代码规范:把所有的tab换成空格
This commit is contained in:
@@ -13,318 +13,318 @@ local color,blind='color1'
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local slide,pathVis,revKB
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local function ifGaming()return state==1 end
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local colorSelector=WIDGET.newSelector{name="color",x=150,y=240,w=200,list={'color1','rainbow','color2','gray','black'},color='lY',disp=function()return color end, code=function(v)if state~=1 then color=v end end,hideF=ifGaming}
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local colorSelector=WIDGET.newSelector{name="color",x=150,y=240,w=200,list={'color1','rainbow','color2','gray','black'},color='lY',disp=function()return color end, code=function(v)if state~=1 then color=v end end,hideF=ifGaming}
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function scene.sceneInit()
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BG.set('rainbow2')
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BGM.play('push')
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board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}}
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cx,cy=4,4
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startTime=0
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time=0
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move,push=0,0
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state=2
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BG.set('rainbow2')
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BGM.play('push')
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board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}}
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cx,cy=4,4
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startTime=0
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time=0
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move,push=0,0
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state=2
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color='color1'
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blind=false
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slide=true
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pathVis=true
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revKB=false
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color='color1'
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blind=false
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slide=true
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pathVis=true
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revKB=false
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end
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local function moveU(x,y)
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if y<4 then
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board[y][x],board[y+1][x]=board[y+1][x],board[y][x]
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cy=cy+1
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end
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if y<4 then
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board[y][x],board[y+1][x]=board[y+1][x],board[y][x]
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cy=cy+1
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end
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end
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local function moveD(x,y)
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if y>1 then
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board[y][x],board[y-1][x]=board[y-1][x],board[y][x]
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cy=cy-1
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end
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if y>1 then
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board[y][x],board[y-1][x]=board[y-1][x],board[y][x]
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cy=cy-1
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end
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end
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local function moveL(x,y)
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if x<4 then
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board[y][x],board[y][x+1]=board[y][x+1],board[y][x]
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cx=cx+1
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end
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if x<4 then
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board[y][x],board[y][x+1]=board[y][x+1],board[y][x]
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cx=cx+1
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end
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end
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local function moveR(x,y)
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if x>1 then
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board[y][x],board[y][x-1]=board[y][x-1],board[y][x]
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cx=cx-1
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end
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if x>1 then
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board[y][x],board[y][x-1]=board[y][x-1],board[y][x]
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cx=cx-1
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end
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end
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local function shuffleBoard()
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for i=1,300 do
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i=rnd()
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if i<.25 then moveU(cx,cy)
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elseif i<.5 then moveD(cx,cy)
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elseif i<.75 then moveL(cx,cy)
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else moveR(cx,cy)
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end
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end
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for i=1,300 do
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i=rnd()
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if i<.25 then moveU(cx,cy)
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elseif i<.5 then moveD(cx,cy)
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elseif i<.75 then moveL(cx,cy)
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else moveR(cx,cy)
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end
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end
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end
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local function checkBoard(b)
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for i=4,1,-1 do
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for j=1,4 do
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if b[i][j]~=4*i+j-4 then return false end
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end
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end
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return true
