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v.1.0.v.2.
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v1.1.v.2.3
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17
README.md
17
README.md
@@ -3,7 +3,7 @@ A old-fashioned but modern block-stacking game. Made with :heart: by [mycophobia
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||||
Ported to Android (mobile and TV) by SweetSea with on-screen control (with some necessary changes)
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# How to play
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||||
> :warning: There is no Android build (aka APK file) right now. If you see any pre-built APK files on the internet. Please be aware
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> :warning: There is no Android build (aka APK file) right now. If you see any pre-built APK files on the internet. Please be aware of viruses and malwares
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## For mobile
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### Install
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1. In the [Releases tab](https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile/releases) and click on ``Source code (zip)``
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||||
@@ -15,8 +15,8 @@ Ported to Android (mobile and TV) by SweetSea with on-screen control (with some
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||||
7. Now, press Home (or back to app launcher), you can see two icons: ``LÖVE for Android`` and ``LÖVE Launcher``. You should use the ``LÖVE Launcher`` to launch Tromi
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### Launch
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||||
1. Launch ``LÖVE Launcher``, an file picker will appear
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2. Navigate to where you put the game file, example ``tromi_mobile.love``
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3. Pick the file and enjoy
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2. Navigate to where you put the file and pick Tromi
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3. Pick the file and enjoy.
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||||
|
||||
## For TV
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||||
> :warning: Before I tell you how, I need to tell you something
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||||
@@ -28,7 +28,7 @@ Ported to Android (mobile and TV) by SweetSea with on-screen control (with some
|
||||
2. Install this file manager on your TV: https://play.google.com/store/apps/details?id=com.alphainventor.filemanager. Once you installed, you should see [this icon](https://play-lh.googleusercontent.com/9PzlG2XGr5sQDf5925tlZhqluOreI2cwzp-FOZiuj545Kt1Gk5EE9J4IdGsD7e5xWw=w240-h480-rw)
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||||
3. Opening the application, click on ``Access from...`` (network/other devices/etc.)
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||||
4. Transfer 2 downloaded files to TV
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||||
5. Install LÖVE for Android application (see step 6 in ``Install for TV`` section)
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5. Install LÖVE for Android application (see step 6 in ``Install for mobile`` section)
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6. *(First time only)* Open the ``tromi_mobile.love``. When the file manager asks you to open the file as what. Select ``Other``, then select ``LÖVE for Android`` and select ``Always``
|
||||
7. Once you are in the key configuration scene, type ``88663366``. An predefined keybind will be set automatically, but you can now make a different one if you'd like to
|
||||
|
||||
@@ -52,18 +52,19 @@ Navigate to where you put ``tromi_mobile.love`` in the File manager (the one you
|
||||
* Update ``binser`` library, this fixes some weird bugs related to saving
|
||||
* Add ``simple-button`` module, made by me (SweetSea)
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||||
* Replaced old Cambridge's ``config`` module with the new one inspired by "the sequel of Techmino"s ``SETTINGS`` module".
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||||
* Using `lily` to improve the loading speed of animated backgrounds and sounds.
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|
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# TODO
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- [x] Add a way to export replay data for Android > 11
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- [x] Add a way to export replay data for Android 11+
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||||
- [x] Revert ``bitser`` with ``binser`` (if and only if I can make it works)
|
||||
- [x] Design a new on-screen buttons skin (the current one is come from [C₂₉H₂₅N₃O₅](https://github.com/C29H25N3O5), I am aware that it's not fit to Tromi's design language)
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||||
- [x] Updating on-screen control configuration screen
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||||
- [x] (Low priority) Design a new menu screen
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||||
- [x] Add shortcut to open replay converter at https://sweetsea-butimnotsweet.github.io/tromi_replay_converter
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||||
- [x] Redesign the replay selector screen
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||||
|
||||
- [ ] Add user data management
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||||
- [ ] Redesign "the Control method selection" screen
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||||
- [ ] Redesign the replay screen
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||||
- [ ] Add shortcut to open replay converter at https://sweetsea-butimnotsweet.github.io/tromi_replay_converter
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||||
|
||||
# License (GNU GPLv3)
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||||
Please read ``COPYING.txt`` for more information.<br>
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||||
@@ -82,7 +83,7 @@ A small note about the music:
|
||||
|
||||
# Don't forget to check
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||||
* [Original Tromi](https://mycophobia.org/tromi)
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||||
* [Leaderboard](https://mycophobia.org/)
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||||
* [Leaderboard](https://mycophobia.org/forums/viewtopic.php?t=29)
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||||
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||||
* [Cambridge](https://github.com/Cambridge-stacker/Cambridge)
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* [Techmino](https://github.com/26F-Studio/Techmino)
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||||
2
conf.lua
2
conf.lua
@@ -9,5 +9,5 @@ function love.conf(t)
|
||||
t.window.height = 960
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||||
t.window.vsync = false
|
||||
|
||||
t.accelerometerjoystick = true
|
||||
t.accelerometerjoystick = false
|
||||
end
|
||||
|
||||
@@ -11,8 +11,7 @@ local Randomizer = require 'game.randomizer'
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||||
local GameMode = Object:extend()
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||||
|
||||
function GameMode:new(player_name, input_file, replay_grade)
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||||
-- VCTRL.toggle(MOBILE and not input_file and not SETTINGS.tvMode)
|
||||
VCTRL.toggle(true)
|
||||
VCTRL.toggle(MOBILE and not input_file and not SETTINGS.tvMode)
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||||
VCTRL.reset()
|
||||
|
||||
if player_name == nil then self.training = true else self.training = false end
|
||||
|
||||
@@ -15,7 +15,6 @@ local function mDrawQ(obj,quad,x,y,a,k)
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||||
love.graphics.draw(obj,quad,x,y,a,k,nil,w*.5,h*.5)
|
||||
end
|
||||
|
||||
ShowLoadingText('virtual key skin')
|
||||
local empty_quad
|
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-- A table containing quads used to draw icons for virtual control system.
