Files
tromi_mobile/scene/game.lua
Nguyễn Quốc Hưng 1d6643448e V1 update (#1)
2024-06-06 19:37:38 +07:00

188 lines
6.3 KiB
Lua

local GameScene = SCENE:extend()
GameScene.title = "Game"
local tas = false
local buttonList = {
BUTTON.new{
text = "Rotate Left\n Pause/Frame Step",
x = 67, y = 289, h = 40, w = 140,
backgroundColor = {0, 0, 0, 0},
borderColor = {0, 0, 0, 0},
hoverColor = { 1, 1, 1, 0.2},
textOrientation = "left",
codeWhenPressed = function() SCENE:onInputPress{input = "rotate_left"} end
},
BUTTON.new{
text = "Rotate Right\n Unpause",
x = 67, y = 323, h = 40, w = 140,
backgroundColor = {0, 0, 0, 0},
borderColor = {0, 0, 0, 0},
hoverColor = { 1, 1, 1, 0.2},
textOrientation = "left",
codeWhenPressed = function() SCENE:onInputPress{input = "rotate_right"} end
},
BUTTON.new{
text = "Left\n Rewind 5 sec",
x = 67, y = 357, h = 40, w = 140,
backgroundColor = {0, 0, 0, 0},
borderColor = {0, 0, 0, 0},
hoverColor = { 1, 1, 1, 0.2},
textOrientation = "left",
codeWhenPressed = function() SCENE:onInputPress{input = "left"} end
},
BUTTON.new{
text = "Right\n FF 10 sec",
x = 67, y = 391, h = 40, w = 140,
backgroundColor = {0, 0, 0, 0},
borderColor = {0, 0, 0, 0},
hoverColor = { 1, 1, 1, 0.2},
textOrientation = "left",
codeWhenPressed = function() SCENE:onInputPress{input = "right"} end
},
}
local menuKey -- MENU key used to go main menu XD
function GameScene:new(player_name, replay_file, replay_grade)
menuKey = BUTTON.new{
text = CHAR.icon.menu.." MENU",
x = 10, y = 10, w = 70, h = 30,
codeWhenReleased = function()
if self.game.input_playback or self.game.game_over or self.game.completed then
SCENE = TitleScene()
end
end
}
VCTRL[9].show = false
BUTTON.reset(buttonList)
game_mode = require 'game.gamemode'
if PENTO_MODE then
ruleset = require 'game.rotation_pent'
else
ruleset = require 'game.rotation'
end
self.retry_mode = game_mode
self.retry_ruleset = ruleset
-- self.secret_inputs = inputs
self.reset_stuff = {player_name, replay_file, replay_grade}
self.game = game_mode(player_name, replay_file, replay_grade)
self.ruleset = ruleset(self.game)
self.grace_frames = 0
self.normal_volume = love.audio.getVolume()
self.game:initialize(self.ruleset)
self.inputs = {
left=false,
right=false,
up=false,
down=false,
rotate_left=false,
rotate_left2=false,
rotate_right=false,
rotate_right2=false,
hold=false,
}
self.paused = false
end
function GameScene:update(nosound, tas_update)
local inputs = {}
if tas then
while self.game.are > 2 do
self.game:update(inputs, self.ruleset)
end
end
for input, value in pairs(self.inputs) do
inputs[input] = value
end
if tas and tas_update then
self.paused = false
self.game:update(inputs, self.ruleset)
self.paused = true
return
end
if nosound then
love.audio.setVolume(0)
end
if not nosound and self.grace_frames > 0 then
self.grace_frames = self.grace_frames - 1
if self.grace_frames == 1 then love.audio.setVolume(self.normal_volume) end
end
if not self.paused then
self.game:update(inputs, self.ruleset)
end
-- if self.game.input_playback or self.game.game_over or self.game.game_completed then
-- VCTRL[9].show = true; VCTRL[10].show = true
-- end
end
function GameScene:render()
self.game:draw(self.paused)
if self.game.input_playback then
BUTTON.draw(buttonList)
else
VCTRL.draw()
end
if self.game.input_playback or self.game.game_over or self.game.completed then
menuKey:draw()
end
end
function GameScene:onInputPress(e)
if e.type == "mouse" or (e.type == "touch" and not VCTRL.press(e.x, e.y, e.id)) then
if self.game.input_playback then BUTTON.press(buttonList, e.x, e.y, e.id) end
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
SCENE = TitleScene()
elseif tas and e.input == "menu_decide" then
self:update(false, true)
elseif self.game.input_playback and (e.input == "menu_back") then
SCENE = TitleScene()
elseif self.game.input_playback and e.input == "rotate_left" then
self.paused = false
self:update()
self.paused = true
elseif self.game.input_playback and e.input == "rotate_right" then
self.paused = false
elseif self.game.input_playback and not self.paused and e.input == 'left' then
local target = self.game.frames - 300
if target < 1 then target = 1 end
self.game = game_mode(self.reset_stuff[1], self.reset_stuff[2], self.reset_stuff[3])
self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset)
while self.game.frames < (target) do
self:update(true)
end
self.grace_frames = 90
elseif self.game.input_playback and not self.paused and e.input == 'right' then
local target = self.game.frames + 600
if target > #self.game.replay_inputs then target = #self.game.replay_inputs-10 end
-- self.game = game_mode(self.reset_stuff[1], self.reset_stuff[2], self.reset_stuff[3])
self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset)
while self.game.frames < (target) do
self:update(true)
end
self.grace_frames = 90
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
self.inputs[e.input] = true
end
end
function GameScene:onInputRelease(e)
if e.type == "mouse" or (e.type == "touch" and not VCTRL.release(e.id)) then
if self.game.input_playback then BUTTON.release(buttonList, e.x, e.y, e.id) end
menuKey:release(e.x, e.y, e.id)
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
self.inputs[e.input] = false
end
end
function GameScene:onInputMove(e)
if e.type == "mouse" then BUTTON.checkHovering(buttonList, e.x, e.y) end
menuKey._hovering = menuKey:isHovering(e.x, e.y)
end
return GameScene