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for i=4,1,-1 do
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for j=1,4 do
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if b[i][j]~=4*i+j-4 then return false end
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end
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end
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return true
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end
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local function tapBoard(x,y,key)
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if state<2 then
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if not key then
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if pathVis then
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SYSFX.newShade(6,x-5,y-5,11,11,1,1,1)
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end
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x,y=int((x-320)/160)+1,int((y-40)/160)+1
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end
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local b=board
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local moves=0
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if cx==x then
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if y>cy and y<5 then
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for i=cy,y-1 do
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moveU(x,i)
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moves=moves+1
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end
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elseif y<cy and y>0 then
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for i=cy,y+1,-1 do
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moveD(x,i)
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moves=moves+1
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end
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end
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elseif cy==y then
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if x>cx and x<5 then
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for i=cx,x-1 do
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moveL(i,y)
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moves=moves+1
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end
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elseif x<cx and x>0 then
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for i=cx,x+1,-1 do
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moveR(i,y)
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moves=moves+1
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end
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end
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end
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if moves>0 then
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push=push+1
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move=move+moves
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if state==0 then
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state=1
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startTime=TIME()
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end
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if checkBoard(b)then
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state=2
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time=TIME()-startTime
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if time<1 then MES.new(false,"不是人")
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elseif time<2 then MES.new(false,"还是人")
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elseif time<3 then MES.new(false,"神仙")
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elseif time<5 then MES.new(false,"太强了")
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elseif time<7.5 then MES.new(false,"很强")
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elseif time<10 then MES.new(false,"可以的")
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elseif time<20 then MES.new(false,"马上入门了")
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elseif time<30 then MES.new(false,"入门不远了")
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elseif time<60 then MES.new(false,"多加练习")
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else MES.new(false,"第一次玩?加油")
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end
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SFX.play('win')
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return
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end
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SFX.play('move')
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end
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end
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if state<2 then
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if not key then
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if pathVis then
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SYSFX.newShade(6,x-5,y-5,11,11,1,1,1)
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end
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x,y=int((x-320)/160)+1,int((y-40)/160)+1
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end
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local b=board
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local moves=0
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if cx==x then
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if y>cy and y<5 then
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for i=cy,y-1 do
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moveU(x,i)
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moves=moves+1
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end
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elseif y<cy and y>0 then
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for i=cy,y+1,-1 do
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moveD(x,i)
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moves=moves+1
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end
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end
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elseif cy==y then
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if x>cx and x<5 then
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for i=cx,x-1 do
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moveL(i,y)
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moves=moves+1
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end
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elseif x<cx and x>0 then
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for i=cx,x+1,-1 do
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moveR(i,y)
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moves=moves+1
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end
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end
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end
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if moves>0 then
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push=push+1
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move=move+moves
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if state==0 then