|
||||
-- local virtual_quad=setmetatable((function()
|
||||
@@ -42,7 +41,7 @@ local virtual_quad=setmetatable((function()
|
||||
empty_quad=gc_newQuad(0,0,1,1,5*w,2*w)
|
||||
for i,name in next,{
|
||||
'left','right','up','down','restart',
|
||||
'rotate_right','rotate_left','rotate_right2','rotate_left2','',
|
||||
'rotate_right','rotate_left','rotate_right2','rotate_left2'
|
||||
} do if #name>0 then t[name]=gc_newQuad((i-1)%5*w,math.floor((i-1)/5)*w,w,w,5*w,2*w) end end
|
||||
return t
|
||||
end)(),{
|
||||
|
||||
1009
libs/lily.lua
Normal file
1009
libs/lily.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -151,13 +151,13 @@ function button:press(x, y, touchID)
|
||||
end
|
||||
---Trigger release action, don't need ``self._hovering`` to ``true``
|
||||
function button:release(x, y, touchID)
|
||||
local valid = true
|
||||
local valid
|
||||
if touchID then
|
||||
valid = touchID == self._touchID
|
||||
else
|
||||
valid = true
|
||||
end
|
||||
|
||||
|
||||
if valid then
|
||||
self._pressed = false
|
||||
self._touchID = false
|
||||
@@ -187,7 +187,7 @@ function BUTTON.checkDataValidation(D, safe)
|
||||
elseif type(D.text) ~= 'string' then
|
||||
error("[text] must be a string or a function returns string, got "..type(D.text))
|
||||
end
|
||||
|
||||
|
||||
assert(type(D.x) == "number" , "[x] must be a integer")
|
||||
assert(type(D.y) == "number" , "[y] must be a integer")
|
||||
assert(type(D.w) == "number" and D.w > 0, "[w] must be a positive integer")
|
||||
|
||||
68
load.lua
68
load.lua
@@ -60,22 +60,25 @@ BUTTON.setDefaultOption{
|
||||
}
|
||||
|
||||
-- Graphics
|
||||
ShowLoadingText('backgrounds')
|
||||
local gc_newImage, gc_newVideo = love.graphics.newImage, love.graphics.newVideo
|
||||
BACKGROUNDS = {
|
||||
[0] = gc_newVideo("res/backgrounds/green_waterfall.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/water.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/green_streams.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/streams.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/red_forest_waterfall.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/flowers_rain.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/moonlight_tree.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/lisa_frank.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/snowy_trees.ogv", {audio=false}),
|
||||
gc_newVideo("res/backgrounds/snowy_cabin.ogv", {audio=false}),
|
||||
}
|
||||
BACKGROUNDS = {}
|
||||
LILY.loadMulti{
|
||||
{'newVideo', "res/backgrounds/green_waterfall.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/water.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/green_streams.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/streams.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/red_forest_waterfall.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/flowers_rain.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/moonlight_tree.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/lisa_frank.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/snowy_trees.ogv", {audio=false}},
