7 Commits

Author SHA1 Message Date
SweetSea
d3b63569dc Fix rotation kicks and hope it works 2024-10-27 14:45:27 +07:00
SweetSea
af659a69fe Fix basic rotation and add attempt to do 2nd wallkick before failed 2024-10-27 06:05:19 +07:00
SweetSea
7eb445e2c6 Merge commit '0e8d3ceacc6b68c11498dd6f6d9ee204d2699a05' into big_experimental 2024-10-27 06:01:01 +07:00
SweetSea
0e8d3ceacc Merge https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile 2024-10-27 05:58:03 +07:00
SweetSea
b73c82c765 Fix scene stack and bump ver 2024-10-27 05:56:40 +07:00
SweetSea
c8665d06f0 First commit 2024-10-26 23:29:10 +07:00
SweetSea-ButImNotSweet
d7d9f77127 Fix buttons in replay scene broken
Signed-off-by: SweetSea-ButImNotSweet <sweetsea-butimnotsweet@noreply.gitea.com>
2024-10-06 12:17:44 +00:00
8 changed files with 494 additions and 33 deletions

View File

@@ -13,7 +13,7 @@ local GameMode = Object:extend()
function GameMode:new(player_name, input_file, replay_grade)
VCTRL.toggle(MOBILE and not input_file and not SETTINGS.tvMode)
VCTRL.reset()
if player_name == nil then self.training = true else self.training = false end
if input_file ~= nil then
input_file = love.filesystem.read(REPLAY_DIR..input_file)
@@ -59,7 +59,7 @@ function GameMode:new(player_name, input_file, replay_grade)
self.did_grades = false
self.active_frames = 0
self.total_lines = 0
self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335}
self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335, 10418, 13336, 15003, 17086}
self.gradeNames = {
"19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k", "10k",
"9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k",

View File

@@ -81,6 +81,7 @@ function Grid:getClearedRowCount()
table.insert(cleared_row_table, row)
end
end
if BIG_MODE or PENTO_MODE then count = count * 0.5 end
return count, cleared_row_table
end

