Files
Techmino/parts/scenes.lua
2020-09-02 00:11:36 +08:00

2559 lines
57 KiB
Lua

local gc,sys=love.graphics,love.system
local ms,kb,tc=love.mouse,love.keyboard,love.touch
local Timer=love.timer.getTime
local setFont=setFont
local mStr=mStr
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 log,rnd=math.log,math.random
local format=string.format
local ins,rem=table.insert,table.remove
local byte=string.byte
local scr=scr
local floatWheel=0
local function wheelScroll(y)
if y>0 then
if floatWheel<0 then floatWheel=0 end
floatWheel=floatWheel+y^1.2
elseif y<0 then
if floatWheel>0 then floatWheel=0 end
floatWheel=floatWheel-(-y)^1.2
end
while floatWheel>=1 do
love.keypressed("up")
floatWheel=floatWheel-1
end
while floatWheel<=-1 do
love.keypressed("down")
floatWheel=floatWheel+1
end
end
--ALL SCENES & FUNCTIONS
do--calculator
function sceneInit.calculator()
sceneTemp={
reg=false,
val=0,
sym=false,
pass=false,
tip=require("parts/getTip"),
}
end
function keyDown.calculator(k)
local S=sceneTemp
if byte(k)>=48 and byte(k)<=57 then
if S.sym=="="then
S.val=tonumber(k)
S.sym=false
elseif S.sym then
if not S.reg then
S.reg=S.val
S.val=tonumber(k)
elseif S.val<1e13 then
S.val=S.val*10+tonumber(k)
end
else
if S.val<1e13 then
S.val=S.val*10+tonumber(k)
end
end
elseif k=="backspace"then
if S.val>0 then
S.val=int(S.val/10)
end
elseif k=="+"or k=="="and kb.isDown("rshift","lshift")then
S.sym="+"
elseif k=="-"then
S.sym="-"
elseif k=="*"or k=="8"and kb.isDown("rshift","lshift")then
S.sym="*"
elseif k=="/"then
S.sym="/"
elseif k=="return"then
if S.val then
if S.sym and S.reg then
S.val=
S.sym=="+"and S.reg+S.val or
S.sym=="-"and S.reg-S.val or
S.sym=="*"and S.reg*S.val or
S.sym=="/"and S.reg/S.val or
-1
end
S.sym="="
S.reg=false
if S.val==600+20+6 then
S.pass=true
elseif S.val==196000+022 then
S.pass=true
marking=nil
TEXT.show("\68\69\86\58\87\97\116\101\114\109\97\114\107\32\82\101\109\111\118\101\100",640,360,60,"stretch",.6)
SFX.play("clear")
elseif S.val==72943816 then
S.pass=true
for name,M in next,Modes do
if not modeRanks[name]then
modeRanks[name]=M.score and 0 or 6
end
end
FILE.saveUnlock()
TEXT.show("\68\69\86\58\85\78\76\79\67\75\65\76\76",640,360,60,"stretch",.6)
SFX.play("clear_2")
elseif S.val==1379e8+2626e4+1379 then
S.pass=true
SCN.go("debug")
elseif S.val==34494 then
error("This is an error testing message.")
elseif S.val==114 then
S.reg=514
elseif S.val==114514 then
S.reg=1919810
elseif S.val==1145141919810 then
error("小鬼自裁请")
elseif S.val==123456789 then
S.reg=123456789
S.val=987654321
end
end
elseif k=="escape"then
S.val,S.reg,S.sym=0
elseif k=="delete"then
S.val=0
elseif k=="space"and S.pass then
SCN.swapTo("intro")
end
end
function Pnt.calculator()
local S=sceneTemp
gc.setLineWidth(4)
gc.rectangle("line",100,80,650,150)
setFont(45)
if S.reg then gc.printf(S.reg,0,100,720,"right")end
if S.val then gc.printf(S.val,0,150,720,"right")end
if S.sym then setFont(50)gc.print(S.sym,126,150)end
if S.pass then setFont(30)mStr(S.tip,640,10)end
end
end
do--p15
function sceneInit.p15()
BG.set("rainbow")
BGM.play("push")
sceneTemp={
board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}},
x=4,y=4,
startTime=0,
time=0,
move=0,
state=2,
color=2,
blind=false,
}
end
local function moveU(S,b,x,y)
if y<4 then
b[y][x],b[y+1][x]=b[y+1][x],b[y][x]
S.y=y+1
end
end
local function moveD(S,b,x,y)
if y>1 then
b[y][x],b[y-1][x]=b[y-1][x],b[y][x]
S.y=y-1
