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https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
Renaming and moving some modules
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@@ -3,7 +3,7 @@ local bit = require("bit")
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local lualzw = require 'libs.lualzw'
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local bitser = require 'libs.bitser'
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require 'funcs'
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require 'load.save'
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require 'settings'
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local playedReadySE = false
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local playedGoSE = false
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@@ -84,8 +84,8 @@ function GameMode:new(player_name, input_file, replay_grade)
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self.speed_divisor = 10000
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self.line_clear_flash = 0
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self.lines_cleared = 0
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sounds['bgm_firsthalf']:setVolume(0.3)
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sounds['bgm_secondhalf']:setVolume(0.35)
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SOUNDS['bgm_firsthalf']:setVolume(0.3)
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SOUNDS['bgm_secondhalf']:setVolume(0.35)
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self.audio_stopped = false
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self.recorded_inputs = {}
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self.input_saved = false
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@@ -373,7 +373,7 @@ function GameMode:update(inputs, ruleset)
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if self.grade_change_flash > 0 and self.game_over_frames >= 2 then self.grade_change_flash = self.grade_change_flash - 1 end
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if self.point_flash > 0 and self.game_over_frames >= 2 then self.point_flash = self.point_flash - 1 end
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if self.game_over_frames == 2 then
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playSEOnce(self.end_game_sound)
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PlaySEOnce(self.end_game_sound)
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end
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if self.game_over or self.completed then
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self.game_over_frames = self.game_over_frames + 1
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@@ -500,7 +500,7 @@ function GameMode:update(inputs, ruleset)
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--if spin < 0 then spin = 0 end
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self.spin_rng[i] = spin
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end
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playSE("erase")
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PlaySE("erase")
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self.lcd = self:getLineClearDelay()
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self.last_lcd = self.lcd
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self.are = self:getLineARE()
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@@ -613,28 +613,28 @@ end
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function GameMode:advanceOneFrame()
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if self.ready_frames ~= 0 and not self.audio_stopped and not self.training then
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if sounds['bgm_title']:getVolume() > 0.01 then sounds['bgm_title']:setVolume(sounds['bgm_title']:getVolume()-0.01) end
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if SOUNDS['bgm_title']:getVolume() > 0.01 then SOUNDS['bgm_title']:setVolume(SOUNDS['bgm_title']:getVolume()-0.01) end
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if self.ready_frames == 5 then
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love.audio.stop()
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self.audio_stopped = true
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end
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end
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if self.training and not sounds['bgm_title']:isPlaying() and config["music"] then sounds['bgm_title']:play() end
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if self.training and not SOUNDS['bgm_title']:isPlaying() and SETTINGS["music"] then SOUNDS['bgm_title']:play() end
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if not self.training then
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if self.nextbgmflag and sounds['bgm_firsthalf']:isPlaying() then
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if sounds['bgm_firsthalf']:getVolume() > 0.1 then
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sounds['bgm_firsthalf']:setVolume(sounds['bgm_firsthalf']:getVolume()-0.01)
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if self.nextbgmflag and SOUNDS['bgm_firsthalf']:isPlaying() then
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if SOUNDS['bgm_firsthalf']:getVolume() > 0.1 then
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SOUNDS['bgm_firsthalf']:setVolume(SOUNDS['bgm_firsthalf']:getVolume()-0.01)
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else
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sounds['bgm_firsthalf']:stop()
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SOUNDS['bgm_firsthalf']:stop()
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end
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end
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if self.ready_frames < 1 and not sounds['bgm_firsthalf']:isPlaying() and not sounds['bgm_secondhalf']:isPlaying() and config["music"] then
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if not self.nextbgmflag then sounds['bgm_firsthalf']:play()
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elseif self.total_lines < 296 then sounds['bgm_secondhalf']:play() end
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if self.ready_frames < 1 and not SOUNDS['bgm_firsthalf']:isPlaying() and not SOUNDS['bgm_secondhalf']:isPlaying() and SETTINGS["music"] then
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if not self.nextbgmflag then SOUNDS['bgm_firsthalf']:play()
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elseif self.total_lines < 296 then SOUNDS['bgm_secondhalf']:play() end
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end
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if self.total_lines >= 296 then
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sounds['bgm_firsthalf']:stop()
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sounds['bgm_secondhalf']:stop()
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SOUNDS['bgm_firsthalf']:stop()
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SOUNDS['bgm_secondhalf']:stop()
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end
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end
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if self.clear then
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@@ -688,7 +688,7 @@ function GameMode:onPieceLock(piece, cleared_row_count)