|
||||
{'newVideo', "res/backgrounds/snowy_cabin.ogv", {audio=false}},
|
||||
}:onComplete(
|
||||
function(_, lilies)
|
||||
for i = 0, 9 do BACKGROUNDS[i] = lilies[i + 1][1] end
|
||||
LOADED_BACKGROUND = true;
|
||||
end)
|
||||
|
||||
ShowLoadingText('blocks')
|
||||
BLOCKS = {
|
||||
["2tie"] = {
|
||||
R = gc_newImage("res/img/r.png"),
|
||||
@@ -112,21 +115,30 @@ COLOUR_SCHEMES = {
|
||||
}
|
||||
|
||||
-- BGMs and SFXs
|
||||
ShowLoadingText('BGMs & SFXs')
|
||||
local audio_newSource = love.audio.newSource
|
||||
SOUNDS = {
|
||||
bottom = audio_newSource("res/se/bottom.wav", "static"),
|
||||
lock = audio_newSource("res/se/lock.wav", "static"),
|
||||
erase = audio_newSource("res/se/erase.wav", "static"),
|
||||
fall = audio_newSource("res/se/fall.wav", "static"),
|
||||
ready = audio_newSource("res/se/ready.wav", "static"),
|
||||
promote = audio_newSource("res/se/promote.wav", "static"),
|
||||
demote = audio_newSource("res/se/demote.wav", "static"),
|
||||
autopromote = audio_newSource("res/se/autopromote.wav", "static"),
|
||||
bgm_firsthalf = audio_newSource("res/bgm/firsthalf.flac", "static"),
|
||||
bgm_secondhalf = audio_newSource("res/bgm/secondhalf.flac", "static"),
|
||||
bgm_title = audio_newSource("res/bgm/title.flac", "static")
|
||||
}
|
||||
SOUNDS = {}
|
||||
LILY.loadMulti{
|
||||
{"newSource", "res/se/bottom.wav", "static"},
|
||||
{"newSource", "res/se/lock.wav", "static"},
|
||||
{"newSource", "res/se/erase.wav", "static"},
|
||||
{"newSource", "res/se/fall.wav", "static"},
|
||||
{"newSource", "res/se/ready.wav", "static"},
|
||||
{"newSource", "res/se/promote.wav", "static"},
|
||||
{"newSource", "res/se/demote.wav", "static"},
|
||||
{"newSource", "res/se/autopromote.wav", "static"},
|
||||
{"newSource", "res/bgm/firsthalf.flac", "static"},
|
||||
{"newSource", "res/bgm/secondhalf.flac", "static"},
|
||||
{"newSource", "res/bgm/title.flac", "static"},
|
||||
}:onComplete(
|
||||
function(_, lilies)
|
||||
SOUNDS.bottom, SOUNDS.lock, SOUNDS.erase, SOUNDS.fall = unpack(lilies, 1, 4)
|
||||
SOUNDS.ready, SOUNDS.promote, SOUNDS.demote, SOUNDS.autopromote = unpack(lilies, 5, 8)
|
||||
SOUNDS.bgm_firsthalf, SOUNDS.bgm_secondhalf, SOUNDS.bgm_title = unpack(lilies, 9)
|
||||
|
||||
for k, v in pairs(SOUNDS) do SOUNDS[k] = v[1] end -- Again, to avoid userdata
|
||||
LOADED_MUSIC = true;
|
||||
end
|
||||
)
|
||||
|
||||
function PlaySE(sound, subsound)
|
||||
if sound ~= nil then
|
||||
|
||||
36
main.lua
36
main.lua
@@ -12,26 +12,13 @@ if not love.filesystem.getInfo(REPLAY_DIR) then
|
||||
love.filesystem.createDirectory(REPLAY_DIR)
|
||||
end
|
||||
|
||||
BACKGROUND_COLOR = {32/255, 120/255, 88/255}
|
||||
BACKGROUND_COLOR = {0, 0, 0}
|
||||
-- BACKGROUND_COLOR = {32/255, 120/255, 88/255}
|
||||
|
||||
CURRENT_OS = love.system.getOS()
|
||||
MOBILE = CURRENT_OS == "Android" or CURRENT_OS == "iOS"
|
||||
|
||||
LOADING_IMAGE_FILE = love.graphics.newImage('res/loading.png')
|
||||
--- Show the loading text while we are loading resources<br>
|
||||
--- **WARNING**: should only be used while loading the game!
