Files
Techmino/Zframework/bg.lua

289 lines
5.3 KiB
Lua

local gc=love.graphics
local int,ceil,rnd,abs=math.floor,math.ceil,math.random,math.abs
local max,min,sin,cos=math.max,math.min,math.sin,math.cos
local BG
local scr=scr
local BGvars={_G=_G,SHADER=SHADER}
local back={}
back.none={
draw=function()
gc.clear(.15,.15,.15)
end,
}
back.grey={
draw=function()
gc.clear(.3,.3,.3)
end,
}
back.glow={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=(sin(t*.5)+sin(t*.7)+sin(t*.9+1)+sin(t*1.5)+sin(t*2+10))*.08
gc.clear(t,t,t)
end,
}--Light-dark
back.rgb={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
gc.clear(
sin(t*1.2)*.15+.2,
sin(t*1.5)*.15+.2,
sin(t*1.9)*.15+.2
)
end,
}--Changing pure color
back.flink={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=.13-t%3%1.7
if t<.2 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
end,
}--Flash after random time
back.aura={
init=function()
t=rnd()*3600
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.aura:send("w",w*scr.dpi)
SHADER.aura:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.aura:send("t",t)
gc.setShader(SHADER.aura)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Cool liquid background
back.game1={
init=function()
t=0
BG.resize(scr.w)
end,
resize=function(w)
SHADER.gradient1:send("w",w*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.gradient1:send("t",t)
gc.setShader(SHADER.gradient1)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Horizonal red-blue gradient
back.game2={
init=function()
t=0
BG.resize(nil,scr.h)
end,
resize=function(w,h)
SHADER.gradient2:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.gradient2:send("t",t)
gc.setShader(SHADER.gradient2)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Vertical red-green gradient
back.game3={
init=function()
t=0
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.rgb1:send("w",w*scr.dpi)
SHADER.rgb1:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.rgb1:send("t",t)
gc.setShader(SHADER.rgb1)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Colorful RGB
back.game4={
init=function()
t=0
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.rgb2:send("w",w*scr.dpi)
SHADER.rgb2:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.rgb2:send("t",t)
gc.setShader(SHADER.rgb2)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Blue RGB
back.game5={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=2.5-t%20%6%2.5
if t<.3 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
end,
}--Lightning
local blocks=require("parts/mino")
local scs=require("parts/spinCenters")
back.game6={
init=function()
t=0
colorLib=_G.SKIN.libColor
colorSet=_G.setting.skin
blockImg=_G.TEXTURE.miniBlock
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=1.2-t%10%3%1.2
if t<.3 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
local R=7-int(t*.5)%7
local _=colorLib[colorSet[R]]
gc.setColor(_[1],_[2],_[3],.1)
gc.draw(blockImg[R],640,360,t%3.1416*6,400,400,scs[R][0][2]-.5,#blocks[R][0]-scs[R][0][1]+.5)
end,
}--Fast lightning + spining tetromino
local matrixT={}for i=1,50 do matrixT[i]={}for j=1,50 do matrixT[i][j]=love.math.noise(i,j)+2 end end
back.matrix={
init=function()
t=rnd()*3600
end,
update=function(dt)
t=t+dt
end,
draw=function()
gc.scale(scr.k)
gc.clear(.15,.15,.15)
local Y=ceil(scr.H/80)
for x=1,ceil(scr.W/80)do
for y=1,Y do
gc.setColor(1,1,1,sin(x+matrixT[x][y]*t)*.1+.1)
gc.rectangle("fill",80*x,80*y,-80,-80)
end
end
gc.scale(1/scr.k)
end,
}
back.space={
init=function()
stars={}
W,H=scr.w+20,scr.h+20
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
local S=stars
for i=1,1260,5 do
local s=rnd(26,40)*.1
S[i]=s*scr.k --Size
S[i+1]=rnd(W)-10 --X
S[i+2]=rnd(H)-10 --Y
S[i+3]=(rnd()-.5)*.01*s --Vx
S[i+4]=(rnd()-.5)*.01*s --Vy
end
end,
update=function(dt)
local S=stars
--Star moving
for i=1,1260,5 do
S[i+1]=(S[i+1]+S[i+3])%W
S[i+2]=(S[i+2]+S[i+4])%H
end
end,
draw=function()
gc.clear(.2,.2,.2)
if not stars[1]then return end
gc.translate(-10,-10)
gc.setColor(.8,.8,.8)
for i=1,1260,5 do
local s=stars
local x,y=s[i+1],s[i+2]
s=s[i]
gc.rectangle("fill",x,y,s,s)
end
gc.translate(10,10)
end,
discard=function()
stars={}
end,
}
--Make BG vars invisible
for _,bg in next,back do
if not bg.init then bg.init= NULL end setfenv(bg.init ,BGvars)
if not bg.resize then bg.resize= NULL end setfenv(bg.resize ,BGvars)
if not bg.update then bg.update= NULL end setfenv(bg.update ,BGvars)
if not bg.discard then bg.discard=NULL end setfenv(bg.discard ,BGvars)
if not bg.draw then bg.draw= NULL end setfenv(bg.draw ,BGvars)
end
BG={
cur="none",
resize=NULL,
update=NULL,
draw=back.none.draw,
}
function BG.set(bg,data)
if bg==BG.cur or not setting.bg then return end
if BG.discard then
BG.discard()
collectgarbage()
end
BG.cur=bg
bg=back[bg]
BG.init=bg.init or NULL
BG.resize=bg.resize or NULL
BG.update=bg.update or NULL
BG.discard=bg.discard or NULL
BG.draw=bg.draw or NULL
BG.init()
end
return BG