481
game/rotation_big.lua Normal file
View File

@@ -0,0 +1,481 @@
local Object = require 'libs.classic'
local Piece = require 'game.piece'
local Rotation = Object:extend()
Rotation.spawn_positions = {
I = { x=2, y= -2 },
J = { x=2, y= 0 },
L = { x=2, y= 0 },
O = { x=2, y= 0 },
S = { x=2, y= 0 },
T = { x=2, y= 0 },
Z = { x=2, y= 0 },
}
Rotation.colourscheme = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
}
-- local a = {
-- {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0}, {x=6, y=0}, {x=7, y=0},
-- {x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1}, {x=6, y=1}, {x=7, y=1},
-- {x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2}, {x=6, y=2}, {x=7, y=2},
-- {x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3}, {x=6, y=3}, {x=7, y=3},
-- {x=0, y=4}, {x=1, y=4}, {x=2, y=4}, {x=3, y=4}, {x=4, y=4}, {x=5, y=4}, {x=6, y=4}, {x=7, y=4},
-- {x=0, y=5}, {x=1, y=5}, {x=2, y=5}, {x=3, y=5}, {x=4, y=5}, {x=5, y=5}, {x=6, y=5}, {x=7, y=5},
-- {x=0, y=6}, {x=1, y=6}, {x=2, y=6}, {x=3, y=6}, {x=4, y=6}, {x=5, y=6}, {x=6, y=6}, {x=7, y=6},
-- {x=0, y=7}, {x=1, y=7}, {x=2, y=7}, {x=3, y=7}, {x=4, y=7}, {x=5, y=7}, {x=6, y=7}, {x=7, y=7},
-- }
Rotation.block_offsets = {
I={
{
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2}, {x=6, y=2}, {x=7, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3}, {x=6, y=3}, {x=7, y=3},
},
{
{x=4, y=0}, {x=5, y=0},
{x=4, y=1}, {x=5, y=1},
{x=4, y=2}, {x=5, y=2},
{x=4, y=3}, {x=5, y=3},
{x=4, y=4}, {x=5, y=4},
{x=4, y=5}, {x=5, y=5},
{x=4, y=6}, {x=5, y=6},
{x=4, y=7}, {x=5, y=7},
},
{
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2}, {x=6, y=2}, {x=7, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3}, {x=6, y=3}, {x=7, y=3},
},
{
{x=4, y=0}, {x=5, y=0},
{x=4, y=1}, {x=5, y=1},
{x=4, y=2}, {x=5, y=2},
{x=4, y=3}, {x=5, y=3},
{x=4, y=4}, {x=5, y=4},
{x=4, y=5}, {x=5, y=5},
{x=4, y=6}, {x=5, y=6},
{x=4, y=7}, {x=5, y=7},
},
},
J={
{
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=4, y=2}, {x=5, y=2},
{x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0},
{x=2, y=1}, {x=3, y=1},
{x=2, y=2}, {x=3, y=2},
{x=2, y=3}, {x=3, y=3},
{x=0, y=4}, {x=1, y=4}, {x=2, y=4}, {x=3, y=4},
{x=0, y=5}, {x=1, y=5}, {x=2, y=5}, {x=3, y=5},
},
{
{x=0, y=0}, {x=1, y=0},
{x=0, y=1}, {x=1, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2},
{x=2, y=3}, {x=3, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
},
L={
{
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=0, y=2}, {x=1, y=2},
{x=0, y=3}, {x=1, y=3},
},
{
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0},
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1},
{x=2, y=2}, {x=3, y=2},
{x=2, y=3}, {x=3, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
{
{x=4, y=0}, {x=5, y=0},
{x=4, y=1}, {x=5, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0},
{x=2, y=1}, {x=3, y=1},
{x=2, y=2}, {x=3, y=2},
{x=2, y=3}, {x=3, y=3},
{x=2, y=4}, {x=3, y=4}, {x=4, y=4}, {x=5, y=4},
{x=2, y=5}, {x=3, y=5}, {x=4, y=5}, {x=5, y=5},
},
},
O={
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
},
S={
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
},
{
{x=0, y=0}, {x=1, y=0},
{x=0, y=1}, {x=1, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
{
{x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
},
{
{x=0, y=0}, {x=1, y=0},
{x=0, y=1}, {x=1, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
},
T={
{
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0}, {x=4, y=0}, {x=5, y=0},
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1}, {x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2},
{x=2, y=3}, {x=3, y=3},
},
{
{x=2, y=0}, {x=3, y=0},
{x=2, y=1}, {x=3, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
{
{x=2, y=0}, {x=3, y=0},
{x=2, y=1}, {x=3, y=1},
{x=0, y=2}, {x=1, y=2}, {x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=0, y=3}, {x=1, y=3}, {x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=2, y=0}, {x=3, y=0},
{x=2, y=1}, {x=3, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
},
Z={
{
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0},
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=4, y=0}, {x=5, y=0},
{x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
{
{x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0},
{x=0, y=1}, {x=1, y=1}, {x=2, y=1}, {x=3, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
},
{
{x=4, y=0}, {x=5, y=0},
{x=4, y=1}, {x=5, y=1},
{x=2, y=2}, {x=3, y=2}, {x=4, y=2}, {x=5, y=2},
{x=2, y=3}, {x=3, y=3}, {x=4, y=3}, {x=5, y=3},
{x=2, y=4}, {x=3, y=4},
{x=2, y=5}, {x=3, y=5},
},
}
}
Rotation.pieces = 7
-- Component functions.
function Rotation:new(game_mode)
self.game = require 'game.gamemode'
end
function Rotation:rotatePiece(inputs, piece, grid, prev_inputs, initial, lastdir)
local new_inputs = {}
for input, value in pairs(inputs) do
if value and not prev_inputs[input] then
new_inputs[input] = true
end
end
local was_drop_blocked = piece:isDropBlocked(grid)
if self:canPieceRotate(piece, grid) then
-- if not self.held_rotate then
-- self:attemptRotate(inputs, piece, grid, initial)
-- self.held_rotate = true
-- else
self:attemptRotate(new_inputs, piece, grid, initial, lastdir)
-- end
end
if not initial and not was_drop_blocked and piece:isDropBlocked(grid) then
PlaySE("bottom")
end
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
end
end
function Rotation:attemptRotate(new_inputs, piece, grid, initial, lastdir)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
if lastdir == 0 then lastdir = -1 end
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
if lastdir == 0 then lastdir = 1 end
end
if rot_dir == 0 then return end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid, lastdir)
