local gc=love.graphics local setColor,rectangle=gc.setColor,gc.rectangle local int,rnd=math.floor,math.random local ins,rem=table.insert,table.remove local setFont,mStr=FONT.set,GC.mStr local tileColor={ [-2]=COLOR.R, --Bomb [-1]=COLOR.H, --Stone {.39, 1.0, .39},--Tile 1 {.39, .39, 1.0},--Tile 2 {1.0, .70, .31},--Tile 3 {.94, .31, .31},--Tile 4 {.00, .71, .12},--Tile 5 {.90, .20, .90},--Tile 6 {.94, .47, .39},--Tile 7 {.90, .00, .00},--Tile 8 {.86, .86, .31},--Tile 9 {.78, .31, .00},--Tile 10 {.78, .55, .04},--Tile 11 {.12, .12, .51},--Tile 12 } local textColor={ [-2]=COLOR.dR, [-1]=COLOR.dH, {.26, .66, .26}, {.26, .26, .66}, {.66, .46, .20}, {.62, .20, .20}, {.00, .48, .08}, {.60, .14, .60}, {.62, .32, .26}, {.60, .00, .00}, {.58, .58, .20}, {.52, .20, .00}, {.52, .36, .20}, {.08, .80, .34}, } local tileTexts=setmetatable({ [-2]="B", [-1]="×", },{__index=function(self,k)self[k]=k return k end}) local player={x=340,y=90} function player:newTile() local r=rnd() if r<.006 then return self.maxTile elseif r<.026 then return -2 else local t=1 if rnd()<.3 then t=t+1 if rnd()<.3 then t=t+1 end end if self.maxTile>=4 and rnd()<.3 then t=t+1 if self.maxTile>=6 and rnd()<.3 then t=t+1 if self.maxTile>=8 and rnd()<.3 then t=t+1 end end end return t end end function player:reset() self.progress={} self.state=0 self.time=0 self.startTime=false self.score=0 self.maxTile=3 self.nexts,self.hold={self:newTile(),self:newTile(),self:newTile()},false self.selectX,self.selectY=false,false self.board={} for y=1,6 do self.board[y]={} for x=1,6 do self.board[y][x]=0 end end self.board[1][1]=false for _,n in next,{-1,-1,1,1,2,2,3,3}do local x,y repeat x,y=rnd(6),rnd(6) until not(x==1 and y==1)and self.board[y][x]==0 self.board[y][x]=n end end function player:merge(b,v,y,x) if b[y]and v==b[y][x]then ins(self.mergedTiles,{y,x}) b[y][x]=0 return 1 +self:merge(b,v,y,x-1) +self:merge(b,v,y,x+1) +self:merge(b,v,y-1,x) +self:merge(b,v,y+1,x) else return 0 end end local function availablePos(b,t) return t>0 and b==0 or t==-2 and b~=0 end local function newMergeFX(y,x,tile) local r,g,b if tile==-2 then r,g,b=1,.6,.3 end SYSFX.newShade(3,player.x+100*x-100,player.y+100*y-100,100,100,r,g,b) end function player:click(y,x) if y==1 and x==1 then self.nexts[1],self.hold=self.hold,self.nexts[1] SFX.play('hold') if not self.nexts[1] then rem(self.nexts,1) ins(self.nexts,self:newTile()) end elseif y~=self.selectY or x~=self.selectX then if availablePos(self.board[y][x],self.nexts[1])then self.selectX,self.selectY=x,y else self.selectX,self.selectY=false,false end elseif y==self.selectY and x==self.selectX then if not availablePos(self.board[y][x],self.nexts[1])then return end if self.state==0 then self.state=1 self.startTime=TIME() end if self.nexts[1]==-2 then self.board[y][x]=0 SFX.play('clear_2') rem(self.nexts,1) ins(self.nexts,self:newTile()) newMergeFX(y,x,-2) else self.board[y][x]=rem(self.nexts,1) SFX.play('touch') local merged ::REPEAT_merge:: local cur=self.board[y][x] local b1=TABLE.shift(self.board) self.mergedTiles={} local count=self:merge(b1,cur,y,x) if count>2 then merged=true self.board=b1 b1[y][x]=cur+1 if cur+1>self.maxTile then self.maxTile=cur+1 if self.maxTile>=6 then ins(self.progress,("%s - %.3fs"):format(self.maxTile,TIME()-player.startTime)) end SFX.play('reach') end local getScore=4^cur*count self.score=self.score+getScore TEXT.show(getScore,player.x+self.selectX*100-50,player.y+self.selectY*100-50,40,'score',1.626/math.log(getScore,3)) for i=1,#self.mergedTiles do newMergeFX(self.mergedTiles[i][1],self.mergedTiles[i][2],cur+1) end