end
end
local function moveL(S,b,x,y)
if x<4 then
b[y][x],b[y][x+1]=b[y][x+1],b[y][x]
S.x=x+1
end
end
local function moveR(S,b,x,y)
if x>1 then
b[y][x],b[y][x-1]=b[y][x-1],b[y][x]
S.x=x-1
end
end
local function shuffleBoard(S,b)
for i=1,300 do
i=rnd()
if i<.25 then moveU(S,b,S.x,S.y)
elseif i<.5 then moveD(S,b,S.x,S.y)
elseif i<.75 then moveL(S,b,S.x,S.y)
else moveR(S,b,S.x,S.y)
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)
local S=sceneTemp
if S.state<2 then
if not key then
sysFX.newRipple(.16,x,y,10)
x,y=int((x-320)/160)+1,int((y-40)/160)+1
end
local b=S.board
local moves=0
if S.x==x then
if y>S.y and y<5 then
for i=S.y,y-1 do
moveU(S,b,x,i)
moves=moves+1
end
elseif y<S.y and y>0 then
for i=S.y,y+1,-1 do
moveD(S,b,x,i)
moves=moves+1
end
end
elseif S.y==y then
if x>S.x and x<5 then
for i=S.x,x-1 do
moveL(S,b,i,y)
moves=moves+1
end
elseif x<S.x and x>0 then
for i=S.x,x+1,-1 do
moveR(S,b,i,y)
moves=moves+1
end
end
end
if moves>0 then
SFX.play("move")
S.move=S.move+moves
if S.state==0 then
S.state=1
S.startTime=Timer()
end
if checkBoard(b)then
S.state=2
S.time=Timer()-S.startTime
SFX.play("win")
end
end
end
end
function keyDown.p15(k)
local S=sceneTemp
local b=S.board
if k=="up"then
tapBoard(S.x,S.y+1,true)
elseif k=="down"then
tapBoard(S.x,S.y-1,true)
elseif k=="left"then
tapBoard(S.x+1,S.y,true)
elseif k=="right"then
tapBoard(S.x-1,S.y,true)
elseif k=="space"then
shuffleBoard(S,b)
S.state=0
S.time=0
S.move=0
elseif k=="c"then
if S.state==2 then
S.color=(S.color+1)%5
end
elseif k=="h"then
if S.state==0 then
S.blind=not S.blind
end
elseif k=="escape"then
SCN.back()
end
end
function mouseDown.p15(x,y,k)
tapBoard(x,y)
end
function mouseMove.p15(x,y)
tapBoard(x,y)
end
function touchDown.p15(id,x,y)
tapBoard(x,y)
end
function touchMove.p15(id,x,y,dx,dy)
tapBoard(x,y)
end
function Tmr.p15()
local S=sceneTemp
if S.state==1 then
S.time=Timer()-S.startTime
end
end
local frontColor={
[0]={
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
{
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.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,
},--Colorful(row)
{
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,
},--Colorful(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,
},--Colorful(row)
}
local backColor={
[0]={
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
{
color.grey,color.grey,color.grey,color.grey,
color.grey,color.grey,color.grey,color.grey,
color.grey,color.grey,color.grey,color.grey,
color.grey,color.grey,color.grey,color.grey,
},--Grey
{
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,
},--Colorful(row)
{
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,
},--Colorful(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)
}
function Pnt.p15()
local S=sceneTemp
setFont(40)
gc.setColor(1,1,1)
gc.print(format("%.3f",S.time),1026,80)
gc.print(S.move,1026,150)
if S.state==1 then gc.setColor(.9,.9,.9) --game
elseif S.state==0 then gc.setColor(.2,.8,.2)--ready
elseif S.state==2 then gc.setColor(.9,.9,0) --win
end
gc.setLineWidth(10)
gc.rectangle("line",313,33,654,654,18)
gc.setLineWidth(4)
local x,y=S.x,S.y
setFont(80)
for i=1,4 do
for j=1,4 do
if x~=j or y~=i then
local blind=S.blind and S.state==1
local N=S.board[i][j]
local C=blind and 0 or S.color
local backColor=backColor[C]
local frontColor=frontColor[C]
gc.setColor(backColor[N])
gc.rectangle("fill",j*160+163,i*160-117,154,154,8)