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state=1
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startTime=TIME()
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end
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if checkBoard(b)then
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state=2
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time=TIME()-startTime
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if time<1 then MES.new(false,"不是人")
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elseif time<2 then MES.new(false,"还是人")
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elseif time<3 then MES.new(false,"神仙")
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elseif time<5 then MES.new(false,"太强了")
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elseif time<7.5 then MES.new(false,"很强")
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elseif time<10 then MES.new(false,"可以的")
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elseif time<20 then MES.new(false,"马上入门了")
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elseif time<30 then MES.new(false,"入门不远了")
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elseif time<60 then MES.new(false,"多加练习")
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else MES.new(false,"第一次玩?加油")
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end
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SFX.play('win')
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return
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end
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SFX.play('move')
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end
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end
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end
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function scene.keyDown(key,isRep)
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if isRep then return end
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if key=="up"then
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tapBoard(cx,cy-(revKB and 1 or -1),true)
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elseif key=="down"then
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tapBoard(cx,cy+(revKB and 1 or -1),true)
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elseif key=="left"then
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tapBoard(cx-(revKB and 1 or -1),cy,true)
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elseif key=="right"then
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tapBoard(cx+(revKB and 1 or -1),cy,true)
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elseif key=="space"then
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shuffleBoard()
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state=0
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time=0
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move,push=0,0
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elseif key=="q"then
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if state~=1 then
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colorSelector:scroll(love.keyboard.isDown("lshift","rshift")and -1 or 1)
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end
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elseif key=="w"then
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if state==0 then
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blind=not blind
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end
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elseif key=="e"then
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if state==0 then
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slide=not slide
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if not slide then
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pathVis=false
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end
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end
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elseif key=="r"then
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if state==0 and slide then
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pathVis=not pathVis
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end
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elseif key=="t"then
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if state==0 then
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revKB=not revKB
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end
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elseif key=="escape"then
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SCN.back()
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end
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if isRep then return end
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if key=="up"then
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tapBoard(cx,cy-(revKB and 1 or -1),true)
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elseif key=="down"then
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tapBoard(cx,cy+(revKB and 1 or -1),true)
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elseif key=="left"then
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tapBoard(cx-(revKB and 1 or -1),cy,true)
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elseif key=="right"then
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tapBoard(cx+(revKB and 1 or -1),cy,true)
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elseif key=="space"then
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shuffleBoard()
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state=0
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time=0
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move,push=0,0
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elseif key=="q"then
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if state~=1 then
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colorSelector:scroll(love.keyboard.isDown("lshift","rshift")and -1 or 1)
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end
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elseif key=="w"then
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if state==0 then
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blind=not blind
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end
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elseif key=="e"then
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if state==0 then
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slide=not slide
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if not slide then
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pathVis=false
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end
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end
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elseif key=="r"then
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if state==0 and slide then
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pathVis=not pathVis
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end
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elseif key=="t"then
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if state==0 then
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revKB=not revKB
