Files
Techmino/parts/scenes/game.lua
2024-09-26 02:29:24 +08:00

490 lines
14 KiB
Lua

local tc=love.touch
local gc_setColor,gc_setLineWidth=GC.setColor,GC.setLineWidth
local gc_draw,gc_line=GC.draw,GC.line
local gc_circle,gc_print=GC.circle,GC.print
local SCR,VK=SCR,VK
local GAME,PLAYERS=GAME,PLAYERS
local setFont,mStr=FONT.set,GC.mStr
local noTouch,noKey=false,false
local touchMoveLastFrame=false
local trigGameRate,gameRate
local autoSkip=0
local modeTextPos,modeTextWidK
local replaying
local repRateStrings={[0]="pause",[.125]="0.125x",[.5]="0.5x",[1]="1x",[2]="2x",[5]="5x"}
local scene={}
-- Widget hashmap (key = widget name, value = index)
local widgetHashmap={}
local function widgetWithName(name)
if #widgetHashmap==0 then widgetHashmap=TABLE.kvSwap(TABLE.extract(scene.widgetList,'name')) end
return scene.widgetList[widgetHashmap[name]]
end
local function _updateMenuButtons()
widgetWithName('restart').hide=replaying
local pos=(GAME.tasUsed or replaying) and 'right' or SETTING.menuPos
modeTextWidK=math.min(280/TEXTOBJ.modeName:getWidth(),1)
if SETTING.portrait then
widgetWithName('restart').y=25-400
widgetWithName('pause').y=25-400
else
widgetWithName('restart').y=25
widgetWithName('pause').y=25
end
if GAME.replaying then
widgetWithName('pause').x=1195
modeTextPos=1185-TEXTOBJ.modeName:getWidth()*modeTextWidK
elseif pos=='right' then
widgetWithName('restart').x=1125
widgetWithName('pause').x=1195
modeTextPos=1115-TEXTOBJ.modeName:getWidth()*modeTextWidK
elseif pos=='middle' then
widgetWithName('restart').x=360
widgetWithName('pause').x=860
modeTextPos=940
elseif pos=='left' then
widgetWithName('restart').x=120
widgetWithName('pause').x=190
modeTextPos=1200-TEXTOBJ.modeName:getWidth()*modeTextWidK
end
end
local speedButtons={'rep0','repP8','repP2','rep1','rep2','rep5'}
local stepButtons={'step','autoSkip'}
local replayButtons=TABLE.combine(speedButtons,stepButtons)
local function _updateRepButtons()
local L=scene.widgetList
if replaying or GAME.tasUsed then
for i=1,#speedButtons do
widgetWithName(speedButtons[i]).hide=false
end
for i=1,#stepButtons do
widgetWithName(stepButtons[i]).hide=gameRate~=0
end
if gameRate==0 then
widgetWithName('rep0').hide=true
elseif gameRate==.125 then
widgetWithName('repP8').hide=true
elseif gameRate==.5 then
widgetWithName('repP2').hide=true
elseif gameRate==1 then
widgetWithName('rep1').hide=true
elseif gameRate==2 then
widgetWithName('rep2').hide=true
elseif gameRate==5 then
widgetWithName('rep5').hide=true
end
else
for i=1,#replayButtons do widgetWithName(replayButtons[i]).hide=true end
end
end
local function _speedUp()
if gameRate==.125 then gameRate=.5
elseif gameRate==.5 then gameRate=1
elseif gameRate==1 then gameRate=2
elseif gameRate==2 then gameRate=5
end
_updateRepButtons()
end
local function _speedDown()
if gameRate==.5 then gameRate=.125
elseif gameRate==1 then gameRate=.5
elseif gameRate==2 then gameRate=1
elseif gameRate==5 then gameRate=2
end
_updateRepButtons()
end
local function _rep0()
scene.widgetList[1].hide=true
scene.widgetList[7].hide=false
gameRate=0
_updateRepButtons()
end
local function _repP8()
scene.widgetList[2].hide=true
gameRate=.125
_updateRepButtons()
end
local function _repP2()
scene.widgetList[3].hide=true
gameRate=.5
_updateRepButtons()
end
local function _rep1()
scene.widgetList[4].hide=true
gameRate=1
_updateRepButtons()
end
local function _rep2()
scene.widgetList[5].hide=true
gameRate=2
_updateRepButtons()
end
local function _rep5()
scene.widgetList[6].hide=true
gameRate=5
_updateRepButtons()
end
local function _skip(P)