goto REPEAT_merge end ins(self.nexts,self:newTile()) self.selectX,self.selectY=false,false if merged then SFX.play('lock') if cur>=4 then SFX.play( cur>=8 and'ren_mega'or cur>=7 and'spin_3'or cur>=6 and'spin_2'or cur>=5 and'spin_1'or 'spin_0' ) end else for i=1,6 do if TABLE.find(self.board[i],0)then return end end self.state=2 SFX.play('fail') end end else self.selectX,self.selectY=x,y end end local function drawTile(x,y,v) if v and v~=0 then setColor(tileColor[v]) rectangle('fill',x*100-100,y*100-100,100,100) setColor(textColor[v]) mStr(tileTexts[v],x*100-50,y*100-92) end end function player:drawBoard() gc.push('transform') gc.translate(self.x,self.y) --Board background setColor(COLOR.dX) rectangle("fill",0,0,600,600) --Hold slot setColor(0,1,1,.4) rectangle("fill",0,0,100,100) gc.setLineWidth(10) setColor(COLOR.lC) rectangle("line",5,5,90,90) --Hold tile setFont(60) drawTile(1,1,self.hold) --Board tiles local b=self.board for y=1,6 do for x=1,6 do drawTile(x,y,b[y][x]) end end --Board lines setColor(COLOR.Z) gc.setLineWidth(2) for x=1,5 do gc.line(x*100,0,x*100,600)end for y=1,5 do gc.line(0,y*100,600,y*100)end gc.setLineWidth(6) rectangle("line",0,0,600,600) --Select box if self.selectX then local c=tileColor[self.nexts[1]] setColor(c[1],c[2],c[3],.6+.3*math.sin(TIME()*9.29)) rectangle("line",self.selectX*100-95,self.selectY*100-95,90,90) end gc.pop() end local scene={} function scene.sceneInit() player:reset() BGM.play('truth') end function scene.mouseClick(x,y) x,y=int((x-player.x)/100)+1,int((y-player.y)/100)+1 if x>=1 and x<=6 and y>=1 and y<=6 then player:click(y,x) end end function scene.touchClick(x,y) scene.mouseClick(x,y) end function scene.keyDown(key,isRep) if isRep then return end if key=='up'or key=='down'or key=='left'or key=='right'then if not player.selectX then player.selectX,player.selectY=3,3 else if key=='up'then player.selectY=math.max(player.selectY-1,1) elseif key=='down'then player.selectY=math.min(player.selectY+1,6) elseif key=='left'then player.selectX=math.max(player.selectX-1,1) elseif key=='right'then player.selectX=math.min(player.selectX+1,6) end end elseif key=='x'or key=='space'then if not player.selectX then player.selectX,player.selectY=3,3 else local y,x=player.selectY,player.selectX player:click(player.selectY,player.selectX) player.selectY,player.selectX=y,x end elseif key=='w'then love.mousepressed(love.mouse.getPosition()) elseif key=='z'or key=='q'then player:click(1,1) elseif key=='r'then if player.state~=1 or tryReset()then player:reset() end elseif key=='escape'then if tryBack()then SCN.back() end end end function scene.update() if player.state==1 then player.time=TIME()-player.startTime end end function scene.draw() setFont(40) setColor(1,1,1) gc.print(("%.3f"):format(player.time),1026,50) gc.print(player.score,1026,100) --Progress time list setFont(25) setColor(.7,.7,.7) for i=1,#player.progress do gc.print(player.progress[i],1000,140+30*i) end gc.push('transform') gc.translate(745,13) setColor(COLOR.Z) gc.setLineWidth(4) gc.rectangle("line",-5,-5,200,70) for i=1,3 do setColor(tileColor[player.nexts[i]]) rectangle('fill',65*i-65,0,60,60) setFont(40) setColor(textColor[player.nexts[i]]) mStr(player.nexts[i],65*i-35,0) end gc.pop() player:drawBoard() end scene.widgetList={ WIDGET.newButton{name='reset',x=160,y=100,w=180,h=100,color='lG',font=50,fText=CHAR.icon.retry_spin,code=pressKey'r'}, WIDGET.newButton{name='back', x=1140,y=640,w=170,h=80,sound='back',font=60,fText=CHAR.icon.back,code=backScene}, } return scene