gc.setColor(frontColor[N])
gc.rectangle("line",j*160+163,i*160-117,154,154,8)
if not blind 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",x*160+173,y*160-107,134,134,50)
end
end
do--load
function sceneInit.load()
sceneTemp={
phase=1,--Loading stage
cur=1,--Counter
tar=#VOC.name,--Loading bar length(current)
tip=setting.appLock or require("parts/getTip"),
list={
#VOC.name,
#BGM.list,
#SFX.list,
IMG.getCount(),
#Modes,
1,
},
skip=false,--If skipped
}
end
function sceneBack.load()
love.event.quit()
end
function keyDown.load(k)
if k=="a"then
sceneTemp.skip=true
elseif k=="s"then
marking=nil
sceneTemp.skip=true
elseif k=="escape"then
SCN.back()
end
end
function touchDown.load(id,x,y)
if #tc.getTouches()==2 then
sceneTemp.skip=true
end
end
function Tmr.load()
local t=Timer()
local S=sceneTemp
repeat
if S.phase==1 then
VOC.loadOne(S.cur)
elseif S.phase==2 then
BGM.loadOne(S.cur)
elseif S.phase==3 then
SFX.loadOne(S.cur)
elseif S.phase==4 then
IMG.loadOne(S.cur)
elseif S.phase==5 then
local m=Modes[S.cur]--Mode template
local M=require("modes/"..m.name)--Mode file
Modes[m.name],Modes[S.cur]=M
for k,v in next,m do
M[k]=v
end
M.records=FILE.loadRecord(m.name)or M.score and{}
if M.score then
if modeRanks[M.name]==6 then
modeRanks[M.name]=0
end
else
modeRanks[M.name]=6
end
-- M.icon=gc.newImage("image/modeIcon/"..m.icon..".png")
-- M.icon=gc.newImage("image/modeIcon/custom.png")
elseif S.phase==6 then
--------------------------Loading other little things here
SKIN.load()
stat.run=stat.run+1
--------------------------
if not setting.appLock then
SFX.play("welcome_sfx")
VOC.play("welcome")
end
else
S.cur=S.cur+1
S.tar=S.cur
if S.cur>62.6 then
SCN.swapTo(setting.appLock and "calculator"or"intro","none")
end
loadingFinished=true
return
end
S.cur=S.cur+1
if S.cur>S.tar then
S.phase=S.phase+1
S.cur=1
S.tar=S.list[S.phase]
if not S.tar then
S.phase=0
S.tar=1
end
end
until not S.skip and Timer()-t>.01
end
function Pnt.load()
local S=sceneTemp
gc.setLineWidth(4)
gc.setColor(1,1,1,.5)
gc.rectangle("fill",300,330,S.cur/S.tar*680,60,5)
gc.setColor(1,1,1)
gc.rectangle("line",300,330,680,60,5)
if not setting.appLock then
setFont(35)
gc.print(text.load[S.phase],340,335)
if S.phase~=0 then
gc.printf(S.cur.."/"..S.tar,795,335,150,"right")
end
setFont(25)
mStr(S.tip,640,400)
end
end
end
do--intro
function sceneInit.intro()
BG.set("space")
sceneTemp={
t1=0,--Timer 1
t2=0,--Timer 2
r={},--Random animation type
}
for i=1,8 do
sceneTemp.r[i]=rnd(5)
end
BGM.play("blank")
end
function mouseDown.intro(x,y,k)
if k==2 then
VOC.play("bye")
SCN.back()
elseif newVersionLaunch then
SCN.push("main","fade")
SCN.swapTo("history","fade")
TEXT.show(text.newVersion,640,200,30,"fly",.3)
else
SCN.go("main")
end
end
function touchDown.intro(id,x,y)
mouseDown.intro()
end
function keyDown.intro(key)
if key=="escape"then
mouseDown.intro(nil,nil,2)
else
mouseDown.intro()
end
end
function Tmr.intro()
local S=sceneTemp
S.t1=S.t1+1
S.t2=S.t2+1
end
local titleTransform={
function(t)
gc.translate(0,max(50-t,0)^2/25)
end,
function(t)
gc.translate(0,-max(50-t,0)^2/25)
end,
function(t,i)
local d=max(50-t,0)
gc.translate(sin(Timer()*3+626*i)*d,cos(Timer()*3+626*i)*d)
end,
function(t,i)
local d=max(50-t,0)
gc.translate(sin(Timer()*3+626*i)*d,-cos(Timer()*3+626*i)*d)
end,
function(t)
gc.setColor(1,1,1,min(t*.02,1)+rnd()*.2)
end,
}
function Pnt.intro()
local S=sceneTemp
local t=S.t1
local T=(t+110)%300
