local gc=love.graphics local int,rnd=math.floor,math.random local format=string.format local mStr=mStr local scene={} local board local cx,cy local startTime local time local move local state local color local blind local slide local pathVis local revKB function scene.sceneInit() BG.set("rainbow2") BGM.play("push") board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}} cx,cy=4,4 startTime=0 time=0 move=0 state=2 color=0 blind=false slide=true pathVis=true revKB=false end local function moveU(x,y) if y<4 then board[y][x],board[y+1][x]=board[y+1][x],board[y][x] cy=cy+1 end end local function moveD(x,y) if y>1 then board[y][x],board[y-1][x]=board[y-1][x],board[y][x] cy=cy-1 end end local function moveL(x,y) if x<4 then board[y][x],board[y][x+1]=board[y][x+1],board[y][x] cx=cx+1 end end local function moveR(x,y) if x>1 then board[y][x],board[y][x-1]=board[y][x-1],board[y][x] cx=cx-1 end end local function shuffleBoard() for i=1,300 do i=rnd() if i<.25 then moveU(cx,cy) elseif i<.5 then moveD(cx,cy) elseif i<.75 then moveL(cx,cy) else moveR(cx,cy) 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) if state<2 then if not key then if pathVis then SYSFX.newRipple(6,x,y,10) end x,y=int((x-320)/160)+1,int((y-40)/160)+1 end local b=board local moves=0 if cx==x then if y>cy and y<5 then for i=cy,y-1 do moveU(x,i) moves=moves+1 end elseif y0 then for i=cy,y+1,-1 do moveD(x,i) moves=moves+1 end end elseif cy==y then if x>cx and x<5 then for i=cx,x-1 do moveL(i,y) moves=moves+1 end elseif x0 then for i=cx,x+1,-1 do moveR(i,y) moves=moves+1 end end end if moves>0 then move=move+moves if state==0 then state=1 startTime=TIME() end if checkBoard(b)then state=2 time=TIME()-startTime if time<1 then LOG.print("不是人",COLOR.lBlue) elseif time<2 then LOG.print("还是人",COLOR.lBlue) elseif time<3 then LOG.print("神仙",COLOR.lBlue) elseif time<5 then LOG.print("太强了",COLOR.lBlue) elseif time<7.5 then LOG.print("很强",COLOR.lBlue) elseif time<10 then LOG.print("可以的",COLOR.lBlue) elseif time<20 then LOG.print("马上入门了",COLOR.lBlue) elseif time<30 then LOG.print("入门不远了",COLOR.lBlue) elseif time<60 then LOG.print("多加练习",COLOR.lBlue) else LOG.print("第一次玩?加油",COLOR.lBlue) end SFX.play("win") return end SFX.play("move") end end end function scene.keyDown(key) if key=="up"then tapBoard(cx,cy-(revKB and 1 or -1),true) elseif key=="down"then tapBoard(cx,cy+(revKB and 1 or -1),true) elseif key=="left"then tapBoard(cx-(revKB and 1 or -1),cy,true) elseif key=="right"then tapBoard(cx+(revKB and 1 or -1),cy,true) elseif key=="space"then shuffleBoard() state=0 time=0 move=0 elseif key=="q"then if state~=1 then color=(color+1)%5 end elseif key=="w"then if state==0 then blind=not blind end elseif key=="e"then if state==0 then slide=not slide if not slide then pathVis=false end end elseif key=="r"then if state==0 and slide then pathVis=not pathVis end elseif key=="t"then if state==0 then revKB=not revKB end elseif key=="escape"then SCN.back() end end function scene.mouseDown(x,y) tapBoard(x,y) end function scene.mouseMove(x,y) if slide then tapBoard(x,y) end end function scene.touchDown(_,x,y) tapBoard(x,y) end function scene.touchMove(_,x,y) if slide then tapBoard(x,y) end end function scene.update() if state==1 then time=TIME()-startTime end end local frontColor={ [0]={ 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, },--Colored(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, },--Rainbow(rank) { 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, },--Colored(row) { 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.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 } local backColor={ [0]={ 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, },--Colored(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) { 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, },--Colored(row) { COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey, COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey, COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey, COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey, },--Grey { 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 } function scene.draw() setFont(40) gc.setColor(1,1,1) gc.print(format("%.3f",time),1026,80) gc.print(move,1026,150) 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.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 1 or color local back=backColor[C] local front=frontColor[C] gc.setColor(back[N]) gc.rectangle("fill",j*160+163,i*160-117,154,154,8) gc.setColor(front[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(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",cx*160+173,cy*160-107,134,134,50) end local function Gaming()return state==1 end scene.widgetList={ WIDGET.newButton{name="reset", x=160,y=100,w=180,h=100,color="lGreen",font=40,code=WIDGET.lnk_pressKey("space")}, WIDGET.newSlider{name="color", x=110,y=250,w=170,unit=4,show=false,font=30,disp=function()return color end, code=function(v)if state~=1 then color=v end end,hide=Gaming}, WIDGET.newSwitch{name="blind", x=240,y=330,w=60, font=40,disp=function()return blind end, code=WIDGET.lnk_pressKey("w"), hide=Gaming}, WIDGET.newSwitch{name="slide", x=240,y=420,w=60, font=40,disp=function()return slide end, code=WIDGET.lnk_pressKey("e"), hide=Gaming}, WIDGET.newSwitch{name="pathVis",x=240,y=510,w=60, font=40,disp=function()return pathVis end, code=WIDGET.lnk_pressKey("r"), hide=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=WIDGET.lnk_pressKey("t"), hide=Gaming}, WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80, font=40,code=WIDGET.lnk_BACK}, } return scene