if P.frameRun<179 then
trigGameRate=trigGameRate+(179-P.frameRun)
else
trigGameRate=trigGameRate+MATH.clamp(P.waiting+P.falling,1,300)
end
end
local fastForwardObj = GC.newText(FONT.get(40),CHAR.icon.fastForward)
local nextFrameObj = GC.newText(FONT.get(40),CHAR.icon.nextFrame)
local function _updateStepButton()
local w=PLAYERS[1].waiting+PLAYERS[1].falling
if (autoSkip==1 and w>1) or (autoSkip>0 and PLAYERS[1].frameRun<178) then
widgetWithName('step').obj=fastForwardObj
else
widgetWithName('step').obj=nextFrameObj
end
end
local function _step()
local P=PLAYERS[1]
if autoSkip>0 then
_skip(P)
else
trigGameRate=trigGameRate+1
end
end
local function _fullSkipCheck()
if autoSkip<2 or PLAYERS[1].waiting+PLAYERS[1].falling<=0 then return end
_step()
end
local function _setAS(v)
autoSkip=v
if v==1 then _updateStepButton() end
end
local function _autoSkipDisp()
return (
autoSkip==0 and 'No skip' or
autoSkip==1 and 'Semi-skip' or
autoSkip==2 and 'Full skip'
)
end
local function _restart()
resetGameData(PLAYERS[1].frameRun<240 and 'q')
noKey=replaying
noTouch=replaying
trigGameRate,gameRate=0,1
_updateRepButtons()
end
local function _checkGameKeyDown(key)
local k=KEY_MAP.keyboard[key]
if k then
if k>0 then
if noKey then return end
PLAYERS[1]:pressKey(k)
VK.press(k)
_updateStepButton()
_fullSkipCheck()
return
elseif not GAME.fromRepMenu then
_restart()
return
end
end
return true-- No key pressed
end
function scene.enter()
if GAME.init then
resetGameData()
GAME.init=false
end
replaying=GAME.replaying
noKey=replaying
noTouch=not SETTING.VKSwitch or replaying
if SCN.prev~='depause' and SCN.prev~='pause' then
trigGameRate,gameRate=0,1
elseif not replaying then
if GAME.tasUsed then
trigGameRate,gameRate=0,0
autoSkip=1
else
trigGameRate,gameRate=0,1
autoSkip=0
end
end
_updateStepButton()
_updateRepButtons()
_updateMenuButtons()
DiscordRPC.update("Playing "..GAME.curMode.name)
end
scene.mouseDown=NULL
function scene.touchDown(x,y)
if noTouch then return end
local t=VK.on(x,y)
if t then
PLAYERS[1]:pressKey(t)
VK.touch(t,x,y)
_updateStepButton()
_fullSkipCheck()
end
end
function scene.touchUp(x,y)
if noTouch then return end
local n=VK.on(x,y)
if n then
PLAYERS[1]:releaseKey(n)
VK.release(n)
end
end
function scene.touchMove()
if noTouch or touchMoveLastFrame then return end
touchMoveLastFrame=true
local L=tc.getTouches()
for i=#L,1,-1 do
L[2*i-1],L[2*i]=SCR.xOy:inverseTransformPoint(tc.getPosition(L[i]))
end
local keys=VK.keys
for n=1,#keys do
local B=keys[n]
if B.ava then
local nextKey
for i=1,#L,2 do
if (L[i]-B.x)^2+(L[i+1]-B.y)^2<=B.r^2 then
nextKey=true
break-- goto CONTINUE_nextKey
end
end
if not nextKey then
PLAYERS[1]:releaseKey(n)
VK.release(n)
end
-- ::CONTINUE_nextKey::
end
end
end
function scene.keyDown(key,isRep)
if replaying then
if key=='space' then
if not isRep then
gameRate=gameRate==0 and 1 or 0
end
_updateRepButtons()
elseif key=='left' then
if not isRep then
_speedDown()
end
elseif key=='right' then
if gameRate==0 then
_step()
elseif not isRep then
_speedUp()
end
elseif key=='escape' then
pauseGame()
end
else
if isRep then
return
elseif _checkGameKeyDown(key) then
if GAME.tasUsed then
if key=='f1' then
if not isRep then
gameRate=gameRate==0 and .125 or 0
end
_updateRepButtons()
elseif key=='f2' then
if not isRep then
_speedDown()
end
elseif key=='f3' then
if gameRate==0 then
_step()
elseif not isRep then
_speedUp()
end
elseif key=='f4' then
autoSkip=(autoSkip+1)%3
end
end
if key=='escape' then
pauseGame()
end
end
end
end
function scene.keyUp(key)
if noKey then return end