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self.moved = true
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end
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self.lastdir = 0
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playSE("lock")
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PlaySE("lock")
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end
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function GameMode:onLineClear(cleared_row_count)
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@@ -810,7 +810,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
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if self.ready_frames > 0 then
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if not playedReadySE then
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playedReadySE = true
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playSEOnce("ready")
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PlaySEOnce("ready")
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end
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self.ready_frames = self.ready_frames - 1
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if self.ready_frames == 0 then
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@@ -822,7 +822,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
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local cleared_row_count = self.grid:getClearedRowCount()
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self.grid:clearClearedRows()
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self:afterLineClear(cleared_row_count)
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playSE("fall")
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PlaySE("fall")
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if self.are == 0 then
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self:initializeOrHold(inputs, ruleset)
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end
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@@ -861,7 +861,7 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
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self.piece_soft_locked = false
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if self.piece:isDropBlocked(self.grid) and
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self.grid:canPlacePiece(self.piece) then
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playSE("bottom")
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PlaySE("bottom")
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end
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if generate_next_piece == nil then
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table.remove(self.next_queue, 1)
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@@ -893,10 +893,10 @@ function GameMode:drawLineClearAnimation()
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fall_timer = (fall_timer*fall_timer)+drift
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fade_timer = self.lcd/20
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love.graphics.setColor(1,1,1,fade_timer)
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love.graphics.draw(blocks[block.skin][block.colour..'_d'], real_x, real_y+fall_timer)
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love.graphics.draw(BLOCKS[block.skin][block.colour..'_d'], real_x, real_y+fall_timer)
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if self.lcd > self:getLineClearDelay() - 5 then
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love.graphics.setColor(1,1,1,fade_timer*0.3)
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love.graphics.draw(blocks[block.skin]['W'], real_x, real_y+fall_timer)
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love.graphics.draw(BLOCKS[block.skin]['W'], real_x, real_y+fall_timer)
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end
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end
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end
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@@ -917,7 +917,7 @@ function GameMode:drawNextQueue(ruleset)
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for index, offset in pairs(offsets) do
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local x = offset.x + ruleset:getDrawOffset(piece, rotation).x + ruleset.spawn_positions[piece].x
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local y = offset.y + ruleset:getDrawOffset(piece, rotation).y + 4.7
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love.graphics.draw(blocks[skin][ColourSchemes.Arika[piece]], pos_x+x*16, pos_y+y*16)
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love.graphics.draw(BLOCKS[skin][COLOUR_SCHEMES.Arika[piece]], pos_x+x*16, pos_y+y*16)
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end
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end
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for i = 1, self.next_queue_length do
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@@ -1067,8 +1067,8 @@ function GameMode:drawScoringInfo()
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if self.clear or self.game_over then
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sounds['bgm_firsthalf']:stop()
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sounds['bgm_secondhalf']:stop()
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SOUNDS['bgm_firsthalf']:stop()
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SOUNDS['bgm_secondhalf']:stop()
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end
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end
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@@ -1080,16 +1080,16 @@ function GameMode:drawBackground()
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--if self.training then bg = math.mod(math.floor(((self.frames+1)/1200)), 10) end
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if bg == 0 or bg == 6 or bg == 9 then limit = 5 end
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if bg == 5 then limit = 4.76 end
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if not backgrounds[bg]:isPlaying() then
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backgrounds[bg]:play()
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if not BACKGROUNDS[bg]:isPlaying() then
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BACKGROUNDS[bg]:play()
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end
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if backgrounds[bg]:tell() >= limit then
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backgrounds[bg]:rewind()
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if BACKGROUNDS[bg]:tell() >= limit then
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BACKGROUNDS[bg]:rewind()
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end
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if bg == 0 or bg == 8 or bg == 9 or bg == 3 then brightness = 0.7 end
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love.graphics.setColor(brightness, brightness, brightness, 1)
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love.graphics.draw(
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backgrounds[bg],
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BACKGROUNDS[bg],
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0, 0, 0,
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0.5, 0.5
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)
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