local gc,tm=love.graphics,love.timer local ms,kb,tc=love.mouse,love.keyboard,love.touch local wd=love.window local setFont=setFont local Timer=tm.getTime local scr=scr local xOy=love.math.newTransform() local focus=true local mx,my,mouseShow=-20,-20,false local touching=nil--1st touching ID local sceneInit={ load=function() loading=1--Loading mode loadnum=1--Loading counter loadprogress=0--Loading bar(0~1) loadTip=text.tips[rnd(#text.tips)] end, intro=function() count=0 BGM("blank") end, main=function() BGM("blank") collectgarbage() end, music=function() sel=1 BGM() end, mode=function() curBG="none" saveData() modeSel=modeSel or 1 levelSel=levelSel or 3 BGM("blank") end, custom=function() optSel=optSel or 1 curBG=customRange.bg[customSel[12]] BGM(customRange.bgm[customSel[13]]) end, draw=function() curBG="none" kb.setKeyRepeat(true) clearSureTime=0 pen,sx,sy=1,1,1 end, play=function() restartCount=0 if needResetGameData then resetGameData() needResetGameData=nil end end, pause=function() end, setting=function() curBG="none" end, setting2=function() curBoard=1 keyboardSet=1 joystickSet=1 keyboardSetting=false joystickSetting=false end,--Control settings setting3=function() curBG="game1" defaultSel=1 sel=nil snapLevel=1 end,--Touch setting help=function() end, stat=function() end, quit=function() love.event.quit() end, } BGblockList={}for i=1,16 do BGblockList[i]={v=0}end local BGblock={tm=150,next=7,ct=0} local function getNewBlock() BGblock.ct=BGblock.ct+1 if BGblock.ct==17 then BGblock.ct=1 end local t=BGblockList[BGblock.ct] t.bn,t.size=BGblock.next,2+3*rnd() t.b=blocks[t.bn][rnd(0,3)] t.x=rnd(-#t.b[1]*t.size*30+100,1180) t.y=-#t.b*30*t.size t.v=t.size*(1+rnd()) BGblock.next=BGblock.next%7+1 return t end function onVirtualkey(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 d20 and -1 or 1),1),#modeID) levelSel=ceil(#modeLevel[modeID[modeSel]]*.5) end function keyDown.mode(key) if key=="down"then if modeSel<#modeID then modeSel=modeSel+1 levelSel=ceil(#modeLevel[modeID[modeSel]]*.5) end elseif key=="up"then if modeSel>1 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 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 keyDown.music(key) if key=="down"then sel=sel%#musicID+1 elseif key=="up"then sel=(sel-2)%#musicID+1 elseif key=="return"or key=="space"then BGM(musicID[sel]) elseif key=="escape"then back() end end function keyDown.custom(key) if key=="left"then customSel[optSel]=(customSel[optSel]-2)%#customRange[customID[optSel]]+1 if optSel==12 then curBG=customRange.bg[customSel[12]] elseif optSel==13 then BGM(customRange.bgm[customSel[13]]) end elseif key=="right"then customSel[optSel]=customSel[optSel]%#customRange[customID[optSel]]+1 if optSel==12 then curBG=customRange.bg[customSel[optSel]] elseif optSel==13 then BGM(customRange.bgm[customSel[optSel]]) end elseif key=="down"then optSel=optSel%#customID+1 elseif key=="up"then optSel=(optSel-2)%#customID+1 elseif key=="d"then gotoScene("draw") elseif key=="return"then loadGame(0,1) elseif key=="space"then loadGame(0,2) elseif key=="escape"then back() end end function mouseDown.draw(x,y,k) mouseMove.draw(x,y) end function mouseMove.draw(x,y,dx,dy) 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 if sx and sy and ms.isDown(1,2,3)then preField[sy][sx]=ms.isDown(1)and pen or ms.isDown(2)and 0 or -1 end end function wheelmoved.draw(x,y) 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 end function touchDown.draw(id,x,y) end function touchMove.draw(id,x,y,dx,dy) 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 if sx and sy then preField[sy][sx]=pen end end function keyDown.draw(key) if key=="delete"then Buttons.draw.clear.code() elseif 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=="space"then if sx and sy then preField[sy][sx]=pen end elseif key=="tab"then pen=-1 elseif key=="backspace"then pen=0 elseif key=="escape"then back() else pen=find("123qwea#sdzxc",key)or pen 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 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 mouseDown.setting3(x,y,k) if k==2 then back()end for K=1,#virtualkey do local b=virtualkey[K] if (x-b[1])^2+(y-b[2])^2=.5625 then scr.k=w/1280 scr.x,scr.y=0,(h-w*9/16)*.5 else scr.k=h/720 scr.x,scr.y=(w-h*16/9)*.5,0 end gc.origin() xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360) gc.replaceTransform(xOy) collectgarbage() end function love.focus(f) if system~="Android" and not f and scene=="play"then pauseGame()end end function love.update(dt) -- if players then for k,v in pairs(players[1])do -- if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end -- end end--check player data flew(debugging) for i=#BGblock,1,-1 do BGblock[i].y=BGblock[i].y+BGblock[i].v if BGblock[i].y>720 then rem(BGblock,i)end end if setting.bgblock then BGblock.tm=BGblock.tm-1 if BGblock.tm==0 then ins(BGblock,getNewBlock()) BGblock.tm=rnd(20,30) end end if sceneSwaping then sceneSwaping.time=sceneSwaping.time-1 if sceneSwaping.time==sceneSwaping.mid then for k,B in next,Buttons[scene]do B.alpha=0 end--Reset buttons' alpha Buttons.sel=nil scene=sceneSwaping.tar sceneInit[scene]() elseif sceneSwaping.time==0 then sceneSwaping=nil end end if Tmr[scene]then Tmr[scene](dt) end for i=#Task,1,-1 do Task[i]:update() end if voicePlaying[1]then if not voicePlaying[1]:isPlaying()then rem(voicePlaying,1) end if voicePlaying[1] and not voicePlaying[1]:isPlaying()then voicePlaying[1]:play()end end for k,B in next,Buttons[scene]do local t=B==Buttons.sel and .4 or 0 B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alphat then B.alpha=B.alpha-.02 elseif B.alpha.5625 then local d=(scr.h-scr.w*9/16)*.5/scr.k gc.rectangle("fill",0,0,1280,-d) gc.rectangle("fill",0,720,1280,d) else--high local d=(scr.w-scr.h*16/9)*.5/scr.k gc.rectangle("fill",0,0,-d,720) gc.rectangle("fill",1280,0,d,720) end--wide end--Black side setFont(20)gc.setColor(1,1,1) gc.print(tm.getFPS(),5,700) if devMode then gc.print(mx.." "..my,5,640) gc.print(#freeRow or 0,5,660) gc.print(gcinfo(),5,680) end end function love.run() local frameT=Timer() local readyDrawFrame=0 local PUMP,POLL=love.event.pump,love.event.poll love.resize(gc.getWidth(),gc.getHeight()) scene="load"sceneInit.load()--System Launch return function() PUMP() for N,a,b,c,d,e in POLL()do if N=="quit"then return 0 elseif love[N]then love[N](a,b,c,d,e)end end tm.step() love.update(tm.getDelta()) if not wd.isMinimized()then readyDrawFrame=readyDrawFrame+setting.frameMul if readyDrawFrame>=100 then readyDrawFrame=readyDrawFrame-100 love.draw() gc.present() end end ::L::if Timer()-frameT<1/60 then goto L end frameT=Timer() tm.sleep(.001) end end