local k=KEY_MAP.keyboard[key]
if k then
if k>0 then
PLAYERS[1]:releaseKey(k)
VK.release(k)
end
end
end
function scene.gamepadDown(key)
if noKey then return end
local k=KEY_MAP.joystick[key]
if k then
if k>0 then
PLAYERS[1]:pressKey(k)
VK.press(k)
_updateStepButton()
_fullSkipCheck()
else
_restart()
end
elseif key=='back' then
pauseGame()
end
end
function scene.gamepadUp(key)
if noKey then return end
local k=KEY_MAP.joystick[key]
if k then
if k>0 then
PLAYERS[1]:releaseKey(k)
VK.release(k)
end
end
end
local function _update_common(dt)
-- Update control
touchMoveLastFrame=false
VK.update(dt)
-- Update players
for p=1,#PLAYERS do PLAYERS[p]:update(dt) end
-- Fresh royale target
if PLAYERS[1].frameRun%120==0 and PLAYERS[1].gameEnv.layout=='royale' then
freshMostDangerous()
end
-- Warning check
checkWarning(PLAYERS[1],dt)
end
function scene.update(dt)
trigGameRate=trigGameRate+gameRate
while trigGameRate>=1 do
trigGameRate=trigGameRate-1
_update_common(dt)
_updateStepButton()
end
end
local tasText=GC.newText(getFont(100),"TAS")
local function _drawAtkPointer(x,y)
local t=TIME()
local a=t*3%1*.8
t=math.sin(t*20)
gc_setColor(.2,.7+t*.2,1,.6+t*.4)
gc_circle('fill',x,y,25,6)
gc_setColor(0,.6,1,.8-a)
gc_circle('line',x,y,30*(1+a),6)
end
function scene.draw()
local tas=GAME.tasUsed
if tas then
setFont(100)
gc_setColor(.4,.4,.4,.5)
mDraw(tasText,640,360,nil,5)
end
local repMode=GAME.replaying or tas
-- Players
for p=1,#PLAYERS do
PLAYERS[p]:draw(repMode)
end
-- Virtual keys
VK.draw()
-- Attacking & Being attacked
if PLAYERS[1].gameEnv.layout=='royale' 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+620*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 & Highscore & Current Rank
local dy=SETTING.portrait and -390 or 0
gc_setColor(1,1,1,.82)
gc_draw(TEXTOBJ.modeName,modeTextPos,10+dy,0,modeTextWidK,1)
if not replaying then
local M=GAME.curMode
if M then
if M.score and M.records[1] then
setFont(15)
gc_setColor(1,1,1,.6)
gc_print(M.scoreDisp(M.records[1]),modeTextPos,45+dy)
end
if M.getRank then
local R=M.getRank(PLAYERS[1])
if R and R>0 then
setFont(100)
local c=RANK_COLORS[R]
gc_setColor(c[1],c[2],c[3],.12)
mStr(RANK_CHARS[R],640,50+dy)
end
end
end
end
-- Replaying
if replaying or tas then
setFont(20)
gc_setColor(1,1,TIME()%.8>.4 and 1 or 0)
mStr(replaying and text.replaying or text.tasUsing,770,6)
gc_setColor(1,1,1,.8)
mStr(("%s %sf"):format(repRateStrings[gameRate],PLAYERS[1].frameRun),770,31)
end
-- Warning
drawWarning()
end
scene.widgetList={
WIDGET.newKey {name='rep0', x=40, y=50, w=60, code=_rep0, font=40, fText=CHAR.icon.pause}, -- 1
WIDGET.newKey {name='repP8', x=105,y=50, w=60, code=_repP8, font=40, fText=CHAR.icon.speedOneEights}, -- 2
WIDGET.newKey {name='repP2', x=170,y=50, w=60, code=_repP2, font=40, fText=CHAR.icon.speedOneHalf}, -- 3
WIDGET.newKey {name='rep1', x=235,y=50, w=60, code=_rep1, font=40, fText=CHAR.icon.speedOne}, -- 4
WIDGET.newKey {name='rep2', x=300,y=50, w=60, code=_rep2, font=40, fText=CHAR.icon.speedTwo}, -- 5
WIDGET.newKey {name='rep5', x=365,y=50, w=60, code=_rep5, font=40, fText=CHAR.icon.speedFive}, -- 6
WIDGET.newKey {name='step', x=40, y=50, w=60, code=_step, font=40, fText=CHAR.icon.nextFrame}, -- 7
WIDGET.newSlider{name='autoSkip',x=40, y=130,w=100,code=_setAS, axis={0,2,1}, disp=function()return autoSkip end,show=_autoSkipDisp},
WIDGET.newKey {name='restart', x=0, y=25, w=60, code=_restart, font=40, fText=CHAR.icon.retry_spin}, -- 10
WIDGET.newKey {name='pause', x=0, y=25, w=60, code=pauseGame,font=40, fText=CHAR.icon.pause}, -- 11
}
return scene