local gc,sys=love.graphics,love.system local ms,kb,tc=love.mouse,love.keyboard,love.touch local Timer=love.timer.getTime local setFont=setFont local mStr=mStr local int,ceil,rnd,abs=math.floor,math.ceil,math.random,math.abs local max,min,sin,cos=math.max,math.min,math.sin,math.cos local log,rnd=math.log,math.random local format=string.format local ins,rem=table.insert,table.remove local byte=string.byte local scr=scr local floatWheel=0 local function wheelScroll(y) if y>0 then if floatWheel<0 then floatWheel=0 end floatWheel=floatWheel+y^1.2 elseif y<0 then if floatWheel>0 then floatWheel=0 end floatWheel=floatWheel-(-y)^1.2 end while floatWheel>=1 do love.keypressed("up") floatWheel=floatWheel-1 end while floatWheel<=-1 do love.keypressed("down") floatWheel=floatWheel+1 end end --ALL SCENES & FUNCTIONS do--calculator function sceneInit.calculator() sceneTemp={ reg=false, val=0, sym=false, pass=false, tip=require("parts/getTip"), } end function keyDown.calculator(k) local S=sceneTemp if byte(k)>=48 and byte(k)<=57 then if S.sym=="="then S.val=tonumber(k) S.sym=false elseif S.sym then if not S.reg then S.reg=S.val S.val=tonumber(k) elseif S.val<1e13 then S.val=S.val*10+tonumber(k) end else if S.val<1e13 then S.val=S.val*10+tonumber(k) end end elseif k=="backspace"then if S.val>0 then S.val=int(S.val/10) end elseif k=="+"or k=="="and kb.isDown("rshift","lshift")then S.sym="+" elseif k=="-"then S.sym="-" elseif k=="*"or k=="8"and kb.isDown("rshift","lshift")then S.sym="*" elseif k=="/"then S.sym="/" elseif k=="return"then if S.val then if S.sym and S.reg then S.val= S.sym=="+"and S.reg+S.val or S.sym=="-"and S.reg-S.val or S.sym=="*"and S.reg*S.val or S.sym=="/"and S.reg/S.val or -1 end S.sym="=" S.reg=false if S.val==600+20+6 then S.pass=true elseif S.val==196000+022 then S.pass=true marking=nil TEXT.show("\68\69\86\58\87\97\116\101\114\109\97\114\107\32\82\101\109\111\118\101\100",640,360,60,"stretch",.6) SFX.play("clear") elseif S.val==72943816 then S.pass=true for name,M in next,Modes do if not modeRanks[name]then modeRanks[name]=M.score and 0 or 6 end end FILE.saveUnlock() TEXT.show("\68\69\86\58\85\78\76\79\67\75\65\76\76",640,360,60,"stretch",.6) SFX.play("clear_2") elseif S.val==1379e8+2626e4+1379 then S.pass=true SCN.go("debug") elseif S.val==34494 then error("This is an error testing message.") elseif S.val==114 then S.reg=514 elseif S.val==114514 then S.reg=1919810 elseif S.val==1145141919810 then error("小鬼自裁请") elseif S.val==123456789 then S.reg=123456789 S.val=987654321 end end elseif k=="escape"then S.val,S.reg,S.sym=0 elseif k=="delete"then S.val=0 elseif k=="space"and S.pass then SCN.swapTo("intro") end end function Pnt.calculator() local S=sceneTemp gc.setLineWidth(4) gc.rectangle("line",100,80,650,150) setFont(45) if S.reg then gc.printf(S.reg,0,100,720,"right")end if S.val then gc.printf(S.val,0,150,720,"right")end if S.sym then setFont(50)gc.print(S.sym,126,150)end if S.pass then setFont(30)mStr(S.tip,640,10)end end end do--p15 function sceneInit.p15() BG.set("rainbow") BGM.play("push") sceneTemp={ board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}}, x=4,y=4, startTime=0, time=0, move=0, state=2, color=2, blind=false, } end local function moveU(S,b,x,y) if y<4 then b[y][x],b[y+1][x]=b[y+1][x],b[y][x] S.y=y+1 end end local function moveD(S,b,x,y) if y>1 then b[y][x],b[y-1][x]=b[y-1][x],b[y][x] S.y=y-1 end end local function moveL(S,b,x,y) if x<4 then b[y][x],b[y][x+1]=b[y][x+1],b[y][x] S.x=x+1 end end local function moveR(S,b,x,y) if x>1 then b[y][x],b[y][x-1]=b[y][x-1],b[y][x] S.x=x-1 end end local function shuffleBoard(S,b) for i=1,300 do i=rnd() if i<.25 then moveU(S,b,S.x,S.y) elseif i<.5 then moveD(S,b,S.x,S.y) elseif i<.75 then moveL(S,b,S.x,S.y) else moveR(S,b,S.x,S.y) end end end local function checkBoard(b) for i=4,1,-1 do for j=1,4 do if b[i][j]~=4*i+j-4 then return false end end end return true end local function tapBoard(x,y,key) local S=sceneTemp if S.state<2 then if not key then sysFX.newRipple(.16,x,y,10) x,y=int((x-320)/160)+1,int((y-40)/160)+1 end local b=S.board local moves=0 if S.x==x then if y>S.y and y<5 then for i=S.y,y-1 do moveU(S,b,x,i) moves=moves+1 end elseif y0 then for i=S.y,y+1,-1 do moveD(S,b,x,i) moves=moves+1 end end elseif S.y==y then if x>S.x and x<5 then for i=S.x,x-1 do moveL(S,b,i,y) moves=moves+1 end elseif x0 then for i=S.x,x+1,-1 do moveR(S,b,i,y) moves=moves+1 end end end if moves>0 then SFX.play("move") S.move=S.move+moves if S.state==0 then S.state=1 S.startTime=Timer() end if checkBoard(b)then S.state=2 S.time=Timer()-S.startTime SFX.play("win") end end end end function keyDown.p15(k) local S=sceneTemp local b=S.board if k=="up"then tapBoard(S.x,S.y+1,true) elseif k=="down"then tapBoard(S.x,S.y-1,true) elseif k=="left"then tapBoard(S.x+1,S.y,true) elseif k=="right"then tapBoard(S.x-1,S.y,true) elseif k=="space"then shuffleBoard(S,b) S.state=0 S.time=0 S.move=0 elseif k=="c"then if S.state==2 then S.color=(S.color+1)%5 end elseif k=="h"then if S.state==0 then S.blind=not S.blind end elseif k=="escape"then SCN.back() end end function mouseDown.p15(x,y,k) tapBoard(x,y) end function mouseMove.p15(x,y) tapBoard(x,y) end function touchDown.p15(id,x,y) tapBoard(x,y) end function touchMove.p15(id,x,y,dx,dy) tapBoard(x,y) end function Tmr.p15() local S=sceneTemp if S.state==1 then S.time=Timer()-S.startTime end end local frontColor={ [0]={ color.white,color.white,color.white,color.white, color.white,color.white,color.white,color.white, color.white,color.white,color.white,color.white, color.white,color.white,color.white,color.white, },--Black { color.white,color.white,color.white,color.white, color.white,color.white,color.white,color.white, color.white,color.white,color.white,color.white, color.white,color.white,color.white,color.white, },--Grey { color.lRed,color.lRed,color.lRed,color.lRed, color.lBlue,color.lBlue,color.lBlue,color.lBlue, color.lGreen,color.lYellow,color.lPurple,color.lPurple, color.lGreen,color.lYellow,color.lPurple,color.lPurple, },--Colorful(row) { color.lRed,color.lRed,color.lRed,color.lRed, color.lGreen,color.lBlue,color.lBlue,color.lBlue, color.lGreen,color.lYellow,color.lPurple,color.lPurple, color.lGreen,color.lYellow,color.lPurple,color.lPurple, },--Colorful(rank) { color.lRed,color.lRed,color.lRed,color.lRed, color.lOrange,color.lYellow,color.lYellow,color.lYellow, color.lOrange,color.lGreen,color.lBlue,color.lBlue, color.lOrange,color.lGreen,color.lBlue,color.lBlue, },--Colorful(row) } local backColor={ [0]={ color.black,color.black,color.black,color.black, color.black,color.black,color.black,color.black, color.black,color.black,color.black,color.black, color.black,color.black,color.black,color.black, },--Black { color.grey,color.grey,color.grey,color.grey, color.grey,color.grey,color.grey,color.grey, color.grey,color.grey,color.grey,color.grey, color.grey,color.grey,color.grey,color.grey, },--Grey { color.dRed,color.dRed,color.dRed,color.dRed, color.dBlue,color.dBlue,color.dBlue,color.dBlue, color.dGreen,color.dYellow,color.dPurple,color.dPurple, color.dGreen,color.dYellow,color.dPurple,color.dPurple, },--Colorful(row) { color.dRed,color.dRed,color.dRed,color.dRed, color.dGreen,color.dBlue,color.dBlue,color.dBlue, color.dGreen,color.dYellow,color.dPurple,color.dPurple, color.dGreen,color.dYellow,color.dPurple,color.dPurple, },--Colorful(rank) { color.dRed,color.dRed,color.dRed,color.dRed, color.dOrange,color.dYellow,color.dYellow,color.dYellow, color.dOrange,color.dGreen,color.dBlue,color.dBlue, color.dOrange,color.dGreen,color.dBlue,color.dBlue, },--Rainbow(rank) } function Pnt.p15() local S=sceneTemp setFont(40) gc.setColor(1,1,1) gc.print(format("%.3f",S.time),1026,80) gc.print(S.move,1026,150) if S.state==1 then gc.setColor(.9,.9,.9) --game elseif S.state==0 then gc.setColor(.2,.8,.2)--ready elseif S.state==2 then gc.setColor(.9,.9,0) --win end gc.setLineWidth(10) gc.rectangle("line",313,33,654,654,18) gc.setLineWidth(4) local x,y=S.x,S.y setFont(80) for i=1,4 do for j=1,4 do if x~=j or y~=i then local blind=S.blind and S.state==1 local N=S.board[i][j] local C=blind and 0 or S.color local backColor=backColor[C] local frontColor=frontColor[C] gc.setColor(backColor[N]) gc.rectangle("fill",j*160+163,i*160-117,154,154,8) gc.setColor(frontColor[N]) gc.rectangle("line",j*160+163,i*160-117,154,154,8) if not blind then gc.setColor(.1,.1,.1) mStr(N,j*160+240,i*160-96) mStr(N,j*160+242,i*160-98) gc.setColor(1,1,1) mStr(N,j*160+243,i*160-95) end end end end gc.setColor(0,0,0,.3) gc.setLineWidth(10) gc.rectangle("line",x*160+173,y*160-107,134,134,50) end end do--load function sceneInit.load() sceneTemp={ phase=1,--Loading stage cur=1,--Counter tar=#VOC.name,--Loading bar length(current) tip=setting.appLock or require("parts/getTip"), list={ #VOC.name, #BGM.list, #SFX.list, IMG.getCount(), #Modes, 1, }, skip=false,--If skipped } end function sceneBack.load() love.event.quit() end function keyDown.load(k) if k=="a"then sceneTemp.skip=true elseif k=="s"then marking=nil sceneTemp.skip=true elseif k=="escape"then SCN.back() end end function touchDown.load(id,x,y) if #tc.getTouches()==2 then sceneTemp.skip=true end end function Tmr.load() local t=Timer() local S=sceneTemp repeat if S.phase==1 then VOC.loadOne(S.cur) elseif S.phase==2 then BGM.loadOne(S.cur) elseif S.phase==3 then SFX.loadOne(S.cur) elseif S.phase==4 then IMG.loadOne(S.cur) elseif S.phase==5 then local m=Modes[S.cur]--Mode template local M=require("modes/"..m.name)--Mode file Modes[m.name],Modes[S.cur]=M for k,v in next,m do M[k]=v end M.records=FILE.loadRecord(m.name)or M.score and{} if M.score then if modeRanks[M.name]==6 then modeRanks[M.name]=0 end else modeRanks[M.name]=6 end -- M.icon=gc.newImage("image/modeIcon/"..m.icon..".png") -- M.icon=gc.newImage("image/modeIcon/custom.png") elseif S.phase==6 then --------------------------Loading other little things here SKIN.load() stat.run=stat.run+1 -------------------------- if not setting.appLock then SFX.play("welcome_sfx") VOC.play("welcome") end else S.cur=S.cur+1 S.tar=S.cur if S.cur>62.6 then SCN.swapTo(setting.appLock and "calculator"or"intro","none") end loadingFinished=true return end S.cur=S.cur+1 if S.cur>S.tar then S.phase=S.phase+1 S.cur=1 S.tar=S.list[S.phase] if not S.tar then S.phase=0 S.tar=1 end end until not S.skip and Timer()-t>.01 end function Pnt.load() local S=sceneTemp gc.setLineWidth(4) gc.setColor(1,1,1,.5) gc.rectangle("fill",300,330,S.cur/S.tar*680,60,5) gc.setColor(1,1,1) gc.rectangle("line",300,330,680,60,5) if not setting.appLock then setFont(35) gc.print(text.load[S.phase],340,335) if S.phase~=0 then gc.printf(S.cur.."/"..S.tar,795,335,150,"right") end setFont(25) mStr(S.tip,640,400) end end end do--intro function sceneInit.intro() BG.set("space") sceneTemp={ t1=0,--Timer 1 t2=0,--Timer 2 r={},--Random animation type } for i=1,8 do sceneTemp.r[i]=rnd(5) end BGM.play("blank") end function mouseDown.intro(x,y,k) if k==2 then VOC.play("bye") SCN.back() elseif newVersionLaunch then SCN.push("main","fade") SCN.swapTo("history","fade") TEXT.show(text.newVersion,640,200,30,"fly",.3) else SCN.go("main") end end function touchDown.intro(id,x,y) mouseDown.intro() end function keyDown.intro(key) if key=="escape"then mouseDown.intro(nil,nil,2) else mouseDown.intro() end end function Tmr.intro() local S=sceneTemp S.t1=S.t1+1 S.t2=S.t2+1 end local titleTransform={ function(t) gc.translate(0,max(50-t,0)^2/25) end, function(t) gc.translate(0,-max(50-t,0)^2/25) end, function(t,i) local d=max(50-t,0) gc.translate(sin(Timer()*3+626*i)*d,cos(Timer()*3+626*i)*d) end, function(t,i) local d=max(50-t,0) gc.translate(sin(Timer()*3+626*i)*d,-cos(Timer()*3+626*i)*d) end, function(t) gc.setColor(1,1,1,min(t*.02,1)+rnd()*.2) end, } function Pnt.intro() local S=sceneTemp local t=S.t1 local T=(t+110)%300 if T<30 then gc.setLineWidth(4+(30-T)^1.626/62) else gc.setLineWidth(4) end local L=title gc.push("transform") gc.translate(126,226) for i=1,8 do local T=t-i*15 if T>0 then gc.push("transform") gc.setColor(1,1,1,min(T*.025,1)) titleTransform[S.r[i]](T,i) local dt=(t+62-5*i)%300 if dt<20 then gc.translate(0,abs(10-dt)-10) end gc.polygon("line",L[i]) gc.pop() end end gc.pop() t=S.t2 if t>=80 