slice_example.lua

-- Include useful files or existing libraries. These are found in the Scripts
-- folder.
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "utils.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "common.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "commonpatterns.lua")
u_execDependencyScript("library_pseudogame", "pseudogame", "Baum", "main.lua")

-- reduce 3d layers as too many custom walls may lag for some people
s_set3dSpacing(10)
s_set3dDepth(3)

-- hide the real game
PseudoGame.hide_default_game()

-- create a fake game
game = PseudoGame.game.Game:new()

-- overwrite the real game's functions (mostly wall functions)
game:overwrite()

-- create our own polygon collections that will contain the polygons of the two sides of the line we are going to slice the game with
collection_left = PseudoGame.graphics.PolygonCollection:new()
collection_right = PseudoGame.graphics.PolygonCollection:new()

function onInput(frametime, movement, focus, swap)
    -- update our game
    game:update(frametime, movement, focus, swap)

    -- draw the game into game.polygon_collection
    game:draw()

    -- clear the collections and make generator functions used to "add" new polygons to the collections
    -- (internally it reuses the objects which makes this the best way to create polygons performance wise)
    local gen_left = collection_left:generator()
    local gen_right = collection_right:generator()

    -- iterate over the game's polygons
    for polygon in game.polygon_collection:iter() do
        -- slice the polygon by a line going through (0, 0) and (0, 1) and return both sides and create the polygons using our generators
        -- take the polygons for transforming (they are already added to the collections thanks to the generators)
        local left_polygon, right_polygon = polygon:slice(0, 0, 0, 1, true, true, gen_left, gen_right)

        -- only transform the left side if a part of the sliced polygon is on the left side
        if left_polygon ~= nil then
            -- mirror the left side and invert the colors
            left_polygon:transform(function(x, y, r, g, b, a)
                return x, -y, 255 - r, 255 - g, 255 - b, a
            end)
        end
    end

    -- draw our collections and update the screen
    PseudoGame.graphics.screen:draw_polygon_collection(collection_left)
    PseudoGame.graphics.screen:draw_polygon_collection(collection_right)
    PseudoGame.graphics.screen:update()
end

-- show a death effect when the player dies
function onDeath()
    game.death_effect:death()
end

-- show a death effect for 5/3 seconds when dying in invincible mode (that's what the real game does)
function onPreDeath()
    game.death_effect:invincible_death()
end

-- show and update the death effect even in the death screen
function onRenderStage(render_stage, frametime)
    game.death_effect:ensure_tickrate(render_stage, frametime, function(new_frametime)
        -- updating and drawing the game again is required for the death effect to show properly
        -- (make sure no game logic is progressing if game.death_effect.dead == true)
        onInput(new_frametime, 0, false, false)
    end)
end

-- This function adds a pattern to the level "timeline" based on a numeric key.
function addPattern(mKey)
    if mKey == 0 then
        pAltBarrage(u_rndInt(3, 5), 2)
    elseif mKey == 1 then
        pMirrorSpiral(u_rndInt(2, 5), getHalfSides() - 3)
    elseif mKey == 2 then
        pBarrageSpiral(u_rndInt(0, 3), 1, 1)
    elseif mKey == 3 then
        pInverseBarrage(0)
    elseif mKey == 4 then
        pTunnel(u_rndInt(1, 3))
    elseif mKey == 5 then
        pSpiral(l_getSides() * u_rndInt(1, 2), 0)
    end
end

-- Shuffle the keys, and then call them to add all the patterns.
-- Shuffling is better than randomizing - it guarantees all the patterns will
-- be called.
keys = { 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5 }
shuffle(keys)
index = 0
achievementUnlocked = false

-- onInit is an hardcoded function that is called when the level is first
-- loaded. This can be used to setup initial level parameters.
function onInit()
    l_setSpeedMult(1.55)
    l_setSpeedInc(0.125)
    l_setSpeedMax(3.5)
    l_setRotationSpeed(0)
    l_setRotationSpeedMax(0)
    l_setRotationSpeedInc(0)
    l_setDelayMult(1.0)
    l_setDelayInc(-0.01)
    l_setFastSpin(0.0)
    l_setSides(6)
    l_setSidesMin(5)
    l_setSidesMax(6)
    l_setIncTime(15)

    l_setPulseMin(75)
    l_setPulseMax(91)
    l_setPulseSpeed(1.2)
    l_setPulseSpeedR(1)
    l_setPulseDelayMax(23.9)

    l_setBeatPulseMax(17)
    l_setBeatPulseDelayMax(24.8)

    enableSwapIfDMGreaterThan(2.5)
    disableIncIfDMGreaterThan(3)
end

-- onLoad is an hardcoded function that is called when the level is started
-- or restarted.
function onLoad()
    e_messageAdd("welcome to the third PseudoGame example level", 150)
    e_messageAdd("Here the game was sliced and the left side\nwas mirrored and got inverted colors!", 200)
    e_messageAdd(
        "It works when the slicing line isn't aligned with the sides as well\n(see when it switches to penta-/heptagon)",
        200
    )
end

-- onStep is an hardcoded function that is called when the level "timeline"
-- is empty. The level timeline is a queue of pending actions.
-- onStep should generally contain your pattern spawning logic.
function onStep()
    addPattern(keys[index])
    index = index + 1

    if index - 1 == #keys then
        index = 1
        shuffle(keys)
    end
end

-- onIncrement is an hardcoded function that is called when the level
-- difficulty is incremented.
function onIncrement()
    -- ...
end

function onPreUnload()
    -- overwriting game functions may cause issues, so it's important to undo it
    game:restore()
end

-- onUpdate is an hardcoded function that is called every frame. mFrameTime
-- represents the time delta between the current and previous frame.
function onUpdate(mFrameTime)
    -- ...
end
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