|
||||
function ShowLoadingText(thing)
|
||||
love.resize(love.graphics.getDimensions())
|
||||
love.graphics.replaceTransform(GLOBAL_TRANSFORM)
|
||||
love.graphics.setFont(love.graphics.newFont(20))
|
||||
love.graphics.clear()
|
||||
|
||||
love.graphics.draw(LOADING_IMAGE_FILE,0,0,0,0.5)
|
||||
drawText("Loading ".. thing .. "...", 15, 455, 1e99, "left")
|
||||
|
||||
love.graphics.flushBatch()
|
||||
love.graphics.present()
|
||||
end
|
||||
LILY = require "libs.lily"
|
||||
|
||||
function love.load()
|
||||
require 'funcs'
|
||||
@@ -53,17 +40,6 @@ function love.load()
|
||||
require "game.vctrl" -- VCTRL
|
||||
|
||||
SCENE = LoadingScene()
|
||||
|
||||
-- VCTRL.new{ -- up down left right --- right left down up
|
||||
-- -- {type='button',x= 100,y=320,key= 'up',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x= 100,y=440,key= 'down',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x= 40,y=380,key= 'left',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x= 160,y=380,key= 'right',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x=640- 40,y=380,key= 'rotate_left',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x=640-160,y=380,key= 'rotate_left2',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x=640-100,y=440,key= 'rotate_right',r=35,iconSize=60,alpha=0.75},
|
||||
-- -- {type='button',x=640-100,y=320,key='rotate_right2',r=35,iconSize=60,alpha=0.75},
|
||||
-- }
|
||||
VCTRL.new(SETTINGS.input.virtual)
|
||||
end
|
||||
|
||||
@@ -148,7 +124,7 @@ function love.keypressed(key, scancode)
|
||||
love.resize(love.graphics.getDimensions())
|
||||
elseif scancode == "f2" and SCENE.title ~= "Input Config" and SCENE.title ~= "Game" then
|
||||
SCENE = InputConfigScene()
|
||||
elseif scancode == "f3" then SCENE = DataManagementScene()
|
||||
elseif scancode == "f3" then SCENE = UserManagementScene()
|
||||
elseif scancode == "f12" then LLDEBUGGER.requestBreak()
|
||||
-- elseif scancode == "f11" then SETTINGS.firstTime = true
|
||||
-- function keys are reserved
|
||||
@@ -305,6 +281,10 @@ end
|
||||
|
||||
function love.focus(f) end
|
||||
|
||||
function love.quit()
|
||||
LILY.quit()
|
||||
end
|
||||
|
||||
local TARGET_FPS = 60
|
||||
|
||||
function love.run()
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
local KeyConfigScene = SCENE:extend()
|
||||
KeyConfigScene.title = "Key Config"
|
||||
local buttonList = {}
|
||||
|
||||
local configurable_inputs = {
|
||||
"menu_decide",
|
||||
@@ -13,7 +14,6 @@ local configurable_inputs = {
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
}
|
||||
|
||||
local input_names = {
|
||||
menu_decide='Confirm Selection',
|
||||
menu_back = 'Go Back',
|
||||
@@ -40,13 +40,49 @@ function KeyConfigScene:new()
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
|
||||
BUTTON.reset(buttonList)
|
||||
buttonList = { -- Configuring
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.fastForward.." SKIP",
|
||||
x = 40, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "tab"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.cross_thick.." Cancel",
|
||||
x = 150, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "escape"} end
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
function KeyConfigScene:update()
|
||||
if self.input_state > #configurable_inputs then
|
||||
BUTTON.reset(buttonList)
|
||||
buttonList = { -- Confirming
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.checkMark.." CONFIRM",
|
||||
x = 40, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "return"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.retry_spin.." Restart",
|
||||
x = 150, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "delete"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.cross_thick.." Cancel",
|
||||
x = 260, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "escape"} end
|
||||
}
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
function KeyConfigScene:render()
|
||||
MainBackground()
|
||||
BUTTON.draw(buttonList)
|
||||
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
drawText(input_names[input], 40, 60 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
@@ -62,7 +98,9 @@ function KeyConfigScene:render()
|
||||
end
|
||||
|
||||
function KeyConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
if e.type == "mouse" or e.type == "touch" then
|
||||
BUTTON.press(buttonList, e.x, e.y, e.id)
|
||||
elseif e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" or (self.input_state > #configurable_inputs and e.input == "menu_back") then
|
||||
SCENE = InputConfigScene(SETTINGS.firstTime)
|
||||
@@ -72,10 +110,7 @@ function KeyConfigScene:onInputPress(e)
|
||||
SCENE = SETTINGS.firstTime and TitleScene() or InputConfigScene()
|
||||
SETTINGS.firstTime = false
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
self:new() -- retry
|
||||
end
|
||||
elseif e.scancode == "tab" then
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
@@ -92,4 +127,16 @@ function KeyConfigScene:onInputPress(e)
|
||||
end
|
||||
end
|
||||
|
||||
function KeyConfigScene:onInputRelease(e)
|
||||
if e.type == "mouse" or e.type == "touch" then
|
||||
BUTTON.release(buttonList, e.x, e.y, e.id)
|
||||
end
|
||||
end
|
||||
|
||||
function KeyConfigScene:onInputMove(e)
|
||||
if e.type == "mouse" then
|
||||
BUTTON.checkHovering(buttonList, e.x, e.y)
|
||||
end
|
||||
end
|
||||
|
||||
return KeyConfigScene
|
||||
|
||||
@@ -1,10 +1,21 @@
|
||||
local LoadingScene = SCENE:extend()
|
||||
local LoadingImageFile = love.graphics.newImage('res/loading.png')
|
||||
|
||||
function LoadingScene.update()
|
||||
SCENE = SETTINGS.firstTime and InputConfigScene(true) or TitleScene()
|
||||
if LOADED_BACKGROUND and LOADED_MUSIC then
|
||||
SCENE = SETTINGS.firstTime and InputConfigScene(true) or TitleScene()
|
||||
LILY.quit()
|
||||
end
|
||||
end
|
||||
function LoadingScene.render()
|
||||
love.graphics.draw(LOADING_IMAGE_FILE,0,0,0,0.5)
|
||||
love.graphics.draw(LoadingImageFile,0,0,0,0.5)
|
||||
drawText(
|
||||
("Background: %s\nMusic & SFX: %s"):format(
|
||||
LOADED_BACKGROUND and "loaded" or "...",
|
||||
LOADED_MUSIC and "loaded" or "..."