then gc.setColor(1,1,1,.6+sin((t-80)*.0626)*.3) mText(drawableText.anykey,640,615+sin(Timer()*3)*5) end end end do--main function sceneInit.main() BG.set("space") BGM.play("blank") modeEnv={} --Create demo player destroyPlayers() PLY.newDemoPlayer(1,900,35,1.1) end function Tmr.main(dt) players[1]:update(dt) end function Pnt.main() gc.setColor(1,1,1) gc.draw(IMG.title_color,60,30,nil,1.3) setFont(30) gc.print(gameVersion,70,125) gc.print(system,610,100) local L=text.modes[stat.lastPlay] setFont(25) gc.print(L[1],700,470) gc.print(L[2],700,500) players[1]:draw() end end do--mode local touchDist=nil function sceneInit.mode(org) BG.set("space") BGM.play("blank") destroyPlayers() local cam=mapCam cam.zoomK=org=="main"and 5 or 1 if cam.sel then local M=Modes[cam.sel] cam.x,cam.y=M.x*cam.k+180,M.y*cam.k cam.x1,cam.y1=cam.x,cam.y end end local function onMode(x,y) local cam=mapCam x=(cam.x1-640+x)/cam.k1 y=(cam.y1-360+y)/cam.k1 for name,M in next,Modes do if modeRanks[name]then local s=M.size if M.shape==1 then if x>M.x-s and xM.y-s and y1.5 then k=1.5 elseif k<.3 then k=.3 end t=k/t if cam.sel then cam.x=(cam.x-180)*t+180;cam.y=cam.y*t else cam.x=cam.x*t;cam.y=cam.y*t end cam.k=k cam.keyCtrl=false end function mouseMove.mode(x,y,dx,dy) if ms.isDown(1)then mapCam.x,mapCam.y=mapCam.x-dx,mapCam.y-dy end mapCam.keyCtrl=false end function mouseClick.mode(x,y,k) local cam=mapCam local _=cam.sel if not _ or x<920 then local SEL=onMode(x,y) if _~=SEL then if SEL then SFX.play("click") cam.moving=true _=Modes[SEL] cam.x=_.x*cam.k+180 cam.y=_.y*cam.k cam.sel=SEL else cam.sel=nil cam.x=cam.x-180 end elseif _ then keyDown.mode("return") end end cam.keyCtrl=false end function touchDown.mode(id,x,y) touchDist=nil end function touchMove.mode(id,x,y,dx,dy) local L=tc.getTouches() if not L[2]then mapCam.x,mapCam.y=mapCam.x-dx,mapCam.y-dy elseif not L[3]then x,y=xOy:inverseTransformPoint(tc.getPosition(L[1])) dx,dy=xOy:inverseTransformPoint(tc.getPosition(L[2]))--Not delta!!! local d=(x-dx)^2+(y-dy)^2 if d>100 then d=d^.5 if touchDist then wheelMoved.mode(nil,(d-touchDist)*.02) end touchDist=d end end mapCam.keyCtrl=false end function touchClick.mode(x,y,id) mouseClick.mode(x,y,1) end function keyDown.mode(key) if key=="return"then if mapCam.sel then if mapCam.sel=="custom_clear"or mapCam.sel=="custom_puzzle"then if customSel[11]>1 then if customSel[7]==5 then TEXT.show(text.ai_fixed,640,360,50,"appear") return elseif #preBag>0 then TEXT.show(text.ai_prebag,640,360,50,"appear") return end end end mapCam.keyCtrl=false SCN.push() loadGame(mapCam.sel) end elseif key=="escape"then if mapCam.sel then mapCam.sel=nil else SCN.back() end elseif mapCam.sel=="custom_clear" or mapCam.sel=="custom_puzzle" then if key=="e"then SCN.go("custom") end end end function Tmr.mode(dt) local cam=mapCam local x,y,k=cam.x,cam.y,cam.k local F if not SCN.swapping then if kb.isDown("up", "w")then y=y-10*k;F=true end if kb.isDown("down","s")then y=y+10*k;F=true end if kb.isDown("left","a")then x=x-10*k;F=true end if kb.isDown("right","d")then x=x+10*k;F=true end local js1=joysticks[1] if js1 then local k=js1:getAxis(1) if k~="c"then if k=="u"or k=="ul"or k=="ur"then y=y-10*k;F=true end if k=="d"or k=="dl"or k=="dl"then y=y+10*k;F=true end if k=="l"or k=="ul"or k=="dl"then x=x-10*k;F=true end if k=="r"or k=="ur"or k=="dr"then x=x+10*k;F=true end end end end if F or cam.keyCtrl and(x-cam.x1)^2+(y-cam.y1)^2>2.6 then if F then cam.keyCtrl=true end local x,y=(cam.x1-180)/cam.k1,cam.y1/cam.k1 for name,M in next,Modes do if modeRanks[name]then local SEL local s=M.size if M.shape==1 then if x>M.x-s and xM.y-s and y1850*k then x=1850*k elseif x<-1000*k then x=-1000*k end if y>500*k then y=500*k elseif y<-1900*k then y=-1900*k end cam.x,cam.y=x,y --Keyboard controlling cam.x1=cam.x1*.85+x*.15 cam.y1=cam.y1*.85+y*.15 cam.k1=cam.k1*.85+k*.15 local _=SCN.stat.tar cam.zoomMethod=_=="play"and 1 or _=="mode"and 2 if cam.zoomMethod==1 then if cam.sel then local M=Modes[cam.sel] cam.x=cam.x*.8+M.x*cam.k*.2 cam.y=cam.y*.8+M.y*cam.k*.2 end _=cam.zoomK if _<.8 then _=_*1.05 end if _<1.1 then _=_*1.05 end cam.zoomK=_*1.05 elseif cam.zoomMethod==2 then cam.zoomK=cam.zoomK^.9 end end local rankString={ "D","C","B","A","S", } local modeRankColor={ color.dRed, --D color.dOrange, --C color.lYellow, --B color.lBlue, --A color.lCyan, --S color.lGreen, --Special } function Pnt.mode() local _ local cam=mapCam gc.push("transform") gc.translate(640,360) gc.scale(cam.zoomK) gc.translate(-cam.x1,-cam.y1) gc.scale(cam.k1) local R=modeRanks local sel=cam.sel setFont(30) --Draw lines connecting modes gc.setLineWidth(8) gc.setColor(1,1,1,.2) for name,M in next,Modes do if R[name]then for _=1,#M.unlock do local m=Modes[M.unlock[_]] gc.line(M.x,M.y,m.x,m.y) end end end for name,M in next,Modes do if R[name]then local S=M.size local d=((M.x-(cam.x1+(sel and -180 or 0))/cam.k1)^2+(M.y-cam.y1/cam.k1)^2)^.55 if d<500 then S=S*(1.25-d*0.0005) end local c=modeRankColor[R[M.name]] if c then gc.setColor(c) else c=.5+sin(Timer()*6.26)*.2 S=S*(.9+c*.4) gc.setColor(c,c,c) end if M.shape==1 then--Rectangle gc.rectangle("fill",M.x-S,M.y-S,2*S,2*S) if sel==name then gc.setColor(1,1,1) gc.setLineWidth(10) gc.rectangle("line",M.x-S+5,M.y-S+5,2*S-10,2*S-10) end elseif M.shape==2 then--Diamond gc.circle("fill",M.x,M.y,S+5,4) if sel==name then gc.setColor(1,1,1) gc.setLineWidth(10) gc.circle("line",M.x,M.y,S+5,4) end elseif M.shape==3 then--Octagon gc.circle("fill",M.x,M.y,S,8) if sel==name then gc.setColor(1,1,1) gc.setLineWidth(10) gc.circle("line",M.x,M.y,S,8) end end name=drawableText[rankString[R[M.name]]] if name then gc.setColor(0,0,0,.26) mDraw(name,M.x,M.y) end --[[ if M.icon then local i=M.icon local l=i:getWidth()*.5 local k=S/l*.8 gc.setColor(0,0,0,2) gc.draw(i,M.x-1,M.y-1,nil,k,nil,l,l) gc.draw(i,M.x-1,M.y+1,nil,k,nil,l,l) gc.draw(i,M.x+1,M.y-1,nil,k,nil,l,l) gc.draw(i,M.x+1,M.y+1,nil,k,nil,l,l) gc.setColor(1,1,1) gc.draw(i,M.x,M.y,nil,k,nil,l,l) end ]] end end gc.pop() if sel then local M=Modes[sel] local lang=setting.lang gc.setColor(.7,.7,.7,.5) gc.rectangle("fill",920,0,360,720)--Info board