if T<30 then
gc.setLineWidth(4+(30-T)^1.626/62)
else
gc.setLineWidth(4)
end
local L=title
gc.push("transform")
gc.translate(126,226)
for i=1,8 do
local T=t-i*15
if T>0 then
gc.push("transform")
gc.setColor(1,1,1,min(T*.025,1))
titleTransform[S.r[i]](T,i)
local dt=(t+62-5*i)%300
if dt<20 then
gc.translate(0,abs(10-dt)-10)
end
gc.polygon("line",L[i])
gc.pop()
end
end
gc.pop()
t=S.t2
if t>=80 then
gc.setColor(1,1,1,.6+sin((t-80)*.0626)*.3)
mText(drawableText.anykey,640,615+sin(Timer()*3)*5)
end
end
end
do--main
function sceneInit.main()
BG.set("space")
BGM.play("blank")
modeEnv={}
--Create demo player
destroyPlayers()
PLY.newDemoPlayer(1,900,35,1.1)
end
function Tmr.main(dt)
players[1]:update(dt)
end
function Pnt.main()
gc.setColor(1,1,1)
gc.draw(IMG.title_color,60,30,nil,1.3)
setFont(30)
gc.print(gameVersion,70,125)
gc.print(system,610,100)
local L=text.modes[stat.lastPlay]
setFont(25)
gc.print(L[1],700,470)
gc.print(L[2],700,500)
players[1]:draw()
end
end
do--mode
local touchDist=nil
function sceneInit.mode(org)
BG.set("space")
BGM.play("blank")
destroyPlayers()
local cam=mapCam
cam.zoomK=org=="main"and 5 or 1
if cam.sel then
local M=Modes[cam.sel]
cam.x,cam.y=M.x*cam.k+180,M.y*cam.k
cam.x1,cam.y1=cam.x,cam.y
end
end
local function onMode(x,y)
local cam=mapCam
x=(cam.x1-640+x)/cam.k1
y=(cam.y1-360+y)/cam.k1
for name,M in next,Modes do
if modeRanks[name]then
local s=M.size
if M.shape==1 then
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then return name end
elseif M.shape==2 then
if abs(x-M.x)+abs(y-M.y)<s then return name end
elseif M.shape==3 then
if(x-M.x)^2+(y-M.y)^2<s^2 then return name end
end
end
end
end
function wheelMoved.mode(x,y)
local cam=mapCam
local t=cam.k
local k=t+y*.1
if k>1.5 then k=1.5
elseif k<.3 then k=.3
end
t=k/t
if cam.sel then
cam.x=(cam.x-180)*t+180;cam.y=cam.y*t
else
cam.x=cam.x*t;cam.y=cam.y*t
end
cam.k=k
cam.keyCtrl=false
end
function mouseMove.mode(x,y,dx,dy)
if ms.isDown(1)then
mapCam.x,mapCam.y=mapCam.x-dx,mapCam.y-dy
end
mapCam.keyCtrl=false
end
function mouseClick.mode(x,y,k)
local cam=mapCam
local _=cam.sel
if not _ or x<920 then
local SEL=onMode(x,y)
if _~=SEL then
if SEL then
SFX.play("click")
cam.moving=true
_=Modes[SEL]
cam.x=_.x*cam.k+180
cam.y=_.y*cam.k
cam.sel=SEL
else
cam.sel=nil
cam.x=cam.x-180
end
elseif _ then
keyDown.mode("return")
end
end
cam.keyCtrl=false
end
function touchDown.mode(id,x,y)
touchDist=nil
end
function touchMove.mode(id,x,y,dx,dy)
local L=tc.getTouches()
if not L[2]then
mapCam.x,mapCam.y=mapCam.x-dx,mapCam.y-dy
elseif not L[3]then
x,y=xOy:inverseTransformPoint(tc.getPosition(L[1]))
dx,dy=xOy:inverseTransformPoint(tc.getPosition(L[2]))--Not delta!!!
local d=(x-dx)^2+(y-dy)^2
if d>100 then
d=d^.5
if touchDist then
wheelMoved.mode(nil,(d-touchDist)*.02)
end
touchDist=d
end
end
mapCam.keyCtrl=false
end
function touchClick.mode(x,y,id)
mouseClick.mode(x,y,1)
end
function keyDown.mode(key)
if key=="return"then
if mapCam.sel then
if mapCam.sel=="custom_clear"or mapCam.sel=="custom_puzzle"then
if customSel[11]>1 then
if customSel[7]==5 then
TEXT.show(text.ai_fixed,640,360,50,"appear")
return
elseif #preBag>0 then
TEXT.show(text.ai_prebag,640,360,50,"appear")
return
end
end
end
mapCam.keyCtrl=false
SCN.push()
loadGame(mapCam.sel)
end
elseif key=="escape"then
if mapCam.sel then
mapCam.sel=nil
else
SCN.back()
end
elseif mapCam.sel=="custom_clear" or mapCam.sel=="custom_puzzle" then