|
||||
),
|
||||
15, 400, 1e99, "left"
|
||||
)
|
||||
end
|
||||
|
||||
return LoadingScene
|
||||
@@ -42,7 +42,7 @@ function NameEntryScene:new()
|
||||
self.char_pos = 1
|
||||
self.name_entry = {'A','A','A'}
|
||||
self.entry_pos = 1
|
||||
self.entry_chars = self.name_entry[1]..self.name_entry[2]..self.name_entry[3]
|
||||
self.entry_chars = table.concat(self.name_entry, '', 1, 3)
|
||||
self.grid = Grid(10, 20)
|
||||
self.repeat_limit = 10
|
||||
self.repeat_counter = self.repeat_limit-1
|
||||
@@ -130,7 +130,7 @@ function NameEntryScene:update()
|
||||
end
|
||||
self.repeat_counter = self.repeat_counter + 1
|
||||
end
|
||||
self.entry_chars = self.name_entry[1]..self.name_entry[2]..self.name_entry[3]
|
||||
self.entry_chars = table.concat(self.name_entry, '', 1, 3)
|
||||
end
|
||||
|
||||
function NameEntryScene:onInputMove(e)
|
||||
@@ -146,16 +146,15 @@ function NameEntryScene:getPlayInfo(player_name)
|
||||
self.wins = grade_history[2]
|
||||
self.plays = grade_history[4]
|
||||
else
|
||||
self.grade, self.win, self.plays = 0, 0, 0
|
||||
self.grade, self.wins, self.plays = 0, 0, 0
|
||||
end
|
||||
return self.grade, self.win, self.plays
|
||||
end
|
||||
function NameEntryScene:onInputPress(e)
|
||||
local name = string.lower(self.name_entry[1]..self.name_entry[2]..self.name_entry[3])
|
||||
local name = string.lower(table.concat(self.name_entry, '', 1, 3))
|
||||
if e.type == "mouse" or e.type == "touch" then
|
||||
BUTTON.press(buttonList, e.x, e.y, e.id)
|
||||
elseif e.key and #e.key == 1 then
|
||||
local pos = string.find("ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890.", string.upper(e.key), 1, true)
|
||||
local pos = string.find(self.chars, string.upper(e.key), 1, true)
|
||||
if pos then
|
||||
if self.entry_pos <= 3 then
|
||||
self.char_pos = pos
|
||||
@@ -170,14 +169,12 @@ function NameEntryScene:onInputPress(e)
|
||||
BUTTON.release(buttonList, e.x, e.y, e.id)
|
||||
SETTINGS['last_entry'] = name:upper()
|
||||
SCENE = GameScene(name:lower())
|
||||
else
|
||||
if self.entry_pos == 3 then self:getPlayInfo(name)
|
||||
elseif self.entry_pos == 3 then self:getPlayInfo(name)
|
||||
else
|
||||
self.name_entry[self.entry_pos ] = self.chars:sub(self.char_pos, self.char_pos)
|
||||
self.name_entry[self.entry_pos+1] = self.chars:sub(self.char_pos, self.char_pos)
|
||||
end
|
||||
self.entry_pos = self.entry_pos + 1
|
||||
end
|
||||
self.entry_pos = self.entry_pos + 1
|
||||
elseif e.input == "left" or e.scancode == "left" then
|
||||
self.direction = "left"
|
||||
elseif e.input == "right" or e.scancode == "right" then
|
||||
@@ -199,6 +196,10 @@ end
|
||||
function NameEntryScene:onInputRelease(e)
|
||||
if e.type == "mouse" or e.type == "touch" then
|
||||
BUTTON.release(buttonList, e.x, e.y, e.id)
|
||||
elseif (
|
||||
MOBILE and not SETTINGS.tvMode and
|
||||
self.entry_pos == 4
|
||||
) then love.keyboard.setTextInput(false)
|
||||
elseif e.input == "left" or e.scancode == "left" or e.input == "right" or e.scancode == "right" then
|
||||
self.direction = nil
|
||||
self.repeat_counter = self.repeat_limit-1
|
||||
|
||||
@@ -1,48 +1,68 @@
|
||||
local ReplaySelectScene = SCENE:extend()
|
||||
ReplaySelectScene.title = "Replay"
|
||||
local scene_self
|
||||
|
||||
local replay_list
|
||||
local buttonList = {
|
||||
BUTTON.new{
|
||||
text = CHAR.key.up.."\nUP", font = FONT_big,
|
||||
x = 425, y = 80, w = 80, h = 80,
|
||||
codeWhenPressed = function() SCENE:onInputPress {input = "up"} end,
|
||||
codeWhenReleased = function() SCENE:onInputRelease{input = "up"} end
|
||||
x = 325, y = 385, w = 100, h = 30,
|
||||
text = CHAR.key.up.." Page up",
|
||||