gc.setColor(M.color) setFont(40)mStr(text.modes[sel][1],1100,5) setFont(30)mStr(text.modes[sel][2],1100,50) gc.setColor(1,1,1) setFont(28)gc.printf(text.modes[sel][3],920,110,360,"center") if M.slowMark then gc.draw(IMG.ctrlSpeedLimit,1230,50,nil,.4) end if M.score then mText(drawableText.highScore,1100,240) gc.setColor(.4,.4,.4,.8) gc.rectangle("fill",940,290,320,280)--Highscore board local L=M.records gc.setColor(1,1,1) if L[1]then for i=1,#L do local t=M.scoreDisp(L[i]) local s=#t local dy if s<15 then dy=0 elseif s<25 then dy=2 else dy=4 end setFont(int(26-s*.4)) gc.print(t,955,275+dy+25*i) setFont(10) _=L[i].date if _ then gc.print(_,1155,284+25*i)end end else mText(drawableText.noScore,1100,370) end end end if cam.keyCtrl then gc.setColor(1,1,1) gc.draw(TEXTURE.mapCross,460-20,360-20) end end end do--music function sceneInit.music() if BGM.nowPlay then for i=1,BGM.len do if BGM.list[i]==BGM.nowPlay then sceneTemp=i--Music selected return end end else sceneTemp=1 end end function wheelMoved.music(x,y) wheelScroll(y) end function keyDown.music(key) if key=="down"then sceneTemp=sceneTemp%BGM.len+1 elseif key=="up"then sceneTemp=(sceneTemp-2)%BGM.len+1 elseif key=="return"or key=="space"then if BGM.nowPlay~=BGM.list[sceneTemp]then SFX.play("click") BGM.play(BGM.list[sceneTemp]) else BGM.stop() end elseif key=="escape"then SCN.back() end end function Pnt.music() gc.setColor(1,1,1,.3+sin(Timer()*5)*.2) gc.rectangle("fill",45,98+30*sceneTemp,250,30) gc.setColor(.7,.7,.7)gc.draw(drawableText.musicRoom,20,20) gc.setColor(1,1,1)gc.draw(drawableText.musicRoom,22,23) gc.draw(drawableText.nowPlaying,490,390) setFont(30) for i=1,BGM.len do gc.print(BGM.list[i],50,90+30*i) end gc.draw(IMG.title,640,310,nil,1.5,nil,206,35) if BGM.nowPlay then setFont(45) gc.setColor(sin(Timer()*.5)*.2+.8,sin(Timer()*.7)*.2+.8,sin(Timer())*.2+.8) mStr(BGM.nowPlay,630,460) local t=-Timer()%2.3/2 if t<1 then gc.setColor(1,1,1,t) gc.draw(IMG.title_color,640,310,nil,1.5+.1-.1*t,1.5+.3-.3*t,206,35) end end end end do--custom function sceneInit.custom() sceneTemp=1--Option selected destroyPlayers() BG.set(customRange.bg[customSel[12]]) BGM.play(customRange.bgm[customSel[13]]) end local customSet={ {3,20,1,1,7,1,1,1,3,4,1,2,3}, {5,20,1,1,7,1,1,1,8,3,8,3,3}, {1,22,1,1,7,3,1,1,8,4,1,6,7}, {3,20,1,1,7,1,1,3,8,3,1,6,8}, {25,11,8,11,4,1,2,1,8,3,1,4,9}, } function keyDown.custom(key) local sel=sceneTemp if key=="up"or key=="w"then sceneTemp=(sel-2)%#customID+1 elseif key=="down"or key=="s"then sceneTemp=sel%#customID+1 elseif key=="left"or key=="a"then customSel[sel]=(customSel[sel]-2)%#customRange[customID[sel]]+1 if sel==12 then BG.set(customRange.bg[customSel[12]]) elseif sel==13 then BGM.play(customRange.bgm[customSel[13]]) end elseif key=="right"or key=="d"then customSel[sel]=customSel[sel]%#customRange[customID[sel]]+1 if sel==12 then BG.set(customRange.bg[customSel[sel]]) elseif sel==13 then BGM.play(customRange.bgm[customSel[sel]]) end elseif key=="q"then SCN.go("sequence") elseif key=="e"then SCN.swapTo("draw","swipe") elseif #key==1 then local T=tonumber(key) if T and T>=1 and T<=5 then for i=1,#customSet[T]do customSel[i]=customSet[T][i] end BG.set(customRange.bg[customSel[12]]) BGM.play(customRange.bgm[customSel[13]]) end elseif key=="escape"then SCN.back() end end function Pnt.custom() gc.setColor(1,1,1,.3+sin(Timer()*8)*.2) gc.rectangle("fill",100,115+40*sceneTemp,570,40) gc.setColor(.7,.7,.7)gc.draw(drawableText.custom,360,20) gc.setColor(1,1,1)gc.draw(drawableText.custom,362,23) setFont(35) for i=1,#customID do local k=customID[i] local y=110+40*i gc.printf(text.customOption[k],100,y,320,"right") if text.customVal[k]then gc.print(text.customVal[k][customSel[i]],440,y) else gc.print(customRange[k][customSel[i]],440,y) end end end end do--sequence function sceneInit.sequence() sceneTemp={cur=#preBag,sure=0} end local minoKey={ ["1"]=1,["2"]=2,["3"]=3,["4"]=4,["5"]=5,["6"]=6,["7"]=7, z=1,s=2,j=3,l=4,t=5,o=6,i=7, p=10,q=11,f=12,e=13,u=15, v=16,w=17,x=18,r=21,y=22,n=23,h=24, } local minoKey2={ ["1"]=8,["2"]=9,["3"]=19,["4"]=20,["5"]=14,["7"]=25, z=8,s=9,t=14,j=19,l=20,i=25 } function keyDown.sequence(key) local s=sceneTemp if type(key)=="number"then local C=s.cur+1 ins(preBag,C,key) s.cur=C elseif key=="c"and kb.isDown("lctrl","rctrl")or key=="cC"then if #preBag>0 then sys.setClipboardText("Techmino SEQ:"..copySequence()) TEXT.show(text.copySuccess,640,225,50,"appear",.5) end elseif key=="v"and kb.isDown("lctrl","rctrl")or key=="cV"then local str=sys.getClipboardText() local p=string.find(str,":")--ptr* if p then str=string.sub(str,p+1)end if not pasteSequence(str)then TEXT.show(text.dataCorrupted,640,225,45,"flicker",.5) end elseif #key==1 then local i=(kb.isDown("lshift","lalt","rshift","ralt")and minoKey2 or minoKey)[key] if i then local C=s.cur+1 ins(preBag,C,i) s.cur=C end else if key=="left"then if s.cur>0 then s.cur=s.cur-1 end elseif key=="right"then if s.cur<#preBag then s.cur=s.cur+1 end elseif key=="backspace"then local C=s.cur if C>0 then rem(preBag,C) s.cur=C-1 end elseif key=="escape"then SCN.back() elseif key=="delete"then if sceneTemp.sure>20 then preBag={} sceneTemp.cur=0 sceneTemp.sure=0 SFX.play("finesseError",.7) else sceneTemp.sure=50 end end end end function Tmr.sequence() if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end end function Pnt.sequence() local S=sceneTemp gc.setColor(.7,.7,.7)gc.draw(drawableText.sequence,120,-15) gc.setColor(1,1,1)gc.draw(drawableText.sequence,122,-12) gc.setLineWidth(4) gc.rectangle("line",100,100,1080,260) setFont(30) local bag=preBag local len=#bag setFont(40) gc.print(len,120,300) local L=TEXTURE.miniBlock local lib=SKIN.libColor local set=setting.skin local x,y=120,126 local cx,cy=120,126 for i=1,len do local B=L[bag[i]] gc.setColor(lib[set[bag[i]]]) gc.draw(B,x,y,nil,15,15,0,B:getHeight()*.5) x=x+B:getWidth()*15+10 if x>1126 then x,y=120,y+50 end if i==S.cur then cx,cy=x,y end end gc.setColor(.5,1,.5,.6+.4*sin(Timer()*6.26)) gc.line(cx-5,cy-20,cx-5,cy+20) --Confirm reset if S.sure>0 then gc.setColor(1,1,1,S.sure*.02) gc.draw(drawableText.question,980,470) end