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end
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elseif key=="escape"then
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SCN.back()
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end
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end
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function scene.mouseDown(x,y)
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tapBoard(x,y)
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tapBoard(x,y)
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end
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function scene.mouseMove(x,y)
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if slide then
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tapBoard(x,y)
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end
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if slide then
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tapBoard(x,y)
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end
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end
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function scene.touchDown(x,y)
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tapBoard(x,y)
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tapBoard(x,y)
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end
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function scene.touchMove(x,y)
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if slide then
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tapBoard(x,y)
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end
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if slide then
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tapBoard(x,y)
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end
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end
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function scene.update()
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if state==1 then
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time=TIME()-startTime
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end
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if state==1 then
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time=TIME()-startTime
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end
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end
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local frontColor={
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color1={
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COLOR.lR,COLOR.lR,COLOR.lR,COLOR.lR,
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COLOR.lG,COLOR.lB,COLOR.lB,COLOR.lB,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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},--Colored(rank)
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rainbow={
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COLOR.lR,COLOR.lR,COLOR.lR,COLOR.lR,
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COLOR.lO,COLOR.lY,COLOR.lY,COLOR.lY,
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COLOR.lO,COLOR.lG,COLOR.lB,COLOR.lB,
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COLOR.lO,COLOR.lG,COLOR.lB,COLOR.lB,
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},--Rainbow(rank)
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color2={
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COLOR.lR,COLOR.lR,COLOR.lR,COLOR.lR,
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COLOR.lB,COLOR.lB,COLOR.lB,COLOR.lB,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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},--Colored(row)
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gray={
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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},--Gray
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black={
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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},--Black
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color1={
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COLOR.lR,COLOR.lR,COLOR.lR,COLOR.lR,
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COLOR.lG,COLOR.lB,COLOR.lB,COLOR.lB,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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},--Colored(rank)
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rainbow={
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COLOR.lR,COLOR.lR,COLOR.lR,COLOR.lR,
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COLOR.lO,COLOR.lY,COLOR.lY,COLOR.lY,
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COLOR.lO,COLOR.lG,COLOR.lB,COLOR.lB,
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COLOR.lO,COLOR.lG,COLOR.lB,COLOR.lB,
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},--Rainbow(rank)
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color2={
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COLOR.lR,COLOR.lR,COLOR.lR,COLOR.lR,
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COLOR.lB,COLOR.lB,COLOR.lB,COLOR.lB,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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COLOR.lG,COLOR.lY,COLOR.lV,COLOR.lV,
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},--Colored(row)
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gray={
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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},--Gray
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black={
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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COLOR.Z,COLOR.Z,COLOR.Z,COLOR.Z,
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},--Black
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}
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local backColor={
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color1={
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COLOR.dR,COLOR.dR,COLOR.dR,COLOR.dR,
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COLOR.dG,COLOR.dB,COLOR.dB,COLOR.dB,
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COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
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COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
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},--Colored(rank)
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rainbow={
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COLOR.dR,COLOR.dR,COLOR.dR,COLOR.dR,
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COLOR.dO,COLOR.dY,COLOR.dY,COLOR.dY,
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COLOR.dO,COLOR.dG,COLOR.dB,COLOR.dB,
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COLOR.dO,COLOR.dG,COLOR.dB,COLOR.dB,
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},--Rainbow(rank)
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color2={
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COLOR.dR,COLOR.dR,COLOR.dR,COLOR.dR,
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COLOR.dB,COLOR.dB,COLOR.dB,COLOR.dB,
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COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
