更真实的3D方块

This commit is contained in:
MrZ626
2021-02-09 16:13:19 +08:00
parent 5fea32203a
commit cab826ba34
11 changed files with 117 additions and 77 deletions

View File

@@ -44,62 +44,93 @@ local function boardTransform(mode)
end
end
end
local function drawField(P)
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
local edge=P.gameEnv.upEdge
local rep=GAME.replaying
local function drawRow(h,V,L)
local texture=SKIN.curText
if P.falling==-1 then--Blocks only
local t=TIME()*4
for j=start,min(start+21,#F)do
for i=1,10 do
if F[j][i]>0 then
if V[j][i]>0 then
gc_setColor(1,1,1,V[j][i]*.05)
gc_draw(texture[F[j][i]],30*i-30,-30*j)-- drawCell(j,i,F[j][i])
if edge and(not F[j+1]or F[j+1][i]<=0)then
local r,g,b=unpack(SKIN.libColor[F[j][i]])
gc_setColor((r+2)/3,(g+2)/3,(b+2)/3,V[j][i]*.05)
gc_rectangle("fill",30*i-30,-30*j,30,-4)
end
elseif rep then
gc_setColor(1,1,1,.3+.08*sin(.5*(j-i)+t))
gc_rectangle("fill",30*i-30,-30*j,30,30)
end
end
local t=TIME()*4
for i=1,10 do
if L[i]>0 then
if V[i]>0 then
local a=V[i]*.05
gc_setColor(1,1,1,a)
gc_draw(texture[L[i]],30*i-30,-30*h)-- drawCell(j,i,L[i])
elseif GAME.replaying then
gc_setColor(1,1,1,.3+.08*sin(.5*(h-i)+t))
gc_rectangle("fill",30*i-30,-30*h,30,30)
end
end
end
end
local function drawField(P)
local ENV=P.gameEnv
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
--Sorry, I think using FLAG & GOTO is the easiest way to make this simple.
--I just want reuse the for-block without using function, because this
--is called EXTREME FREQUENTLY, and PASSING VARIABLES IS TOO COMPLEX.
--[[
Normal style:
if ENV.upEdge then
{set shader and coords};
<< draw field block >> (FOR-block)
{restore shader and coords};
end
<< draw field block >> (FOR-block)
Simplified by me:
flag=ENV.upEdge
if flag then
{set shader and coords};
end
::label::
<< draw field block >> (FOR-block)
if flag then
{restore shader and coords};
flag=false
goto label
end
]]
local flag=ENV.upEdge
if P.falling==-1 then--Blocks only
if flag then
gc.setShader(SHADER.lighter)
gc.translate(0,-4)
end
::edgeFinished::
for j=start,min(start+21,#F)do drawRow(j,V[j],F[j])end
if flag then
gc.setShader()
gc.translate(0,4)
flag=false
goto edgeFinished
end
else--With falling animation
local ENV=P.gameEnv
local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
local A=P.falling/ENV.fall
local h=1
gc_push("transform")
for j=start,min(start+21,#F)do
while j==P.clearingRow[h]do
h=h+1
gc_translate(0,-stepY)
gc_setColor(1,1,1,A)
gc_rectangle("fill",0,30-30*j,300,stepY)
end
for i=1,10 do
if F[j][i]>0 then
if V[j][i]>0 then
gc_setColor(1,1,1,V[j][i]*.05)
gc_draw(texture[F[j][i]],30*i-30,-30*j)-- drawCell(j,i,F[j][i])
if edge and(not F[j+1]or F[j+1][i]<=0)then
local r,g,b=unpack(SKIN.libColor[F[j][i]])
gc_setColor((r+2)/3,(g+2)/3,(b+2)/3,V[j][i]*.05)
gc_rectangle("fill",30*i-30,-30*j,30,-4)
end
elseif rep then
gc_setColor(1,1,1,.2)
gc_rectangle("fill",30*i-30,-30*j,30,30)
end
end
end
if flag then
gc_push("transform")
gc.setShader(SHADER.lighter)
gc.translate(0,-4)
end
::edgeFinished::
for j=start,min(start+21,#F)do
while j==P.clearingRow[h]do
h=h+1
gc_translate(0,-stepY)
gc_setColor(1,1,1,A)
gc_rectangle("fill",0,30-30*j,300,stepY)
end
drawRow(j,V[j],F[j])
end
if flag then
gc_pop()
gc.setShader()
flag=false
h=1
goto edgeFinished
end
gc_pop()
end
end