end end do--draw function sceneInit.draw() BG.set("space") sceneTemp={ sure=0, pen=1, x=1,y=1, demo=false, } end local penKey={ q=1,w=2,e=3,r=4,t=5,y=6,u=7,i=8,o=9,p=10,["["]=11, a=12,s=13,d=14,f=15,g=16,h=17, z=0,x=-1, } function mouseDown.draw(x,y,k) mouseMove.draw(x,y) end function mouseMove.draw(x,y,dx,dy) local sx,sy=int((x-200)/30)+1,20-int((y-60)/30) if sx<1 or sx>10 then sx=nil end if sy<1 or sy>20 then sy=nil end sceneTemp.x,sceneTemp.y=sx,sy if sx and sy and ms.isDown(1,2,3)then preField[sy][sx]=ms.isDown(1)and sceneTemp.pen or ms.isDown(2)and -1 or 0 end end function wheelMoved.draw(x,y) local pen=sceneTemp.pen if y<0 then pen=pen+1 if pen==8 then pen=9 elseif pen==14 then pen=0 end else pen=pen-1 if pen==8 then pen=7 elseif pen==-1 then pen=13 end end sceneTemp.pen=pen end function touchDown.draw(id,x,y) mouseMove.draw(x,y) end function touchMove.draw(id,x,y,dx,dy) local sx,sy=int((x-200)/30)+1,20-int((y-60)/30) if sx<1 or sx>10 then sx=nil end if sy<1 or sy>20 then sy=nil end sceneTemp.x,sceneTemp.y=sx,sy if sx and sy then preField[sy][sx]=sceneTemp.pen end end function keyDown.draw(key) local sx,sy,pen=sceneTemp.x,sceneTemp.y,sceneTemp.pen if key=="up"or key=="down"or key=="left"or key=="right"then if not sx then sx=1 end if not sy then sy=1 end if key=="up"and sy<20 then sy=sy+1 elseif key=="down"and sy>1 then sy=sy-1 elseif key=="left"and sx>1 then sx=sx-1 elseif key=="right"and sx<10 then sx=sx+1 end if kb.isDown("space")then preField[sy][sx]=pen end elseif key=="delete"then if sceneTemp.sure>20 then for y=1,20 do for x=1,10 do preField[y][x]=0 end end sceneTemp.sure=0 SFX.play("finesseError",.7) else sceneTemp.sure=50 end elseif key=="space"then if sx and sy then preField[sy][sx]=pen end elseif key=="e"then SCN.swapTo("custom","swipe") elseif key=="escape"then SCN.back() elseif key=="c"and kb.isDown("lctrl","rctrl")or key=="cC"then sys.setClipboardText("Techmino Field:"..copyBoard()) TEXT.show(text.copySuccess,350,360,40,"appear",.5) elseif key=="v"and kb.isDown("lctrl","rctrl")or key=="cV"then local str=sys.getClipboardText() local p=string.find(str,":")--ptr* if p then str=string.sub(str,p+1)end if not pasteBoard(str)then TEXT.show(text.dataCorrupted,350,360,35,"flicker",.5) end else pen=penKey[key]or pen end sceneTemp.x,sceneTemp.y,sceneTemp.pen=sx,sy,pen end function Tmr.draw() if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end end function Pnt.draw() local sx,sy=sceneTemp.x,sceneTemp.y gc.translate(200,60) gc.setColor(1,1,1,.2) gc.setLineWidth(1) for x=1,9 do gc.line(30*x,0,30*x,600)end for y=0,19 do gc.line(0,30*y,300,30*y)end gc.setColor(1,1,1) gc.setLineWidth(3) gc.rectangle("line",-2,-2,304,604) gc.setLineWidth(2) local cross=puzzleMark[-1] for y=1,20 do for x=1,10 do local B=preField[y][x] if B>0 then gc.draw(blockSkin[B],30*x-30,600-30*y) elseif B==-1 and not sceneTemp.demo then gc.draw(cross,30*x-30,600-30*y) end end end if sx and sy then gc.setLineWidth(2) gc.rectangle("line",30*sx-30,600-30*sy,30,30) end gc.translate(-200,-60) --Pen local pen=sceneTemp.pen if pen>0 then gc.setLineWidth(13) gc.setColor(SKIN.libColor[pen]) gc.rectangle("line",565,460,70,70) elseif pen==-1 then gc.setLineWidth(5) gc.setColor(.9,.9,.9) gc.line(575,470,625,520) gc.line(575,520,625,470) end --Confirm reset if sceneTemp.sure>0 then gc.setColor(1,1,1,sceneTemp.sure*.02) gc.draw(drawableText.question,1040,430) end --Block name setFont(40) local _ for i=1,7 do _=setting.skin[i] gc.setColor(SKIN.libColor[_]) mStr(text.block[i],500+65*_,65) end end end do--play local function onVirtualkey(x,y) local dist,nearest=1e10 for K=1,#virtualkey do local b=virtualkey[K] if b.ava then local d1=(x-b.x)^2+(y-b.y)^2 if d10 then SFX.play("virtualKey",setting.VKSFX) end virtualkey[t].isDown=true virtualkey[t].pressTime=10 if setting.VKTrack then local B=virtualkey[t] if setting.VKDodge then--Button collision (not accurate) for i=1,#virtualkey do local b=virtualkey[i] local d=B.r+b.r-((B.x-b.x)^2+(B.y-b.y)^2)^.5--Hit depth(Neg means distance) if d>0 then b.x=b.x+(b.x-B.x)*d*b.r*5e-4 b.y=b.y+(b.y-B.y)*d*b.r*5e-4 end end end local O=VK_org[t] local _FW,_CW=setting.VKTchW*.1,1-setting.VKCurW*.1 local _OW=1-_FW-_CW --Auto follow: finger, current, origin (weight from setting) B.x,B.y=x*_FW+B.x*_CW+O.x*_OW,y*_FW+B.y*_CW+O.y*_OW end VIB(setting.VKVIB) end end function touchUp.play(id,x,y) if not setting.VKSwitch or game.replaying then return end local t=onVirtualkey(x,y) if t then players[1]:releaseKey(t) end end function touchMove.play(id,x,y,dx,dy) if not setting.VKSwitch or game.replaying then return end local l=tc.getTouches() for n=1,#virtualkey do local B=virtualkey[n] for i=1,#l do local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i])) if(x-B.x)^2+(y-B.y)^2<=B.r^2 then goto next end end players[1]:releaseKey(n) ::next:: end end function keyDown.play(key) if key=="escape"then pauseGame() return end if game.replaying then return end local m=keyMap for k=1,20 do if key==m[1][k]or key==m[2][k]then players[1]:pressKey(k) virtualkey[k].isDown=true virtualkey[k].pressTime=10 return end end end function keyUp.play(key) if game.replaying then return end local m=keyMap for k=1,20 do if key==m[1][k]or key==m[2][k]then players[1]:releaseKey(k) virtualkey[k].isDown=false return end end end function gamepadDown.play(key) if key=="back"then SCN.back()return end if game.replaying then return end local m=keyMap for k=1,20 do if key==m[3][k]or key==m[4][k]then players[1]:pressKey(k) virtualkey[k].isDown=true virtualkey[k].pressTime=10 return end end end function gamepadUp.play(key) if game.replaying then return end local m=keyMap for k=1,20 do if key==m[3][k]or key==m[4][k]then players[1]:releaseKey(k) virtualkey[k].isDown=false return end end end function Tmr.play(dt) local _ game.frame=game.frame+1 stat.time=stat.time+dt --Update virtualkey animation if setting.VKSwitch then for i=1,#virtualkey do _=virtualkey[i] if _.pressTime>0 then _.pressTime=_.pressTime-1 end end end local P1=players[1] --Replay if game.replaying then _=game.replaying local L=game.rec while game.frame==L[_]do local k=L[_+1] if k>0 