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115
scene/game.lua
Normal file
115
scene/game.lua
Normal file
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local GameScene = Scene:extend()
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local binser = require 'libs.binser'
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GameScene.title = "Game"
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local tas = false
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require 'load.save'
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function GameScene:new(player_name, replay_file, replay_grade)
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game_mode = require 'game.gamemode'
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if PENTO_MODE then
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ruleset = require 'game.rotation_pent'
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else
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ruleset = require 'game.rotation'
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end
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self.retry_mode = game_mode
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self.retry_ruleset = ruleset
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self.secret_inputs = inputs
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self.reset_stuff = {player_name, replay_file, replay_grade}
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self.game = game_mode(player_name, replay_file, replay_grade)
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self.ruleset = ruleset(self.game)
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self.grace_frames = 0
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self.normal_volume = love.audio.getVolume()
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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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up=false,
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down=false,
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rotate_left=false,
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rotate_left2=false,
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rotate_right=false,
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rotate_right2=false,
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rotate_180=false,
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hold=false,
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}
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self.paused = false
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end
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function GameScene:update(nosound, tas_update)
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local inputs = {}
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if tas then
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while self.game.are > 2 do
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self.game:update(inputs, self.ruleset)
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end
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end
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for input, value in pairs(self.inputs) do
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inputs[input] = value
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end
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if tas and tas_update then
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self.paused = false
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self.game:update(inputs, self.ruleset)
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self.paused = true
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return
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end
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if nosound then
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love.audio.setVolume(0)
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end
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if not nosound and self.grace_frames > 0 then
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self.grace_frames = self.grace_frames - 1
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if self.grace_frames == 1 then love.audio.setVolume(self.normal_volume) end
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end
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if not self.paused then
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self.game:update(inputs, self.ruleset)
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end
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end
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function GameScene:render()
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self.game:draw(self.paused)
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end
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function GameScene:onInputPress(e)
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if (self.game.game_over or self.game.completed) and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "rotate_right") and self.game.game_over_frames > 50 then
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scene = TitleScene()
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elseif tas and e.input == "menu_decide" then
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self:update(false, true)
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elseif self.game.input_playback and (e.input == "menu_back") then
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scene = TitleScene()
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elseif self.game.input_playback and e.input == "rotate_left" then
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self.paused = false
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self:update()
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self.paused = true
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elseif self.game.input_playback and e.input == "rotate_right" then
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self.paused = false
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elseif self.game.input_playback and not self.paused and e.input == 'left' then
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local target = self.game.frames - 300
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if target < 1 then target = 1 end
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self.game = game_mode(self.reset_stuff[1], self.reset_stuff[2], self.reset_stuff[3])
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self.ruleset = ruleset(self.game)
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self.game:initialize(self.ruleset)
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while self.game.frames < (target) do
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self:update(true)
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end
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self.grace_frames = 90
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elseif self.game.input_playback and not self.paused and e.input == 'right' then
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local target = self.game.frames + 600
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if target > #self.game.replay_inputs then target = #self.game.replay_inputs-10 end
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self.game = game_mode(self.reset_stuff[1], self.reset_stuff[2], self.reset_stuff[3])
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self.ruleset = ruleset(self.game)
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self.game:initialize(self.ruleset)
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while self.game.frames < (target) do
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self:update(true)
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end
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self.grace_frames = 90
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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end
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end
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function GameScene:onInputRelease(e)
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if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = false
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end
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end
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return GameScene
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