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COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
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},--Colored(row)
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gray={
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COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
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COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
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COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
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COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
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},--Gray
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black={
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COLOR.D,COLOR.D,COLOR.D,COLOR.D,
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COLOR.D,COLOR.D,COLOR.D,COLOR.D,
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COLOR.D,COLOR.D,COLOR.D,COLOR.D,
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COLOR.D,COLOR.D,COLOR.D,COLOR.D,
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},--Black
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color1={
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COLOR.dR,COLOR.dR,COLOR.dR,COLOR.dR,
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COLOR.dG,COLOR.dB,COLOR.dB,COLOR.dB,
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COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
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COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
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},--Colored(rank)
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rainbow={
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COLOR.dR,COLOR.dR,COLOR.dR,COLOR.dR,
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COLOR.dO,COLOR.dY,COLOR.dY,COLOR.dY,
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COLOR.dO,COLOR.dG,COLOR.dB,COLOR.dB,
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COLOR.dO,COLOR.dG,COLOR.dB,COLOR.dB,
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},--Rainbow(rank)
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color2={
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COLOR.dR,COLOR.dR,COLOR.dR,COLOR.dR,
|
||||
COLOR.dB,COLOR.dB,COLOR.dB,COLOR.dB,
|
||||
COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
|
||||
COLOR.dG,COLOR.dY,COLOR.dP,COLOR.dP,
|
||||
},--Colored(row)
|
||||
gray={
|
||||
COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
|
||||
COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
|
||||
COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
|
||||
COLOR.dH,COLOR.dH,COLOR.dH,COLOR.dH,
|
||||
},--Gray
|
||||
black={
|
||||
COLOR.D,COLOR.D,COLOR.D,COLOR.D,
|
||||
COLOR.D,COLOR.D,COLOR.D,COLOR.D,
|
||||
COLOR.D,COLOR.D,COLOR.D,COLOR.D,
|
||||
COLOR.D,COLOR.D,COLOR.D,COLOR.D,
|
||||
},--Black
|
||||
}
|
||||
function scene.draw()
|
||||
setFont(40)
|
||||
gc.setColor(COLOR.Z)
|
||||
gc.print(("%.3f"):format(time),1026,80)
|
||||
gc.setColor(1,.8,.8)
|
||||
gc.print(move,1026,130)
|
||||
gc.setColor(.8,.8,1)
|
||||
gc.print(push,1026,180)
|
||||
setFont(40)
|
||||
gc.setColor(COLOR.Z)
|
||||
gc.print(("%.3f"):format(time),1026,80)
|
||||
gc.setColor(1,.8,.8)
|
||||
gc.print(move,1026,130)
|
||||
gc.setColor(.8,.8,1)
|
||||
gc.print(push,1026,180)
|
||||
|
||||
if state==2 then
|
||||
--Draw no-setting area
|
||||
gc.setColor(1,0,0,.3)
|
||||
gc.rectangle('fill',15,295,285,340)
|
||||
if state==2 then
|
||||
--Draw no-setting area
|
||||
gc.setColor(1,0,0,.3)
|
||||
gc.rectangle('fill',15,295,285,340)
|
||||
|
||||
gc.setColor(.9,.9,0)--win
|
||||
elseif state==1 then
|
||||
gc.setColor(.9,.9,.9)--game
|
||||
elseif state==0 then
|
||||
gc.setColor(.2,.8,.2)--ready
|
||||
end
|
||||
gc.setLineWidth(10)
|
||||
gc.rectangle('line',313,33,654,654,18)
|
||||
gc.setColor(.9,.9,0)--win
|
||||
elseif state==1 then
|
||||
gc.setColor(.9,.9,.9)--game
|
||||
elseif state==0 then
|
||||
gc.setColor(.2,.8,.2)--ready
|
||||
end
|
||||
gc.setLineWidth(10)
|
||||
gc.rectangle('line',313,33,654,654,18)
|
||||
|
||||
gc.setLineWidth(4)
|
||||
local mono=blind and state==1
|
||||
setFont(80)
|
||||
for i=1,4 do
|
||||
for j=1,4 do
|
||||
if cx~=j or cy~=i then
|
||||
local N=board[i][j]
|
||||
local C=mono and'gray'or color
|
||||
gc.setLineWidth(4)
|
||||
local mono=blind and state==1
|
||||
setFont(80)
|
||||
for i=1,4 do
|
||||
for j=1,4 do
|
||||
if cx~=j or cy~=i then
|
||||
local N=board[i][j]
|
||||
local C=mono and'gray'or color
|
||||
|
||||
gc.setColor(backColor[C][N])
|
||||
gc.rectangle('fill',j*160+163,i*160-117,154,154,8)
|
||||
gc.setColor(frontColor[C][N])
|
||||
gc.rectangle('line',j*160+163,i*160-117,154,154,8)
|
||||
if not mono then
|
||||
gc.setColor(.1,.1,.1)
|
||||
mStr(N,j*160+240,i*160-96)
|
||||
mStr(N,j*160+242,i*160-98)
|
||||
gc.setColor(COLOR.Z)
|
||||
mStr(N,j*160+243,i*160-95)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
gc.setColor(0,0,0,.3)
|
||||
gc.setLineWidth(10)
|
||||
gc.rectangle('line',cx*160+173,cy*160-107,134,134,50)
|
||||
gc.setColor(backColor[C][N])
|
||||
gc.rectangle('fill',j*160+163,i*160-117,154,154,8)
|
||||
gc.setColor(frontColor[C][N])
|
||||
gc.rectangle('line',j*160+163,i*160-117,154,154,8)
|
||||
if not mono then
|
||||
gc.setColor(.1,.1,.1)
|
||||
mStr(N,j*160+240,i*160-96)
|
||||
mStr(N,j*160+242,i*160-98)
|
||||
gc.setColor(COLOR.Z)
|
||||
mStr(N,j*160+243,i*160-95)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
gc.setColor(0,0,0,.3)
|
||||
gc.setLineWidth(10)
|
||||
gc.rectangle('line',cx*160+173,cy*160-107,134,134,50)
|
||||
end
|
||||
|
||||
scene.widgetList={
|
||||
WIDGET.newButton{name="reset", x=160,y=100,w=180,h=100,color='lG', font=40,code=pressKey"space"},
|
||||
colorSelector,
|
||||
WIDGET.newSwitch{name="blind", x=240,y=330,w=60, font=40,disp=function()return blind end, code=pressKey"w",hideF=ifGaming},
|
||||
WIDGET.newSwitch{name="slide", x=240,y=420,w=60, font=40,disp=function()return slide end, code=pressKey"e",hideF=ifGaming},
|
||||
WIDGET.newSwitch{name="pathVis",x=240,y=510,w=60, font=40,disp=function()return pathVis end, code=pressKey"r",hideF=function()return state==1 or not slide end},
|
||||
WIDGET.newSwitch{name="revKB", x=240,y=600,w=60, font=40,disp=function()return revKB end, code=pressKey"t",hideF=ifGaming},
|
||||
WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,fText=TEXTURE.back,code=backScene},
|
||||
WIDGET.newButton{name="reset", x=160, y=100,w=180,h=100,color='lG',font=40,code=pressKey"space"},
|
||||
colorSelector,
|
||||
WIDGET.newSwitch{name="blind", x=240, y=330,w=60,font=40,disp=function()return blind end, code=pressKey"w",hideF=ifGaming},
|
||||
WIDGET.newSwitch{name="slide", x=240, y=420,w=60,font=40,disp=function()return slide end, code=pressKey"e",hideF=ifGaming},
|
||||
WIDGET.newSwitch{name="pathVis",x=240, y=510,w=60,font=40,disp=function()return pathVis end,code=pressKey"r",hideF=function()return state==1 or not slide end},
|
||||
WIDGET.newSwitch{name="revKB", x=240, y=600,w=60,font=40,disp=function()return revKB end, code=pressKey"t",hideF=ifGaming},
|
||||
WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,fText=TEXTURE.back,code=backScene},
|
||||
}
|
||||
|
||||
return scene
|
||||
Reference in New Issue
Block a user