then P1:pressKey(k) virtualkey[k].isDown=true virtualkey[k].pressTime=10 else virtualkey[-k].isDown=false P1:releaseKey(-k) end _=_+2 end game.replaying=_ end --Counting,include pre-das,directy RETURN,or restart counting if game.frame<180 then if game.frame==179 then gameStart() elseif game.frame==60 or game.frame==120 then SFX.play("ready") end for p=1,#players do local P=players[p] if P.movDir~=0 then if P.moving0 then restartCount=restartCount-1 end return elseif P1.keyPressing[10]then restartCount=restartCount+1 if restartCount>20 then TASK.clear("play") resetPartGameData() return end elseif restartCount>0 then restartCount=restartCount>2 and restartCount-2 or 0 end --Update players for p=1,#players do local P=players[p] P:update(dt) end --Fresh royale target if game.frame%120==0 then if modeEnv.royaleMode then freshMostDangerous()end end --Warning check if P1.alive then if game.frame%26==0 and setting.warn then local F=P1.field local height=0--Max height of row 4~7 for x=4,7 do for y=#F,1,-1 do if F[y][x]>0 then if y>height then height=y end break end end end game.warnLVL0=log(height-15+P1.atkBuffer.sum*.8) end _=game.warnLVL if _0 then _=max(_-.026,0) end game.warnLVL=_ elseif game.warnLVL>0 then game.warnLVL=max(game.warnLVL-.026,0) end end local function drawAtkPointer(x,y) local t=sin(Timer()*20) gc.setColor(.2,.7+t*.2,1,.6+t*.4) gc.circle("fill",x,y,25,6) local a=Timer()*3%1*.8 gc.setColor(0,.6,1,.8-a) gc.circle("line",x,y,30*(1+a),6) end local function drawVirtualkey() local V=virtualkey local a=setting.VKAlpha local _ if setting.VKIcon then local icons=TEXTURE.VKIcon for i=1,#V do if V[i].ava then local B=V[i] gc.setColor(1,1,1,a) gc.setLineWidth(B.r*.07) gc.circle("line",B.x,B.y,B.r,10)--Button outline _=V[i].pressTime gc.draw(icons[i],B.x,B.y,nil,B.r*.026+_*.08,nil,18,18)--Icon if _>0 then gc.setColor(1,1,1,a*_*.08) gc.circle("fill",B.x,B.y,B.r*.94,10)--Glow gc.circle("line",B.x,B.y,B.r*(1.4-_*.04),10)--Ripple end end end else for i=1,#V do if V[i].ava then local B=V[i] gc.setColor(1,1,1,a) gc.setLineWidth(B.r*.07) gc.circle("line",B.x,B.y,B.r,10) _=V[i].pressTime if _>0 then gc.setColor(1,1,1,a*_*.08) gc.circle("fill",B.x,B.y,B.r*.94,10) gc.circle("line",B.x,B.y,B.r*(1.4-_*.04),10) end end end end end function Pnt.play() if marking then setFont(26) local t=Timer() gc.setColor(1,1,1,.2+.1*(sin(3*t)+sin(2.6*t))) mStr(text.marking,190,60+26*sin(t)) end for p=1,#players do players[p]:draw() end gc.setColor(1,1,1) if setting.VKSwitch then drawVirtualkey()end if modeEnv.royaleMode then local P=players[1] gc.setLineWidth(5) gc.setColor(.8,1,0,.2) for i=1,#P.atker do local p=P.atker[i] gc.line(p.centerX,p.centerY,P.x+300*P.size,P.y+670*P.size) end if P.atkMode~=4 then if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end else for i=1,#P.atker do local p=P.atker[i] drawAtkPointer(p.centerX,p.centerY) end end end --Mode info gc.setColor(1,1,1,.8) gc.draw(drawableText.modeName,485,10) gc.draw(drawableText.levelName,511+drawableText.modeName:getWidth(),10) --Replaying if game.replaying then gc.setColor(1,1,Timer()%1>.5 and 1 or 0) mText(drawableText.replaying,410,17) end --Warning gc.push("transform") gc.origin() if restartCount>0 then gc.setColor(0,0,0,restartCount*.05) gc.rectangle("fill",0,0,scr.W,scr.H) end if game.warnLVL>0 then gc.setColor(0,0,0,0) SHADER.warning:send("level",game.warnLVL) gc.setShader(SHADER.warning) gc.rectangle("fill",0,0,scr.w,scr.h) gc.setShader() end gc.pop() end end do--pause function sceneInit.pause(org) if org=="setting_game"or org=="setting_video"or org=="setting_sound" then TEXT.show(text.needRestart,640,440,50,"fly",.6) end local S=players[1].stat sceneTemp={ timer=org=="play"and 0 or 50, list={ toTime(S.time), format("%d/%d/%d",S.key,S.rotate,S.hold), format("%d %.2fPPS",S.piece,S.piece/S.time), format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60), format("%d(%d) %.2fAPM",S.atk,S.digatk,S.atk/S.time*60), format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend), format("%d/%d/%d/%d",S.clears[1],S.clears[2],S.clears[3],S.clears[4]), format("(%d)/%d/%d/%d",S.spins[1],S.spins[2],S.spins[3],S.spins[4]), format("%d/%d ; %d/%d",S.b2b,S.b3b,S.pc,S.hpc), format("%d [%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)), }, --From right-down, 60 degree each radar={ (S.off+S.dig)/S.time*60,--DefPM (S.send+S.dig)/S.time*60,--ADPM S.atk/S.time*60, --AtkPM S.send/S.time*60, --SendPM S.piece/S.time*24, --LinePM S.dig/S.time*60, --DigPM }, val={1/80,1/80,1/80,1/60,1/100,1/40}, timing=org=="play", } local _=sceneTemp local A,B=_.radar,_.val --Normalize Values for i=1,6 do B[i]=B[i]*A[i]if B[i]>1.26 then B[i]=1.26+log(B[i]-.26,10)end end for i=1,6 do A[i]=format("%.2f",A[i])..text.radarData[i] end local f=1 for i=1,6 do if B[i]>.5 then f=2 end if B[i]>1 then f=3 break end end if f==1 then _.color,f={.4,.9,.5},1.25 --Vegetable elseif f==2 then _.color,f={.4,.7,.9},1 --Normal elseif f==3 then _.color,f={1,.3,.3},.626 --Diao end A={ 120*.5*f, 120*3^.5*.5*f, 120*-.5*f, 120*3^.5*.5*f, 120*-1*f, 120*0*f, 120*-.5*f, 120*-3^.5*.5*f, 120*.5*f, 120*-3^.5*.5*f, 120*1*f, 120*0*f, } _.scale=f _.standard=A for i=6,1,-1 do B[2*i-1],B[2*i]=B[i]*A[2*i-1],B[i]*A[2*i] end _.val=B end function sceneBack.pause() love.keyboard.setKeyRepeat(true) if not game.replaying then mergeStat(stat,players[1].stat) end FILE.saveData() TASK.clear("play") end function keyDown.pause(key) if key=="q"then SCN.back() elseif key=="escape"then resumeGame() elseif key=="s"then SCN.go("setting_sound") elseif key=="r"then TASK.clear("play") resetGameData() SCN.swapTo("play","none") elseif key=="p"and(game.result or game.replaying)then TASK.removeTask_code(TICK.autoPause) resetPartGameData(true) SCN.swapTo("play","none") end end function Tmr.pause(dt) if not game.result then game.pauseTime=game.pauseTime+dt end if sceneTemp.timer<50 then sceneTemp.timer=sceneTemp.timer+1 end end local hexList={1,0,.5,1.732*.5,-.5,1.732*.5} for i=1,6 do hexList[i]=hexList[i]*150 end local textPos={90,131,-90,131,-200,-25,-90,-181,90,-181,200,-25} local dataPos={90,143,-90,143,-200,-13,-90,-169,90,-169,200,-13} function