local NameEntryScene = SCENE:extend() NameEntryScene.title = "Game Start" local buttonList = { BUTTON.new{ text = "↑\nCHAR", font = FONT_big, x = 25, y = 120, w = 80, h = 80, codeWhenPressed = function() SCENE:onInputPress {input = "left"} end, codeWhenReleased = function() SCENE:onInputRelease{input = "left"} end, }, BUTTON.new{ text = "↓\nCHAR", font = FONT_big, x = 115, y = 120, w = 80, h = 80, codeWhenPressed = function() SCENE:onInputPress {input = "right"} end, codeWhenReleased = function() SCENE:onInputRelease{input = "right"} end, }, BUTTON.new{ text = "←\nESC", font = FONT_big, x = 25, y = 210, w = 80, h = 80, codeWhenPressed = function() SCENE:onInputPress {input = "menu_back"} end, codeWhenReleased = function() SCENE:onInputRelease{input = "menu_back"} end, }, BUTTON.new{ text = "→\nENTER", font = FONT_big, x = 115, y = 210, w = 80, h = 80, codeWhenPressed = function() SCENE:onInputPress {input = "menu_decide"} end, codeWhenReleased = function() SCENE:onInputRelease{input = "menu_decide"} end, }, BUTTON.new{ text = CHAR.key.keyboard.." Open OSK", font = FONT_big, x = 25, y = 300, w = 170, h = 40, codeWhenReleased = function() love.keyboard.setTextInput(true, 215, 175, 160, 160) end } } local Grid = require 'game.grid' function NameEntryScene:new() VCTRL.toggle(false) self.chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890." self.char_pos = 1 self.name_entry = {'A','A','A'} self.entry_pos = 1 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 self.direction = nil self.grade = 0 self.wins = 0 self.plays = 0 self.gradeNames = { "19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k", "10k", "9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k", "1D", "2D", "3D", "4D", "5D", "6D", "7D", "8D", "9D" } if SETTINGS['last_entry'] ~= nil then self.name_entry = {SETTINGS['last_entry']:sub(1,1),SETTINGS['last_entry']:sub(2,2),SETTINGS['last_entry']:sub(3,3)} self.entry_pos = 3 end if love.filesystem.getInfo(HIscoreFILE) then self.hi_scores = FILE.read(HIscoreFILE) else self.hi_scores = {"TRO",0,"MIT",0,"ROM",0,"ITR",0,"OMI",0} end end function NameEntryScene:drawGradeList(left, top) love.graphics.setColor(0,0,0,0.5) love.graphics.rectangle("fill", left+3, top+3, 200, 240, 10, 10) love.graphics.setColor(0.05,0.05,0.05,1) love.graphics.rectangle("fill", left, top, 200, 240, 10, 10) drawText("Grade list:", left+15, top+10, 1000, "left") drawText("Beginner\n19 kyu\n18 kyu\n17 kyu\n16 kyu\n15 kyu\n14 kyu\n13 kyu\n12 kyu\n11 kyu\n10 kyu", left+15, top+25, 1000, "left") drawText("Intermed.\n9 kyu\n8 kyu\n7 kyu\n6 kyu\n5 kyu\n4 kyu\n3 kyu\n2 kyu\n1 kyu", left+80, top+25, 1000, "left") drawText("Expert\n1 Dan\n2 Dan\n3 Dan\n4 Dan\n5 Dan\n6 Dan\n7 Dan\n8 Dan\n9 Dan", left+145, top+25, 1000, "left") end function NameEntryScene:render() MainBackground() BUTTON.draw(buttonList) love.graphics.setColor(1, 1, 1, 1) love.graphics.line(216,80,216,80+(16*self.grid.height)) love.graphics.line(216+(16*self.grid.width),80,216+(16*self.grid.width),80+(16*self.grid.height)) love.graphics.line(216,80+(16*self.grid.height),216+(16*self.grid.width),80+(16*self.grid.height)) love.graphics.line(216,80,216+(16*self.grid.width),80) love.graphics.setColor(0, 0, 0, 1) love.graphics.rectangle( "fill", 216, 80, 16 * self.grid.width, 16 * self.grid.height ) love.graphics.setColor(1, 1, 1, 