codeWhenReleased = function()
|
||||
if scene_self.page == 1 then
|
||||
scene_self.page = 1 + math.floor(#scene_self.replays / scene_self.page_flip)
|
||||
else
|
||||
scene_self.page = scene_self.page - 1
|
||||
end
|
||||
scene_self.replay_select = 1;
|
||||
end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.key.down.."\nDOWN", font = FONT_big,
|
||||
x = 425, y = 240, w = 80, h = 80,
|
||||
codeWhenPressed = function() SCENE:onInputPress {input = "down"} end,
|
||||
codeWhenReleased = function() SCENE:onInputRelease{input = "down"} end
|
||||
x = 435, y = 385, w = 100, h = 30,
|
||||
text = CHAR.key.down.." Page down",
|
||||
codeWhenReleased = function()
|
||||
if scene_self.page < 1 + math.floor(#scene_self.replays / scene_self.page_flip) then
|
||||
scene_self.page = scene_self.page + 1
|
||||
else
|
||||
scene_self.page = 1
|
||||
end
|
||||
scene_self.replay_select = 1;
|
||||
end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.play.."\nPLAY", font = FONT_big,
|
||||
x = 345, y = 160, w = 80, h = 80,
|
||||
codeWhenPressed = function() SCENE:onInputPress {input = "menu_decide"} end,
|
||||
codeWhenReleased = function() SCENE:onInputRelease{input = "menu_decide"} end
|
||||
x = 105, y = 385, w = 100, h = 30,
|
||||
text = CHAR.icon.play.." Play",
|
||||
codeWhenPressed = function() scene_self:onInputPress {input = "menu_decide"} end,
|
||||
codeWhenReleased = function() scene_self:onInputRelease{input = "menu_decide"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.home.."\nHOME", font = FONT_big,
|
||||
x = 505, y = 160, w = 80, h = 80,
|
||||
codeWhenPressed = function() SCENE:onInputPress {input = "menu_back"} end,
|
||||
codeWhenReleased = function() SCENE:onInputRelease{input = "menu_back"} end
|
||||
x = 105, y = 425, w = 100, h = 30,
|
||||
text = CHAR.icon.home.." Home",
|
||||
codeWhenPressed = function() scene_self:onInputPress {input = "menu_back"} end,
|
||||
codeWhenReleased = function() scene_self:onInputRelease{input = "menu_back"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.export.."\nEXP.", font = FONT_big,
|
||||
x = 345, y = 320, w = 80, h = 80,
|
||||
codeWhenPressed = function() SCENE:onInputPress {input = "rotate_left"} end,
|
||||
codeWhenReleased = function() SCENE:onInputRelease{input = "rotate_left"} end
|
||||
x = 215, y = 425, w = 100, h = 30,
|
||||
text = CHAR.icon.save.." Converter",
|
||||
codeWhenReleased = function() love.system.openURL("https://sweetsea-butimnotsweet.github.io/tromi_replay_converter/") end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.import.."\nIMP.", font = FONT_big,
|
||||
x = 505, y = 320, w = 80, h = 80,
|
||||
codeWhenPressed = function() SCENE:onInputPress {input = "rotate_right"} end,
|
||||
codeWhenReleased = function() SCENE:onInputRelease{input = "rotate_right"} end
|
||||
x = 325, y = 425, w = 100, h = 30,
|
||||
text = CHAR.icon.export.." Export",
|
||||
codeWhenPressed = function() scene_self:onInputPress {input = "rotate_left"} end,
|
||||
codeWhenReleased = function() scene_self:onInputRelease{input = "rotate_left"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
x = 435, y = 425, w = 100, h = 30,
|
||||
text = CHAR.icon.import.." Import",
|
||||
codeWhenPressed = function() scene_self:onInputPress {input = "rotate_right"} end,
|
||||
codeWhenReleased = function() scene_self:onInputRelease{input = "rotate_right"} end
|
||||
},
|
||||
}
|
||||
|
||||
function ReplaySelectScene:new()
|
||||
self:initList()
|
||||
scene_self = self
|
||||
BUTTON.reset(buttonList)
|
||||
PENTO_MODE = false
|
||||
end
|
||||
|
||||
@@ -51,7 +71,7 @@ function ReplaySelectScene:initList()
|
||||