end
function Rotation:attemptWallkicks(piece, new_piece, rot_dir, grid, lastdir)
-- wallkick routine designed to maximize flexibility while minimizing teleports
-- O doesn't kick
if (piece.shape == "O") then return end
-- assess precisely what rows/columns would be blocked given the desired rotation
local sides = {top=false,uright=false,lright=false,uleft=false,lleft=false,center=false,bottom=false}
local left_exists = false
local right_exists = false
local kick = {x=0,y=0}
for _,offset in pairs(new_piece:getBlockOffsets()) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if offset.x == 0 then left_exists = true end
if offset.x >= 4 and offset.x <= 7 then right_exists = true end
-- Read rotation.lua line 141 for original implementation
-- As where everything here are double-sized so the position is shifted
if grid:isOccupied(x,y) then
if (offset.y == 0 or offset.y == 1) then sides.top = true end
if (offset.y == 6 or offset.y == 7) then sides.bottom = true end
if (offset.y == 2 or offset.y == 3) and (offset.x == 0 or offset.x == 1) then sides.uleft = true end
if (offset.y == 4 or offset.y == 5) and (offset.x == 0 or offset.x == 1) then sides.lleft = true end
if (offset.y == 2 or offset.y == 3) and (offset.x >= 4 and offset.x <= 7) then sides.uright = true end
if (offset.y == 4 or offset.y == 5) and (offset.x >= 4 and offset.x <= 7) then sides.lright = true end
if (offset.x == 2 or offset.x == 3) then sides.center = true end
end
end
if sides.top then kick = {x=0,y=2}
elseif (sides.uleft and sides.lright) or (sides.uright and sides.lleft) or (sides.uright and sides.uleft) then kick = {x=0,y=2}
elseif (sides.lleft and sides.lright) then kick = {x=0,y=-2}
elseif (sides.lleft or sides.uleft) then kick = {x=2,y=0}
elseif (sides.lright or sides.uright) then kick = {x=-2,y=0}
elseif sides.center and left_exists then kick = {x=2,y=0}
elseif sides.center and right_exists then kick = {x=-2,y=0}
elseif sides.bottom then kick = {x=0,y=-2}
end
-- Attempt to push the piece 2 blocks away since it is in double size
local kick_double = {x=kick.x*2, y=kick.y*2}
if grid:canPlacePiece(new_piece:withOffset({x=0,y=0})) then
self:onPieceRotate(piece, grid)
piece:setRelativeRotation(rot_dir):setOffset({x=0,y=0})
elseif grid:canPlacePiece(new_piece:withOffset(kick)) then
self:onPieceRotate(piece, grid)
piece:setRelativeRotation(rot_dir):setOffset(kick)
elseif grid:canPlacePiece(new_piece:withOffset(kick_double)) then
-- self:onPieceRotate(piece, grid)
-- piece:setRelativeRotation(rot_dir):setOffset(kick_double)
end
end
function Rotation:movePiece(piece, grid, move, instant)
local was_drop_blocked = piece:isDropBlocked(grid)
local offset = ({x=0, y=0})
local moves = 0
local y = piece.position.y
if move == "left" then
offset.x = -1
moves = 1
elseif move == "right" then
offset.x = 1
moves = 1
elseif move == "speedleft" then
offset.x = -1
moves = grid.width
elseif move == "speedright" then
offset.x = 1
moves = grid.width
end
if not self:canPieceMove(piece, grid) then return end
for i = 1, moves do
local x = piece.position.x
if moves ~= 1 then
piece:moveInGrid(offset, 1, grid, instant)
else
piece:moveInGrid(offset, 1, grid, false)
end
if piece.position.x ~= x then
self:onPieceMove(piece, grid)
if piece.locked then break end
end
end
if not was_drop_blocked and piece:isDropBlocked(grid) then
PlaySE("bottom")
end
end
function Rotation:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity, classic_lock
)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
piece:addGravity(math.max(gravity, drop_speed), grid, classic_lock)
else
piece:addGravity(gravity, grid, classic_lock)
end
if piece.position.y ~= y then
self:onPieceDrop(piece, grid)
end
end
function Rotation:lockPiece(piece, grid, lock_delay, classic_lock)
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
piece.locked = true
end
end
function Rotation:get180RotationValue() return 3 end
function Rotation:getDefaultOrientation() return 1 end
function Rotation:getDrawOffset(shape, orientation) return { x=0, y=0 } end
function Rotation:getAboveFieldOffset(shape, orientation)
if shape == "I" then
return 1
else
return 2
end
end
function Rotation:initializePiece(
inputs, data, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, big, irs, lastdir
)
local spawn_positions
spawn_positions = self.spawn_positions
local colours
colours = self.colourscheme
self.last_dir = 0
self.held_rotate = false
if inputs['left'] then self.last_dir = -1
elseif inputs['right'] then self.last_dir = 1 end
local spawn_x = math.floor(spawn_positions[data.shape].x / 10 * grid.width)
local spawn_dy
spawn_dy = 0
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_x or spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y - spawn_dy
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
self:onPieceCreate(piece)
if irs then
self:rotatePiece(inputs, piece, grid, {}, true, lastdir)
end
return piece
end
function Rotation:onPieceCreate(piece) end
function Rotation:processPiece(
inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity, classic_lock, lastdir
)
self:rotatePiece(inputs, piece, grid, prev_inputs, false, lastdir)
self:movePiece(piece, grid, move, gravity >= grid.height)
self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity, classic_lock
)
self:lockPiece(piece, grid, lock_delay, classic_lock)
end
function Rotation:canPieceMove(piece, grid) return true end
function Rotation:canPieceRotate(piece, grid) return true end
function Rotation:onPieceMove(piece) end
function Rotation:onPieceRotate(piece) end
function Rotation:onPieceDrop(piece)
if piece.position.y > piece.lowest_point then
piece.lock_delay = 0
piece.lowest_point = piece.position.y
end
end
return Rotation