1) drawText('Enter your initials:', 227, 180, 200, "left") drawBigText(self.entry_chars, 272, 200, 200, "left") drawText('o', 262+(self.entry_pos*14), 225, 200, "left") self:drawGradeList(397, 40) love.graphics.setColor(0,0,0,0.5) love.graphics.rectangle("fill", 400, 295, 130, 130, 10, 10) love.graphics.setColor(0.05,0.05,0.05,1) love.graphics.rectangle("fill", 397, 292, 130, 130, 10, 10) drawText("Best scores:", 410, 297, 1000, "left") for i = 2, 10, 2 do drawText(self.hi_scores[i-1]..' - '..self.hi_scores[i], 410, 297+(i*10), 1000, "left") end if self.entry_pos == 4 then drawText('Press confirm\nto play', 255, 290, 1000) end if self.grade > 0 then drawText(string.format('Games: %s', self.plays), 255, 250, 1000) drawText(string.format('Grade: %s', self.gradeNames[self.grade]), 255, 270, 1000) end end function NameEntryScene:update() if self.direction == "left" then if self.repeat_counter >= self.repeat_limit then self.char_pos = self.char_pos - 1 if self.char_pos < 1 then self.char_pos = 37 end self.name_entry[self.entry_pos] = self.chars:sub(self.char_pos, self.char_pos) self.repeat_counter = 0 end self.repeat_counter = self.repeat_counter + 1 elseif self.direction == "right" then if self.repeat_counter >= self.repeat_limit then self.char_pos = self.char_pos + 1 if self.char_pos > 37 then self.char_pos = 1 end self.name_entry[self.entry_pos] = self.chars:sub(self.char_pos, self.char_pos) self.repeat_counter = 0 end self.repeat_counter = self.repeat_counter + 1 end self.entry_chars = table.concat(self.name_entry, '', 1, 3) end function NameEntryScene:onInputMove(e) if e.type == "mouse" then BUTTON.checkHovering(buttonList, e.x, e.y) end end function NameEntryScene:getPlayInfo(player_name) if love.filesystem.getInfo((SAVE_DIR..player_name.."_grade_history.sav")) then grade_history = FILE.read(SAVE_DIR..player_name.."_grade_history.sav") self.grade = grade_history[1] self.wins = grade_history[2] self.plays = grade_history[4] else self.grade, self.wins, self.plays = 0, 0, 0 end end function NameEntryScene:onInputPress(e) 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.input == "menu_decide" or e.input == "rotate_left" or e.scancode == "return" then if self.entry_pos == 4 then BUTTON.release(buttonList, e.x, e.y, e.id) SETTINGS['last_entry'] = name:upper() SCENE = GameScene(name:lower()) 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 elseif e.input == "left" or e.scancode == "left" then self.direction = "left" elseif e.input == "right" or e.scancode == "right" then self.direction = "right" elseif e.input == "menu_back" or e.input == "rotate_right" or e.scancode == "delete" or e.scancode == "backspace" then if self.entry_pos == 1 then BUTTON.release(buttonList, true) SCENE = TitleScene() else self.name_entry[self.entry_pos] = 'A' self.name_entry[self.entry_pos-1] = 'A' self.char_pos = 1 self.entry_pos = self.entry_pos - 1 self.grade = 0 end elseif e.key and #e.key == 1 then 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 self.name_entry[self.entry_pos] = string.upper(e.key) self.name_entry[self.entry_pos + 1] = string.upper(e.key) end self.entry_pos = math.min(self.entry_pos + 1, 4) if self.entry_pos == 4 then self:getPlayInfo(string.lower(table.concat(self.name_entry, '', 1, 3))) end end end 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 end end return NameEntryScene