replay_list = love.filesystem.getDirectoryItems('saves/replays/')
|
||||
table.sort(replay_list, function(a,b) return a > b end)
|
||||
self.replay_text = {}
|
||||
self.page_flip = 16
|
||||
self.page_flip = 10
|
||||
self.page = 1
|
||||
local gradeNames = {
|
||||
"19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k",
|
||||
@@ -81,13 +101,15 @@ end
|
||||
function ReplaySelectScene:render()
|
||||
MainBackground()
|
||||
|
||||
love.graphics.setColor(0, 0, 0, 0.7)
|
||||
love.graphics.rectangle("fill", 0, 0, 640, 480)
|
||||
love.graphics.setColor(0.4, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 0, 20 + 20 * self.replay_select, 640, 22)
|
||||
love.graphics.rectangle("fill", 0, 15 + 30 * self.replay_select, 640, 27)
|
||||
|
||||
BUTTON.draw(buttonList)
|
||||
|
||||
drawText('Name - Grade - Score', 40, 20, 1000, "left")
|
||||
drawText(string.format('Page %s/%s', self.page, math.floor(#self.replays / self.page_flip) + 1), 20, 440, 1000, "left")
|
||||
drawText(string.format('Page %s/%s', self.page, math.floor(#self.replays / self.page_flip) + 1), 215, 390, 100, "center")
|
||||
|
||||
local i, j = 1, 1
|
||||
while i <= #self.replay_text do
|
||||
@@ -95,7 +117,7 @@ function ReplaySelectScene:render()
|
||||
elseif j < 1 then j = self.page_flip
|
||||
end
|
||||
if i > (self.page-1) * self.page_flip and i <= self.page * self.page_flip then
|
||||
drawText(self.replay_text[i], 40, 20 + 20 * j, 1000, "left")
|
||||
drawText(self.replay_text[i], 40, 20 + 30 * j, 1000, "left")
|
||||
end
|
||||
j = j + 1
|
||||
i = i + 1
|
||||
@@ -145,8 +167,15 @@ function ReplaySelectScene:onInputPress(e)
|
||||
local selected_replay = self.replays[self.replay_select + ((self.page-1) * self.page_flip)]
|
||||
local selected_replay_text = self.replay_text[self.replay_select + ((self.page-1) * self.page_flip)]
|
||||
|
||||
if e.type == "touch" or e.type == "mouse" then
|
||||
BUTTON.press(buttonList, e.x, e.y, e.id)
|
||||
if (e.type == "touch" or e.type == "mouse") and not BUTTON.press(buttonList, e.x, e.y, e.id) then
|
||||
local selection = math.floor((e.y - 15) / 30)
|
||||
if (
|
||||
selection >= 1 and
|
||||
selection <= self.repeat_limit and
|
||||
selection + ((self.page-1) * self.page_flip) <= #replay_list
|
||||
) then
|
||||
self.replay_select = selection
|
||||
end
|
||||
elseif e.input == "menu_decide" or e.scancode == "return" then
|
||||
if self.replays[1] == nil then SCENE = TitleScene(); return
|
||||
else
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
local StickConfigScene = SCENE:extend()
|
||||
StickConfigScene.title = "Controller Config"
|
||||
local buttonList = {}
|
||||
|
||||
local configurable_inputs = {
|
||||
"menu_decide",
|
||||
@@ -13,7 +14,6 @@ local configurable_inputs = {
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
}
|
||||
|
||||
local input_names = {
|
||||
menu_decide='Confirm Selection',
|
||||
menu_back = 'Go Back',
|
||||
@@ -40,13 +40,49 @@ function StickConfigScene:new()
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
self.axis_timer = 0
|
||||
|
||||
BUTTON.reset(buttonList)
|
||||
buttonList = { -- Configuring
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.fastForward.." SKIP",
|
||||
x = 40, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "tab"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.cross_thick.." Cancel",
|
||||
x = 150, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "escape"} end
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
function StickConfigScene:update()
|
||||
if self.input_state > #configurable_inputs then
|
||||
BUTTON.reset(buttonList)
|
||||
buttonList = { -- Confirming