View File

@@ -20,9 +20,6 @@ MOBILE = CURRENT_OS == "Android" or CURRENT_OS == "iOS"
LILY = require "libs.lily"
---@type table
local sceneStack -- Only use for checking scene stack, not
function love.load()
require 'funcs'
math.randomseed(os.time())
@@ -309,23 +306,12 @@ function love.run()
end
end
love.handlers[name](a,b,c,d,e,f)
-- Checking for new scene and add it to the end of scene stack
if SCENE ~= sceneStack[1] then
table.insert(sceneStack, SCENE)
SCENE = sceneStack[1]
end
end
end
if SCENE and SCENE.update and love.timer then
SCENE:update()
-- Checking for new scene and add it to the end of scene stack
if SCENE ~= sceneStack[1] then
table.insert(sceneStack, SCENE)
SCENE = sceneStack[1]
end
local frame_duration = 1.0 / TARGET_FPS
if time_accumulator < frame_duration then
@@ -346,12 +332,6 @@ function love.run()
time_accumulator = time_accumulator - frame_duration
end
last_time = love.timer.getTime()
-- Finally, changing to the latest scene in scene stack
if #sceneStack > 1 then
SCENE = sceneStack[#sceneStack]
sceneStack = {SCENE}
end
end
end
@@ -590,6 +570,5 @@ function MainBackground()
while main_bg_cur_color == main_bg_last_color do main_bg_cur_color = minos[love.math.random(1,7)] end
main_bg_cur_mino = 1
end
main_bg_placed = false
main_bg_draw_frame = main_bg_draw_frame + 1
end

View File

@@ -58,11 +58,11 @@ function GameScene:new(player_name, replay_file, replay_grade)
game_mode = require 'game.gamemode'
if PENTO_MODE then
ruleset = require 'game.rotation_pent'
ruleset = require 'game.rotation_big'
else
ruleset = require 'game.rotation'
end
self.retry_mode = game_mode
self.retry_ruleset = ruleset
-- self.secret_inputs = inputs

View File

@@ -154,8 +154,8 @@ function ReplaySelectScene:onInputPress(e)
local selected_replay_text = self.replay_text[self.replay_select + ((self.page-1) * self.page_flip)]
if (
e.type == "touch" or e.type == "mouse") and
not BUTTON.press(buttonList, e.x, e.y, e.id and
(e.type == "touch" or e.type == "mouse") and
not BUTTON.press(buttonList, e.x, e.y, e.id) and
#self.replays > 0
) then
local selection = math.floor((e.y - 15) / 30)

View File

@@ -25,7 +25,7 @@ local main_menu_scenes = {
DataManagementScene,
function() love.system.openURL("https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile") end,
AboutScene,
TrainingScene,
function() love.system.openURL("https://mycophobia.org/forums/viewtopic.php?t=29") end,
SettingsScene,
@@ -39,7 +39,7 @@ local main_menu_icons = {
CHAR.icon.export,
CHAR.icon.home,
CHAR.icon.info,
CHAR.icon.toDown,
CHAR.icon.globe,
CHAR.icon.settings,
@@ -52,7 +52,7 @@ function Title2Scene:new()
love.audio.stop()
end
self.main_menu_state = 1
PENTO_MODE = false
PENTO_MODE = true
input_code = {0,0,0,0,0,0,0,0}
end
@@ -63,13 +63,13 @@ end
function Title2Scene:render()
MainBackground()
love.graphics.setColor(0, 0, 0, 0.7)
love.graphics.rectangle("fill", 30, 60, 580, 85, 10, 10) -- Tromi
love.graphics.rectangle("fill", 30, 165, 580, 225, 10, 10) -- Menu
drawBigText("Tromi", 40, 65, 100, "left")
drawText("Mobile 1.1 - PC 2.3", 150, 78, 200, "left")
drawText("Mobile 1.4 - PC 2.3", 150, 78, 200, "left")
drawText("https://mycophobia.org\nhttps://github.com/SweetSea-ButImNotSweet/", 40, 100, 300, "left")
if PENTO_MODE then

View File

@@ -13,7 +13,7 @@ function TrainingScene:new()
game_mode = require 'game.gamemode'
if PENTO_MODE then
ruleset = require 'game.rotation_pent'
ruleset = require 'game.rotation_big'
else
ruleset = require 'game.rotation'
end