if key=="e"then
SCN.go("custom")
end
end
end
function Tmr.mode(dt)
local cam=mapCam
local x,y,k=cam.x,cam.y,cam.k
local F
if not SCN.swapping then
if kb.isDown("up", "w")then y=y-10*k;F=true end
if kb.isDown("down","s")then y=y+10*k;F=true end
if kb.isDown("left","a")then x=x-10*k;F=true end
if kb.isDown("right","d")then x=x+10*k;F=true end
local js1=joysticks[1]
if js1 then
local k=js1:getAxis(1)
if k~="c"then
if k=="u"or k=="ul"or k=="ur"then y=y-10*k;F=true end
if k=="d"or k=="dl"or k=="dl"then y=y+10*k;F=true end
if k=="l"or k=="ul"or k=="dl"then x=x-10*k;F=true end
if k=="r"or k=="ur"or k=="dr"then x=x+10*k;F=true end
end
end
end
if F or cam.keyCtrl and(x-cam.x1)^2+(y-cam.y1)^2>2.6 then
if F then
cam.keyCtrl=true
end
local x,y=(cam.x1-180)/cam.k1,cam.y1/cam.k1
for name,M in next,Modes do
if modeRanks[name]then
local SEL
local s=M.size
if M.shape==1 then
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then SEL=name end
elseif M.shape==2 then
if abs(x-M.x)+abs(y-M.y)<s then SEL=name end
elseif M.shape==3 then
if(x-M.x)^2+(y-M.y)^2<s^2 then SEL=name end
end
if SEL and cam.sel~=SEL then
cam.sel=SEL
SFX.play("click")
end
end
end
end
if x>1850*k then x=1850*k
elseif x<-1000*k then x=-1000*k
end
if y>500*k then y=500*k
elseif y<-1900*k then y=-1900*k
end
cam.x,cam.y=x,y
--Keyboard controlling
cam.x1=cam.x1*.85+x*.15
cam.y1=cam.y1*.85+y*.15
cam.k1=cam.k1*.85+k*.15
local _=SCN.stat.tar
cam.zoomMethod=_=="play"and 1 or _=="mode"and 2
if cam.zoomMethod==1 then
if cam.sel then
local M=Modes[cam.sel]
cam.x=cam.x*.8+M.x*cam.k*.2
cam.y=cam.y*.8+M.y*cam.k*.2
end
_=cam.zoomK
if _<.8 then _=_*1.05 end
if _<1.1 then _=_*1.05 end
cam.zoomK=_*1.05
elseif cam.zoomMethod==2 then
cam.zoomK=cam.zoomK^.9
end
end
local rankString={
"D","C","B","A","S",
}
local modeRankColor={
color.dRed, --D
color.dOrange, --C
color.lYellow, --B
color.lBlue, --A
color.lCyan, --S
color.lGreen, --Special
}
function Pnt.mode()
local _
local cam=mapCam
gc.push("transform")
gc.translate(640,360)
gc.scale(cam.zoomK)
gc.translate(-cam.x1,-cam.y1)
gc.scale(cam.k1)
local R=modeRanks
local sel=cam.sel
setFont(30)
--Draw lines connecting modes
gc.setLineWidth(8)
gc.setColor(1,1,1,.2)
for name,M in next,Modes do
if R[name]then
for _=1,#M.unlock do
local m=Modes[M.unlock[_]]
gc.line(M.x,M.y,m.x,m.y)
end
end
end
for name,M in next,Modes do
if R[name]then
local S=M.size
local d=((M.x-(cam.x1+(sel and -180 or 0))/cam.k1)^2+(M.y-cam.y1/cam.k1)^2)^.55
if d<500 then S=S*(1.25-d*0.0005) end
local c=modeRankColor[R[M.name]]
if c then
gc.setColor(c)
else
c=.5+sin(Timer()*6.26)*.2
S=S*(.9+c*.4)
gc.setColor(c,c,c)
end
if M.shape==1 then--Rectangle
gc.rectangle("fill",M.x-S,M.y-S,2*S,2*S)
if sel==name then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.rectangle("line",M.x-S+5,M.y-S+5,2*S-10,2*S-10)
end
elseif M.shape==2 then--Diamond
gc.circle("fill",M.x,M.y,S+5,4)
if sel==name then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.circle("line",M.x,M.y,S+5,4)
end
elseif M.shape==3 then--Octagon
gc.circle("fill",M.x,M.y,S,8)
if sel==name then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.circle("line",M.x,M.y,S,8)
end
end
name=drawableText[rankString[R[M.name]]]
if name then
gc.setColor(0,0,0,.26)
mDraw(name,M.x,M.y)
end
--[[
if M.icon then
local i=M.icon
local l=i:getWidth()*.5
local k=S/l*.8
gc.setColor(0,0,0,2)
gc.draw(i,M.x-1,M.y-1,nil,k,nil,l,l)