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.checkMark.." CONFIRM",
|
||||
x = 40, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "return"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.retry_spin.." Restart",
|
||||
x = 150, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "delete"} end
|
||||
},
|
||||
BUTTON.new{
|
||||
text = CHAR.icon.cross_thick.." Cancel",
|
||||
x = 260, y = 300, w = 100, h = 30,
|
||||
codeWhenReleased = function() self:onInputPress{type = "key", scancode = "escape"} end
|
||||
}
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
function StickConfigScene:render()
|
||||
MainBackground()
|
||||
BUTTON.draw(buttonList)
|
||||
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
drawText(input_names[input], 40, 60 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
@@ -68,23 +104,21 @@ local function addJoystick(input, name)
|
||||
end
|
||||
end
|
||||
|
||||
---@param e SCENE_onInput
|
||||
function StickConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
if e.type == "mouse" or e.type == "touch" then
|
||||
BUTTON.press(buttonList, e.x, e.y, e.id)
|
||||
elseif e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" or (self.input_state > #configurable_inputs and e.input == "menu_back") then
|
||||
SCENE = InputConfigScene()
|
||||
SCENE = InputConfigScene(SETTINGS.firstTime)
|
||||
elseif self.input_state > #configurable_inputs then
|
||||
if e.scancode == "return" or e.input == "" then
|
||||
-- save new input, then load next scene
|
||||
local had_config = SETTINGS.input ~= nil
|
||||
if not SETTINGS.input then SETTINGS.input = {} end
|
||||
SETTINGS.input.joysticks = self.new_input
|
||||
SCENE = had_config and InputConfigScene() or TitleScene()
|
||||
if e.scancode == "return" or e.input == "menu_decide" then
|
||||
SETTINGS.input.keys = self.new_input
|
||||
SCENE = SETTINGS.firstTime and TitleScene() or InputConfigScene()
|
||||
SETTINGS.firstTime = false
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
self:new() -- retry
|
||||
end
|
||||
else -- Other keys - skip
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
@@ -149,4 +183,16 @@ function StickConfigScene:onInputPress(e)
|
||||
end
|
||||
end
|
||||
|
||||
function StickConfigScene:onInputRelease(e)
|
||||
if e.type == "mouse" or e.type == "touch" then
|
||||
BUTTON.release(buttonList, e.x, e.y, e.id)
|
||||
end
|
||||
end
|
||||
|
||||
function StickConfigScene:onInputMove(e)
|
||||
if e.type == "mouse" then
|
||||
BUTTON.checkHovering(buttonList, e.x, e.y)
|
||||
end
|
||||
end
|
||||
|
||||
return StickConfigScene
|
||||
|
||||
@@ -69,7 +69,7 @@ function Title2Scene:render()
|
||||
love.graphics.rectangle("fill", 30, 165, 580, 225, 10, 10) -- Menu
|
||||
|
||||
drawBigText("Tromi", 40, 65, 100, "left")
|
||||
drawText("Mobile 1.0 - PC 2.3", 150, 78, 200, "left")
|
||||
drawText("Mobile 1.1 - PC 2.3", 150, 78, 200, "left")
|
||||
drawText("https://mycophobia.org\nhttps://github.com/SweetSea-ButImNotSweet/", 40, 100, 300, "left")
|
||||
|
||||
if PENTO_MODE then
|
||||
|
||||
@@ -54,7 +54,7 @@ end
|
||||
function TrainingScene:onInputPress(e)
|
||||
if e.type == "mouse" or (e.type == "touch" and not VCTRL.press(e.x, e.y, e.id)) then
|
||||
menuKey:press(e.x, e.y, e.id)
|
||||
elseif (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
|
||||
elseif (self.game.game_over or self.game.completed) and (e.input == "menu_back" or e.input == "rotate_right") and self.game.game_over_frames > 50 then
|
||||
SCENE = TitleScene()
|
||||
elseif (e.input == "menu_back") then
|
||||
SCENE = TitleScene()
|
||||
|
||||
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Reference in New Issue
Block a user