris.rulesets.super302',
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}
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function ModeSelectScene:new()
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self.menu_state = {
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mode = current_mode,
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ruleset = current_ruleset,
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select = "mode",
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}
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end
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function ModeSelectScene:update()
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end
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function ModeSelectScene:render()
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love.graphics.draw(
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backgrounds[0],
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0, 0, 0,
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0.5, 0.5
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)
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if self.menu_state.select == "mode" then
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love.graphics.setColor(1, 1, 1, 0.5)
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elseif self.menu_state.select == "ruleset" then
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love.graphics.setColor(1, 1, 1, 0.25)
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end
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love.graphics.rectangle("fill", 20, 78 + 20 * self.menu_state.mode, 240, 22)
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if self.menu_state.select == "mode" then
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love.graphics.setColor(1, 1, 1, 0.25)
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elseif self.menu_state.select == "ruleset" then
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love.graphics.setColor(1, 1, 1, 0.5)
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end
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love.graphics.rectangle("fill", 340, 78 + 20 * self.menu_state.ruleset, 200, 22)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(misc_graphics["select_mode"], 20, 40)
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love.graphics.setFont(font_3x5_2)
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for idx, mode in pairs(game_modes) do
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love.graphics.printf(mode.name, 40, 80 + 20 * idx, 200, "left")
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end
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for idx, ruleset in pairs(rulesets) do
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love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left")
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end
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end
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function ModeSelectScene:onKeyPress(e)
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if e.scancode == "return" and e.isRepeat == false then
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current_mode = self.menu_state.mode
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current_ruleset = self.menu_state.ruleset
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config.current_mode = current_mode
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config.current_ruleset = current_ruleset
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saveConfig()
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scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
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elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
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self:changeOption(-1)
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elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
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self:changeOption(1)
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elseif (e.scancode == config.input["left"] or e.scancode == "left") or
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(e.scancode == config.input["right"] or e.scancode == "right") then
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self:switchSelect()
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end
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end
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function ModeSelectScene:changeOption(rel)
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if self.menu_state.select == "mode" then
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self:changeMode(rel)
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elseif self.menu_state.select == "ruleset" then
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self:changeRuleset(rel)
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end
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end
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function ModeSelectScene:switchSelect(rel)
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if self.menu_state.select == "mode" then
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self.menu_state.select = "ruleset"
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elseif self.menu_state.select == "ruleset" then
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self.menu_state.select = "mode"
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end
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end
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function ModeSelectScene:changeMode(rel)
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local len = table.getn(game_modes)
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self.menu_state.mode = (self.menu_state.mode + len + rel - 1) % len + 1
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end
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function ModeSelectScene:changeRuleset(rel)
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local len = table.getn(rulesets)
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self.menu_state.ruleset = (self.menu_state.ruleset + len + rel - 1) % len + 1
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end
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return ModeSelectScene
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