Pnt.pause() local S=sceneTemp local T=S.timer*.02 if T<1 or game.result then Pnt.play()end --Dark BG local _=T if game.result then _=_*.7 end gc.setColor(.15,.15,.15,_) gc.push("transform") gc.origin() gc.rectangle("fill",0,0,scr.W,scr.H) gc.pop() --Pause Info setFont(25) if game.pauseCount>0 then gc.setColor(1,.4,.4,T) gc.print(text.pauseCount..":["..game.pauseCount.."] "..format("%.2f",game.pauseTime).."s",70,100) end gc.setColor(1,1,1,T) --Mode Info _=drawableText.modeName gc.draw(_,40,170) gc.draw(drawableText.levelName,60+_:getWidth(),170) --Result Text setFont(35) mText(game.result and drawableText[game.result]or drawableText.pause,640,50-10*(5-sceneTemp.timer*.1)^1.5) --Infos if game.frame>180 then _=S.list setFont(26) for i=1,10 do gc.print(text.pauseStat[i],40,210+40*i) gc.printf(_[i],195,210+40*i,300,"right") end end --Radar Chart if T>.5 and game.frame>180 then T=T*2-1 gc.setLineWidth(2) gc.push("transform") gc.translate(1026,400) --Polygon gc.push("transform") gc.scale((3-2*T)*T) gc.setColor(1,1,1,T*(.5+.3*sin(Timer()*6.26)))gc.polygon("line",S.standard) _=S.color gc.setColor(_[1],_[2],_[3],T*.626) _=S.val for i=1,9,2 do gc.polygon("fill",0,0,_[i],_[i+1],_[i+2],_[i+3]) end gc.polygon("fill",0,0,_[11],_[12],_[1],_[2]) gc.setColor(1,1,1,T)gc.polygon("line",S.val) gc.pop() --Axes gc.setColor(1,1,1,T) for i=1,3 do local x,y=hexList[2*i-1],hexList[2*i] gc.line(-x,-y,x,y) end --Texts local C _=Timer()%6.2832 if _>3.1416 then gc.setColor(1,1,1,-T*sin(_)) setFont(35) C,_=text.radar,textPos else gc.setColor(1,1,1,T*sin(_)) setFont(18) C,_=S.radar,dataPos end for i=1,6 do mStr(C[i],_[2*i-1],_[2*i]) end gc.pop() end end end do--setting_game function sceneInit.setting_game() BG.set("space") end function sceneBack.setting_game() FILE.saveSetting() end function Pnt.setting_game() gc.setColor(1,1,1) mText(drawableText.setting_game,640,15) gc.draw(blockSkin[int(Timer()*2)%11+1],590,540,Timer()%6.28319,2,nil,15,15) end end do--setting_video function sceneInit.setting_video() BG.set("space") end function sceneBack.setting_video() FILE.saveSetting() end function Pnt.setting_video() gc.setColor(1,1,1) mText(drawableText.setting_video,640,15) end end do--setting_sound function sceneInit.setting_sound() sceneTemp={ last=0,--Last sound time jump=0,--Animation timer(10 to 0) } BG.set("space") end function sceneBack.setting_sound() FILE.saveSetting() end function mouseDown.setting_sound(x,y,k) local s=sceneTemp if x>780 and x<980 and y>470 and s.jump==0 then s.jump=10 local t=Timer()-s.last if t>1 then VOC.play((t<1.5 or t>15)and"doubt"or rnd()<.8 and"happy"or"egg") s.last=Timer() end end end function touchDown.setting_sound(id,x,y) mouseDown.setting_sound(x,y) end function Tmr.setting_sound() local t=sceneTemp.jump if t>0 then sceneTemp.jump=t-1 end end function Pnt.setting_sound() gc.setColor(1,1,1) mText(drawableText.setting_sound,640,15) local t=Timer() local _=sceneTemp.jump local x,y=800,340+10*sin(t*.5)+(_-10)*_*.3 gc.translate(x,y) gc.draw(IMG.miyaCH,0,0) gc.setColor(1,1,1,.7) gc.draw(IMG.miyaF1,4,47+4*sin(t*.9)) gc.draw(IMG.miyaF2,42,107+5*sin(t)) gc.draw(IMG.miyaF3,93,126+3*sin(t*.7)) gc.draw(IMG.miyaF4,129,98+3*sin(t*.7)) gc.translate(-x,-y) end end do--setting_control function sceneInit.setting_control() sceneTemp={ das=setting.das, arr=setting.arr, pos=0, dir=1, wait=30, } BG.set("bg1") end function Tmr.setting_control() local T=sceneTemp if T.wait>0 then T.wait=T.wait-1 if T.wait==0 then T.pos=T.pos+T.dir else return end end if T.das>0 then T.das=T.das-1 if T.das==0 then if T.arr==0 then T.pos=T.pos+7*T.dir T.das=setting.das+1 T.arr=setting.arr T.dir=-T.dir T.wait=26 else T.pos=T.pos+T.dir end end else T.arr=T.arr-1 if T.arr==0 then T.pos=T.pos+T.dir T.arr=setting.arr elseif T.arr==-1 then T.pos=T.dir>0 and 8 or 0 T.arr=setting.arr end if T.pos%8==0 then T.dir=-T.dir T.wait=26 T.das=setting.das end end end function Pnt.setting_control() --Testing grid line gc.setLineWidth(4) gc.setColor(1,1,1,.4) gc.line(550,540,950,540) gc.line(550,580,950,580) gc.line(550,620,950,620) for x=590,910,40 do gc.line(x,530,x,630) end gc.setColor(1,1,1) gc.line(550,530,550,630) gc.line(950,530,950,630) --Texts gc.setColor(.7,.7,.7)gc.draw(drawableText.setting_control,80,50) gc.setColor(1,1,1)gc.draw(drawableText.setting_control,80,50) setFont(50) gc.printf(text.preview,320,540,200,"right") --Testing O mino _=blockSkin[setting.skin[6]] local x=550+40*sceneTemp.pos gc.draw(_,x,540,nil,40/30) gc.draw(_,x,580,nil,40/30) gc.draw(_,x+40,540,nil,40/30) gc.draw(_,x+40,580,nil,40/30) end end do--setting_key function sceneInit.setting_key() sceneTemp={ board=1, kb=1,js=1, kS=false,jS=false, } end function sceneBack.setting_key() FILE.saveKeyMap() end function keyDown.setting_key(key) local s=sceneTemp if key=="escape"then if s.kS then s.kS=false SFX.play("finesseError",.5) else SCN.back() end elseif s.kS then for y=1,20 do if keyMap[1][y]==key then keyMap[1][y]=""break end if keyMap[2][y]==key then keyMap[2][y]=""break end end keyMap[s.board][s.kb]=key SFX.play("reach",.5) s.kS=false elseif key=="return"or key=="space"then s.kS=true SFX.play("lock",.5) elseif key=="up"or key=="w"then if s.kb>1 then s.kb=s.kb-1 SFX.play("move",.5) end elseif key=="down"or key=="s"then if s.kb<20 then s.kb=s.kb+1 SFX.play("move",.5) end elseif key=="left"or key=="a"or key=="right"or key=="d"then s.board=3-s.board SFX.play("rotate",.5) end end function gamepadDown.setting_key(key) local s=sceneTemp if key=="back"then if s.jS then s.jS=false SFX.play("finesseError",.5) else SCN.back() end elseif s.jS then for y=1,20 do if keyMap[3][y]==key then keyMap[3][y]=""break end if keyMap[4][y]==key then keyMap[4][y]=""break end end keyMap[2+s.board][s.js]=key SFX.play("reach",.5) s.jS=false elseif key=="start"then s.jS=true SFX.play("lock",.5) elseif key=="dpup"then if s.js>1 then s.js=s.js-1 SFX.play("move",.5) end elseif key=="dpdown"then if s.js<20 then s.js=s.js+1 SFX.play("move",.5) end elseif key=="dpleft"or key=="dpright"then s.board=3-s.board SFX.play("rotate",.5) end end function Pnt.setting_key() local S=sceneTemp local a=.3+sin(Timer()*15)*.1 