gc.draw(i,M.x-1,M.y+1,nil,k,nil,l,l)
gc.draw(i,M.x+1,M.y-1,nil,k,nil,l,l)
gc.draw(i,M.x+1,M.y+1,nil,k,nil,l,l)
gc.setColor(1,1,1)
gc.draw(i,M.x,M.y,nil,k,nil,l,l)
end
]]
end
end
gc.pop()
if sel then
local M=Modes[sel]
local lang=setting.lang
gc.setColor(.7,.7,.7,.5)
gc.rectangle("fill",920,0,360,720)--Info board
gc.setColor(M.color)
setFont(40)mStr(text.modes[sel][1],1100,5)
setFont(30)mStr(text.modes[sel][2],1100,50)
gc.setColor(1,1,1)
setFont(28)gc.printf(text.modes[sel][3],920,110,360,"center")
if M.slowMark then
gc.draw(IMG.ctrlSpeedLimit,1230,50,nil,.4)
end
if M.score then
mText(drawableText.highScore,1100,240)
gc.setColor(.4,.4,.4,.8)
gc.rectangle("fill",940,290,320,280)--Highscore board
local L=M.records
gc.setColor(1,1,1)
if L[1]then
for i=1,#L do
local t=M.scoreDisp(L[i])
local s=#t
local dy
if s<15 then dy=0
elseif s<25 then dy=2
else dy=4
end
setFont(int(26-s*.4))
gc.print(t,955,275+dy+25*i)
setFont(10)
_=L[i].date
if _ then gc.print(_,1155,284+25*i)end
end
else
mText(drawableText.noScore,1100,370)
end
end
end
if cam.keyCtrl then
gc.setColor(1,1,1)
gc.draw(TEXTURE.mapCross,460-20,360-20)
end
end
end
do--music
function sceneInit.music()
if BGM.nowPlay then
for i=1,BGM.len do
if BGM.list[i]==BGM.nowPlay then
sceneTemp=i--Music selected
return
end
end
else
sceneTemp=1
end
end
function wheelMoved.music(x,y)
wheelScroll(y)
end
function keyDown.music(key)
if key=="down"then
sceneTemp=sceneTemp%BGM.len+1
elseif key=="up"then
sceneTemp=(sceneTemp-2)%BGM.len+1
elseif key=="return"or key=="space"then
if BGM.nowPlay~=BGM.list[sceneTemp]then
SFX.play("click")
BGM.play(BGM.list[sceneTemp])
else
BGM.stop()
end
elseif key=="escape"then
SCN.back()
end
end
function Pnt.music()
gc.setColor(1,1,1,.3+sin(Timer()*5)*.2)
gc.rectangle("fill",45,98+30*sceneTemp,250,30)
gc.setColor(.7,.7,.7)gc.draw(drawableText.musicRoom,20,20)
gc.setColor(1,1,1)gc.draw(drawableText.musicRoom,22,23)
gc.draw(drawableText.nowPlaying,490,390)
setFont(30)
for i=1,BGM.len do
gc.print(BGM.list[i],50,90+30*i)
end
gc.draw(IMG.title,640,310,nil,1.5,nil,206,35)
if BGM.nowPlay then
setFont(45)
gc.setColor(sin(Timer()*.5)*.2+.8,sin(Timer()*.7)*.2+.8,sin(Timer())*.2+.8)
mStr(BGM.nowPlay,630,460)
local t=-Timer()%2.3/2
if t<1 then
gc.setColor(1,1,1,t)
gc.draw(IMG.title_color,640,310,nil,1.5+.1-.1*t,1.5+.3-.3*t,206,35)
end
end
end
end
do--custom
function sceneInit.custom()
sceneTemp=1--Option selected
destroyPlayers()
BG.set(customRange.bg[customSel[12]])
BGM.play(customRange.bgm[customSel[13]])
end
local customSet={
{3,20,1,1,7,1,1,1,3,4,1,2,3},
{5,20,1,1,7,1,1,1,8,3,8,3,3},
{1,22,1,1,7,3,1,1,8,4,1,6,7},
{3,20,1,1,7,1,1,3,8,3,1,6,8},
{25,11,8,11,4,1,2,1,8,3,1,4,9},
}
function keyDown.custom(key)
local sel=sceneTemp
if key=="up"or key=="w"then
sceneTemp=(sel-2)%#customID+1
elseif key=="down"or key=="s"then
sceneTemp=sel%#customID+1
elseif key=="left"or key=="a"then
customSel[sel]=(customSel[sel]-2)%#customRange[customID[sel]]+1
if sel==12 then
BG.set(customRange.bg[customSel[12]])
elseif sel==13 then
BGM.play(customRange.bgm[customSel[13]])
end
elseif key=="right"or key=="d"then
customSel[sel]=customSel[sel]%#customRange[customID[sel]]+1
if sel==12 then
BG.set(customRange.bg[customSel[sel]])
elseif sel==13 then
BGM.play(customRange.bgm[customSel[sel]])
end
elseif key=="q"then
SCN.go("sequence")
elseif key=="e"then
SCN.swapTo("draw","swipe")
elseif #key==1 then
local T=tonumber(key)
if T and T>=1 and T<=5 then
