function onVirtualkey(x,y) local x,y=xOy:inverseTransformPoint(x,y) local d2,nearest,distance for K=1,#virtualkey do local b=virtualkey[K] d2=(x-b[1])^2+(y-b[2])^2 if d21 then modeSel=modeSel-1 levelSel=ceil(#modeLevel[modeID[modeSel]]*.5) end elseif key=="left"then if levelSel>1 then levelSel=levelSel-1 end elseif key=="right"then if levelSel<#modeLevel[modeID[modeSel]]then levelSel=levelSel+1 end elseif key=="return"then loadGame(modeSel,levelSel) elseif key=="c"then gotoScene("custom") elseif key=="escape"then back() end end function keyDown.custom(key) if key=="left"then local k=customID[optSel] customSel[k]=(customSel[k]-2)%#customRange[k]+1 elseif key=="right"then local k=customID[optSel] customSel[k]=customSel[k]%#customRange[k]+1 elseif key=="down"then optSel=optSel%#customID+1 elseif key=="up"then optSel=(optSel-2)%#customID+1 elseif key=="return"then loadGame(0,1) elseif key=="escape"then back() end end function keyDown.setting2(key) if key=="escape"then if keyboardSetting then keyboardSetting=false else back() end elseif keyboardSetting then for l=1,8 do for y=1,13 do if setting.keyMap[l][y]==key then setting.keyMap[l][y]="" end end end setting.keyMap[curBoard][keyboardSet]=key keyboardSetting=false elseif key=="return"then keyboardSetting=true elseif key=="up"then keyboardSet=max(keyboardSet-1,1) elseif key=="down"then keyboardSet=min(keyboardSet+1,13) elseif key=="left"then curBoard=max(curBoard-1,1) elseif key=="right"then curBoard=min(curBoard+1,8) end end function keyDown.play(key) if key=="escape"then back()return end local m=setting.keyMap for p=1,4 do local lib=setting.keyLib[p] for s=1,#lib do for k=1,12 do if key==m[lib[s]][k]then pressKey(k,players[p]) return end end end end end keyUp={} function keyUp.play(key) local m=setting.keyMap for p=1,4 do local lib=setting.keyLib[p] for s=1,#lib do for k=1,12 do if key==m[lib[s]][k]then releaseKey(k,players[p]) return end end end end end gamepadDown={} function gamepadDown.intro(key) if key=="back"then back() else gotoScene("main") end end function gamepadDown.mode(key) if key=="dpdown"then if modeSel<#modeID then modeSel=modeSel+1 end elseif key=="dpup"then if modeSel>1 then modeSel=modeSel-1 end elseif key=="start"then loadGame(modeSel,levelSel) elseif key=="back"then back() end end function gamepadDown.setting2(key) if key=="back"then if joystickSetting then joystickSetting=false else back() end elseif joystickSetting then for l=9,16 do for y=1,12 do if setting.keyMap[l][y]==key then setting.keyMap[l][y]="" end end end setting.keyMap[8+curBoard][joystickSet]=key joystickSetting=false elseif key=="start"then joystickSetting=true elseif key=="up"then joystickSet=max(joystickSet-1,1) elseif key=="down"then joystickSet=min(joystickSet+1,12) elseif key=="left"then curBoard=max(curBoard-1,1) elseif key=="right"then curBoard=min(curBoard+1,8) end end function gamepadDown.play(key) if key=="back"then back()return end local m=setting.keyMap for p=1,4 do local lib=setting.keyLib[p] for s=1,#lib do for k=1,12 do if key==m[8+lib[s]][k]then pressKey(k,players[p]) return end end end end end gamepadUp={} function gamepadUp.play(key) local m=setting.keyMap for p=1,4 do local lib=setting.keyLib[p] for s=1,#lib do for k=1,12 do if key==m[8+lib[s]][k]then