if S.kS then gc.setColor(1,.3,.3,a)else gc.setColor(1,.7,.7,a)end gc.rectangle("fill", S.kb<11 and 240 or 840, 45*S.kb+20-450*int(S.kb/11), 200,45 ) if S.jS then gc.setColor(.3,.3,.1,a)else gc.setColor(.7,.7,1,a)end gc.rectangle("fill", S.js<11 and 440 or 1040, 45*S.js+20-450*int(S.js/11), 200,45 ) --Selection rect gc.setColor(1,.3,.3) mText(drawableText.keyboard,340,30) mText(drawableText.keyboard,940,30) gc.setColor(.3,.3,1) mText(drawableText.joystick,540,30) mText(drawableText.joystick,1140,30) gc.setColor(1,1,1) setFont(26) local b1,b2=keyMap[S.board],keyMap[S.board+2] for N=1,20 do if N<11 then gc.printf(text.acts[N],47,45*N+22,180,"right") mStr(b1[N],340,45*N+22) mStr(b2[N],540,45*N+22) else gc.printf(text.acts[N],647,45*N-428,180,"right") mStr(b1[N],940,45*N-428) mStr(b2[N],1040,45*N-428) end end gc.setLineWidth(2) for x=40,1240,200 do gc.line(x,65,x,515) end for y=65,515,45 do gc.line(40,y,1240,y) end setFont(35) gc.print(text.page..S.board,280,590) gc.draw(drawableText.ctrlSetHelp,50,650) end end do--setting_skin local scs=require("parts/spinCenters") function Pnt.setting_skin() gc.setColor(.7,.7,.7)gc.draw(drawableText.setting_skin,80,50) gc.setColor(1,1,1)gc.draw(drawableText.setting_skin,80,50) for N=1,7 do local face=setting.face[N] local B=blocks[N][face] local x,y=-55+140*N-scs[N][face][2]*30,355+scs[N][face][1]*30 local col=#B[1] for i=1,#B do for j=1,col do if B[i][j]then gc.draw(blockSkin[setting.skin[N]],x+30*j,y-30*i) end end end gc.circle("fill",-10+140*N,340,sin(Timer()*10)+5) end for i=1,6 do gc.draw(blockSkin[11+i],570+60*i,610,nil,2) end end end do--setting_touch function sceneInit.setting_touch() BG.set("rainbow") sceneTemp={ default=1, snap=1, sel=nil, } end function sceneBack.setting_touch() FILE.saveVK() end local function onVK_org(x,y) local dist,nearest=1e10 for K=1,#VK_org do local b=VK_org[K] if b.ava then local d1=(x-b.x)^2+(y-b.y)^2 if d1=10 then gc.setLineWidth(3) gc.setColor(1,1,1,sin(Timer()*4)*.1+.1) for i=1,1280/d-1 do gc.line(d*i,0,d*i,720) end for i=1,720/d-1 do gc.line(0,d*i,1280,d*i) end end end end do--setting_trackSetting function Pnt.setting_trackSetting() gc.setColor(1,1,1) mText(drawableText.VKTchW,140+50*setting.VKTchW,260) mText(drawableText.VKOrgW,140+50*setting.VKTchW+50*setting.VKCurW,320) mText(drawableText.VKCurW,640+50*setting.VKCurW,380) end end do--setting_touchSwitch function sceneInit.setting_touchSwitch() BG.set("matrix") end end do--setting_lang function sceneBack.setting_lang() FILE.saveSetting() end end do--help function sceneInit.help() BG.set("space") end function Pnt.help() setFont(20) gc.setColor(1,1,1) for i=1,#text.help do gc.printf(text.help[i],150,35*i+40,1000,"center") end setFont(19) gc.print(text.used,30,330) gc.draw(IMG.title,280,610,.1,1+.05*sin(Timer()*2.6),nil,206,35) gc.setLineWidth(3) gc.rectangle("line",18,18,263,263) gc.rectangle("line",1012,18,250,250) gc.draw(IMG.pay1,20,20) gc.draw(IMG.pay2,1014,20) setFont(20) mStr(text.group,640,490) gc.setColor(1,1,1,sin(Timer()*20)*.3+.6) setFont(30) mStr(text.support,150+sin(Timer()*4)*20,283) mStr(text.support,1138-sin(Timer()*4)*20,270) end end do--staff function sceneInit.staff() sceneTemp={ time=0, v=1, } BG.set("space") end function Tmr.staff(dt) local S=sceneTemp if kb.isDown("space","return")and S.v<6.26 then S.v=S.v+.26 elseif S.v>1 then S.v=S.v-.26 end S.time=S.time+S.v*dt if S.time>45 then S.time=45 end end function Pnt.staff() local L=text.staff local t=sceneTemp.time setFont(40) for i=1,#L do mStr(L[i],640,800+80*i-t*40) end mDraw(IMG.title_color,640,800-t*40,nil,2) mDraw(IMG.title_color,640,2160-t*40,nil,2) end end do--stat function sceneInit.stat() local S=stat local X1,X2,Y1,Y2={0,0,0,0},{0,0,0,0},{},{} for i=1,7 do local S,C=S.spin[i],S.clear[i] Y1[i]=S[1]+S[2]+S[3]+S[4] Y2[i]=C[1]+C[2]+C[3]+C[4] for j=1,4 do X1[j]=X1[j]+S[j] X2[j]=X2[j]+C[j] end end sceneTemp={ chart={ A1=S.spin,A2=S.clear, X1=X1,X2=X2, Y1=Y1,Y2=Y2, }, item={ S.run, S.game, toTime(S.time), S.key.." "..S.rotate.." "..S.hold, S.piece.." "..S.row.." "..int(S.atk), S.recv.." "..S.off.." "..S.pend, S.dig.." "..int(S.digatk), format("%.2f %.2f",S.atk/S.row,S.digatk/S.dig), format("%d/%.3f%%",S.extraPiece,100*max(1-S.extraRate/S.piece,0)), S.b2b.." "..S.b3b, S.pc.." "..S.hpc, }, } for i=1,11 do sceneTemp.item[i]=text.stat[i].."\t"..sceneTemp.item[i] end end function Pnt.stat() local chart=sceneTemp.chart setFont(24) local _,__=SKIN.libColor,setting.skin local A,B=chart.A1,chart.A2 for x=1,7 do gc.setColor(_[__[x]]) mStr(text.block[x],80*x,40) mStr(text.block[x],80*x,280) for y=1,4 do mStr(A[x][y],80*x,40+40*y) mStr(B[x][y],80*x,280+40*y) end mStr(chart.Y1[x],80*x,240) mStr(chart.Y2[x],80*x,480) end gc.setColor(1,1,1) A,B=chart.X1,chart.X2 mStr(text.stat.spin,650,45) mStr(text.stat.clear,650,285) for y=1,4 do mStr(A[y],650,40+40*y) mStr(B[y],650,280+40*y) end setFont(22) for i=1,11 do gc.print(sceneTemp.item[i],740,40*i+10) end gc.setLineWidth(4) for x=1,8 do x=80*x-40 gc.line(x,80,x,240) gc.line(x,320,x,480) end for y=2,6 do gc.line(40,40*y,600,40*y) gc.line(40,240+40*y,600,240+40*y) end gc.draw(IMG.title,260,615,.2+.04*sin(Timer()*3),nil,nil,206,35) end end do--history function sceneInit.history() BG.set("rainbow") sceneTemp={ text=require("parts/updateLog"),--Text list pos=1,--Scroll pos } if newVersionLaunch then newVersionLaunch=nil sceneTemp.pos=4 end end function wheelMoved.history(x,y) wheelScroll(y) end function keyDown.history(key) if key=="up"then sceneTemp.pos=max(sceneTemp.pos-1,1) elseif key=="down"then sceneTemp.pos=min(sceneTemp.pos+1,#sceneTemp.text) elseif key=="escape"then SCN.back() end end function Pnt.history() gc.setColor(.2,.2,.2,.7) gc.rectangle("fill",30,45,1000,632) gc.setColor(1,1,1) gc.setLineWidth(4) gc.rectangle("line",30,45,1000,632) setFont(20) local S=sceneTemp gc.print(S.text[S.pos],40,50) end end do--debug function sceneInit.debug() sceneTemp={ reset=false, } end end do--quit function sceneInit.quit() if rnd()>.000626 then love.timer.sleep(.3) love.event.quit() else error("So lucky! 0.0626 precent to get this!!! You can quit the game now.") end end end