for i=1,#customSet[T]do
customSel[i]=customSet[T][i]
end
BG.set(customRange.bg[customSel[12]])
BGM.play(customRange.bgm[customSel[13]])
end
elseif key=="escape"then
SCN.back()
end
end
function Pnt.custom()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",100,115+40*sceneTemp,570,40)
gc.setColor(.7,.7,.7)gc.draw(drawableText.custom,360,20)
gc.setColor(1,1,1)gc.draw(drawableText.custom,362,23)
setFont(35)
for i=1,#customID do
local k=customID[i]
local y=110+40*i
gc.printf(text.customOption[k],100,y,320,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[i]],440,y)
else
gc.print(customRange[k][customSel[i]],440,y)
end
end
end
end
do--sequence
function sceneInit.sequence()
sceneTemp={cur=#preBag,sure=0}
end
local minoKey={
["1"]=1,["2"]=2,["3"]=3,["4"]=4,["5"]=5,["6"]=6,["7"]=7,
z=1,s=2,j=3,l=4,t=5,o=6,i=7,
p=10,q=11,f=12,e=13,u=15,
v=16,w=17,x=18,r=21,y=22,n=23,h=24,
}
local minoKey2={
["1"]=8,["2"]=9,["3"]=19,["4"]=20,["5"]=14,["7"]=25,
z=8,s=9,t=14,j=19,l=20,i=25
}
function keyDown.sequence(key)
local s=sceneTemp
if type(key)=="number"then
local C=s.cur+1
ins(preBag,C,key)
s.cur=C
elseif key=="c"and kb.isDown("lctrl","rctrl")or key=="cC"then
if #preBag>0 then
sys.setClipboardText("Techmino SEQ:"..copySequence())
TEXT.show(text.copySuccess,640,225,50,"appear",.5)
end
elseif key=="v"and kb.isDown("lctrl","rctrl")or key=="cV"then
local str=sys.getClipboardText()
local p=string.find(str,":")--ptr*
if p then str=string.sub(str,p+1)end
if not pasteSequence(str)then
TEXT.show(text.dataCorrupted,640,225,45,"flicker",.5)
end
elseif #key==1 then
local i=(kb.isDown("lshift","lalt","rshift","ralt")and minoKey2 or minoKey)[key]
if i then
local C=s.cur+1
ins(preBag,C,i)
s.cur=C
end
else
if key=="left"then
if s.cur>0 then s.cur=s.cur-1 end
elseif key=="right"then
if s.cur<#preBag then s.cur=s.cur+1 end
elseif key=="backspace"then
local C=s.cur
if C>0 then
rem(preBag,C)
s.cur=C-1
end
elseif key=="escape"then
SCN.back()
elseif key=="delete"then
if sceneTemp.sure>20 then
preBag={}
sceneTemp.cur=0
sceneTemp.sure=0
SFX.play("finesseError",.7)
else
sceneTemp.sure=50
end
end
end
end
function Tmr.sequence()
if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end
end
function Pnt.sequence()
local S=sceneTemp
gc.setColor(.7,.7,.7)gc.draw(drawableText.sequence,120,-15)
gc.setColor(1,1,1)gc.draw(drawableText.sequence,122,-12)
gc.setLineWidth(4)
gc.rectangle("line",100,100,1080,260)
setFont(30)
local bag=preBag
local len=#bag
setFont(40)
gc.print(len,120,300)
local L=TEXTURE.miniBlock
local lib=SKIN.libColor
local set=setting.skin
local x,y=120,126
local cx,cy=120,126
for i=1,len do
local B=L[bag[i]]
gc.setColor(lib[set[bag[i]]])
gc.draw(B,x,y,nil,15,15,0,B:getHeight()*.5)
x=x+B:getWidth()*15+10
if x>1126 then
x,y=120,y+50
end
if i==S.cur then
cx,cy=x,y
end
end
gc.setColor(.5,1,.5,.6+.4*sin(Timer()*6.26))
gc.line(cx-5,cy-20,cx-5,cy+20)
--Confirm reset
if S.sure>0 then
gc.setColor(1,1,1,S.sure*.02)
gc.draw(drawableText.question,980,470)
end
end
end
do--draw
function sceneInit.draw()
BG.set("space")
sceneTemp={
sure=0,
pen=1,
x=1,y=1,
demo=false,
}
end
local penKey={
q=1,w=2,e=3,r=4,t=5,y=6,u=7,i=8,o=9,p=10,["["]=11,
a=12,s=13,d=14,f=15,g=16,h=17,
z=0,x=-1,
}
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseMove.draw(x,y,dx,dy)
local 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
sceneTemp.x,sceneTemp.y=sx,sy
if sx and sy and ms.isDown(1,2,3)then