releaseKey(k,players[p]) return end end end end end wheelmoved={} function wheelmoved.mode(x,y) modeSel=min(max(modeSel-sgn(y),1),#modeID) levelSel=ceil(#modeLevel[modeID[modeSel]]*.5) end function love.mousemoved(x,y,dx,dy,t) if not t then mouseShow=true mx,my=xOy:inverseTransformPoint(x,y) Buttons.sel=nil for i=1,#Buttons[scene]do local B=Buttons[scene][i] if not(B.hide and B.hide())then if abs(mx-B.x)720 then rem(BGblock,i)end end if setting.bgblock then BGblock.ct=BGblock.ct-1 if BGblock.ct==0 then ins(BGblock,getNewBlock()) BGblock.ct=rnd(20,30) end end if sceneSwaping then sceneSwaping.time=sceneSwaping.time-1 if sceneSwaping.time==sceneSwaping.mid then for i=1,#Buttons[scene]do Buttons[scene][i].alpha=0 end--Reset buttons' state game[sceneSwaping.tar]() Buttons.sel=nil elseif sceneSwaping.time==0 then sceneSwaping=nil end elseif Tmr[scene]then Tmr[scene](dt) end updateButton() end function love.sendData(data) return end function love.receiveData(id,data) return end function love.draw() gc.clear() Pnt.BG[curBG]() gc.setColor(1,1,1,.3) for n=1,#BGblock do local b,img=BGblock[n].b,blockSkin[BGblock[n].bn] local size=BGblock[n].size for i=1,#b do for j=1,#b[1]do if b[i][j]>0 then gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size) end end end end if Pnt[scene]then Pnt[scene]()end drawButton() if mouseShow and not touching then local r=Timer()*.5 gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3)) r=int(r)%7+1 gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[r][0][1]+.5) gc.setColor(1,1,1,.5) gc.circle("fill",mx,my,5) gc.setColor(1,1,1) gc.circle("fill",mx,my,3) end if sceneSwaping then sceneSwaping.draw()end if wh/ww>.5625 then gc.setColor(0,0,0) gc.rectangle("fill",0,0,1280,ww*9/16-wh) gc.rectangle("fill",0,720,1280,wh-ww*9/16) elseif wh/ww<.5625 then gc.setColor(0,0,0) gc.rectangle("fill",0,0,wh*16/9-ww,720) gc.rectangle("fill",1280,0,ww-wh*16/9,720) end setFont(20)gc.setColor(1,1,1) gc.print(tm.getFPS(),5,700) if devMode then gc.print(gcinfo(),5,680) gc.print(freeRow and #freeRow or 0,5,660) end end function love.resize(w,h) ww,wh=w,h screenK=h/w>=.5625 and w/1280 or h/720 xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360) gc.replaceTransform(xOy) end function love.run() local frameT=Timer() local readyDrawFrame=0 love.resize(gc.getWidth(),gc.getHeight()) game.load()--System scene Launch math.randomseed(os.time()*626) return function() love.event.pump() for name,a,b,c,d,e,f in love.event.poll()do if name=="quit"then return 0 end love.handlers[name](a,b,c,d,e,f) end if focus then tm.step() -- love.receiveData(id,data) love.update(tm.getDelta()) readyDrawFrame=readyDrawFrame+setting.frameMul if readyDrawFrame>=100 then readyDrawFrame=readyDrawFrame-100 gc.clear() love.draw() gc.present() end if not(wd.hasFocus()or keeprun)then focus=false ms.setVisible(true) if bgmPlaying then bgm[bgmPlaying]:pause()end if scene=="play"then for i=1,#players.alive do local l=players.alive[i].keyPressing for j=1,#l do if l[j]then releaseKey(j,players.alive[i]) end end end end end else tm.sleep(.5) if wd.hasFocus()then tm.step() focus=true ms.setVisible(false) if bgmPlaying then bgm[bgmPlaying]:play()end end end ::L::if Timer()-frameT<1/60 then goto L end frameT=Timer() end end