mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
188 lines
6.3 KiB
Lua
188 lines
6.3 KiB
Lua
local GameScene = SCENE:extend()
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GameScene.title = "Game"
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local tas = false
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local buttonList = {
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BUTTON.new{
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text = "Rotate Left\n Pause/Frame Step",
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x = 67, y = 289, h = 40, w = 140,
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backgroundColor = {0, 0, 0, 0},
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borderColor = {0, 0, 0, 0},
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hoverColor = { 1, 1, 1, 0.2},
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textOrientation = "left",
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codeWhenPressed = function() SCENE:onInputPress{input = "rotate_left"} end
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},
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BUTTON.new{
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text = "Rotate Right\n Unpause",
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x = 67, y = 323, h = 40, w = 140,
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backgroundColor = {0, 0, 0, 0},
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borderColor = {0, 0, 0, 0},
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hoverColor = { 1, 1, 1, 0.2},
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textOrientation = "left",
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codeWhenPressed = function() SCENE:onInputPress{input = "rotate_right"} end
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},
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BUTTON.new{
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text = "Left\n Rewind 5 sec",
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x = 67, y = 357, h = 40, w = 140,
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backgroundColor = {0, 0, 0, 0},
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borderColor = {0, 0, 0, 0},
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hoverColor = { 1, 1, 1, 0.2},
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textOrientation = "left",
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codeWhenPressed = function() SCENE:onInputPress{input = "left"} end
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},
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BUTTON.new{
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text = "Right\n FF 10 sec",
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x = 67, y = 391, h = 40, w = 140,
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backgroundColor = {0, 0, 0, 0},
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borderColor = {0, 0, 0, 0},
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hoverColor = { 1, 1, 1, 0.2},
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textOrientation = "left",
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codeWhenPressed = function() SCENE:onInputPress{input = "right"} end
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},
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}
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local menuKey -- MENU key used to go main menu XD
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function GameScene:new(player_name, replay_file, replay_grade)
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menuKey = BUTTON.new{
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text = CHAR.icon.menu.." MENU",
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x = 10, y = 10, w = 70, h = 30,
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codeWhenReleased = function()
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if self.game.input_playback or self.game.game_over or self.game.completed then
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SCENE = TitleScene()
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end
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end
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}
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VCTRL[9].show = false
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BUTTON.reset(buttonList)
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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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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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-- if self.game.input_playback or self.game.game_over or self.game.game_completed then
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-- VCTRL[9].show = true; VCTRL[10].show = true
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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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if self.game.input_playback then
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BUTTON.draw(buttonList)
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else
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VCTRL.draw()
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end
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if self.game.input_playback or self.game.game_over or self.game.completed then
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menuKey:draw()
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end
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end
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function GameScene:onInputPress(e)
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if e.type == "mouse" or (e.type == "touch" and not VCTRL.press(e.x, e.y, e.id)) then
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if self.game.input_playback then BUTTON.press(buttonList, e.x, e.y, e.id) end
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menuKey:press(e.x, e.y, e.id)
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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
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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.type == "mouse" or (e.type == "touch" and not VCTRL.release(e.id)) then
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if self.game.input_playback then BUTTON.release(buttonList, e.x, e.y, e.id) end
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menuKey:release(e.x, e.y, e.id)
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elseif 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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function GameScene:onInputMove(e)
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if e.type == "mouse" then BUTTON.checkHovering(buttonList, e.x, e.y) end
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menuKey._hovering = menuKey:isHovering(e.x, e.y)
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end
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return GameScene
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