preField[sy][sx]=ms.isDown(1)and sceneTemp.pen or ms.isDown(2)and -1 or 0
end
end
function wheelMoved.draw(x,y)
local pen=sceneTemp.pen
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
sceneTemp.pen=pen
end
function touchDown.draw(id,x,y)
mouseMove.draw(x,y)
end
function touchMove.draw(id,x,y,dx,dy)
local 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
sceneTemp.x,sceneTemp.y=sx,sy
if sx and sy then
preField[sy][sx]=sceneTemp.pen
end
end
function keyDown.draw(key)
local sx,sy,pen=sceneTemp.x,sceneTemp.y,sceneTemp.pen
if 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=="delete"then
if sceneTemp.sure>20 then
for y=1,20 do for x=1,10 do preField[y][x]=0 end end
sceneTemp.sure=0
SFX.play("finesseError",.7)
else
sceneTemp.sure=50
end
elseif key=="space"then
if sx and sy then
preField[sy][sx]=pen
end
elseif key=="e"then
SCN.swapTo("custom","swipe")
elseif key=="escape"then
SCN.back()
elseif key=="c"and kb.isDown("lctrl","rctrl")or key=="cC"then
sys.setClipboardText("Techmino Field:"..copyBoard())
TEXT.show(text.copySuccess,350,360,40,"appear",.5)
elseif key=="v"and kb.isDown("lctrl","rctrl")or key=="cV"then
local str=sys.getClipboardText()
local p=string.find(str,":")--ptr*
if p then str=string.sub(str,p+1)end
if not pasteBoard(str)then
TEXT.show(text.dataCorrupted,350,360,35,"flicker",.5)
end
else
pen=penKey[key]or pen
end
sceneTemp.x,sceneTemp.y,sceneTemp.pen=sx,sy,pen
end
function Tmr.draw()
if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end
end
function Pnt.draw()
local sx,sy=sceneTemp.x,sceneTemp.y
gc.translate(200,60)
gc.setColor(1,1,1,.2)
gc.setLineWidth(1)
for x=1,9 do gc.line(30*x,0,30*x,600)end
for y=0,19 do gc.line(0,30*y,300,30*y)end
gc.setColor(1,1,1)
gc.setLineWidth(3)
gc.rectangle("line",-2,-2,304,604)
gc.setLineWidth(2)
local cross=puzzleMark[-1]
for y=1,20 do for x=1,10 do
local B=preField[y][x]
if B>0 then
gc.draw(blockSkin[B],30*x-30,600-30*y)
elseif B==-1 and not sceneTemp.demo then
gc.draw(cross,30*x-30,600-30*y)
end
end end
if sx and sy then
gc.setLineWidth(2)
gc.rectangle("line",30*sx-30,600-30*sy,30,30)
end
gc.translate(-200,-60)
--Pen
local pen=sceneTemp.pen
if pen>0 then
gc.setLineWidth(13)
gc.setColor(SKIN.libColor[pen])
gc.rectangle("line",565,460,70,70)
elseif pen==-1 then
gc.setLineWidth(5)
gc.setColor(.9,.9,.9)
gc.line(575,470,625,520)
gc.line(575,520,625,470)
end
--Confirm reset
if sceneTemp.sure>0 then
gc.setColor(1,1,1,sceneTemp.sure*.02)
gc.draw(drawableText.question,1040,430)
end
--Block name
setFont(40)
local _
for i=1,7 do
_=setting.skin[i]
gc.setColor(SKIN.libColor[_])
mStr(text.block[i],500+65*_,65)
end
end
end
do--play
local function onVirtualkey(x,y)
local dist,nearest=1e10
for K=1,#virtualkey do
local b=virtualkey[K]
if b.ava then
local d1=(x-b.x)^2+(y-b.y)^2
if d1<b.r^2 then
if d1<dist then
nearest,dist=K,d1
end
end
end
end
return nearest
end
function sceneInit.play()
love.keyboard.setKeyRepeat(false)
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
BG.set(modeEnv.bg)
end
function touchDown.play(id,x,y)
if not setting.VKSwitch or game.replaying then return end
local t=onVirtualkey(x,y)
if t then
players[1]:pressKey(t)
if setting.VKSFX>0 then
SFX.play("virtualKey",setting.VKSFX)
end
virtualkey[t].isDown=true
virtualkey[t].pressTime=10
if setting.VKTrack then
local B=virtualkey[t]
if setting.VKDodge then--Button collision (not accurate)
for i=1,#virtualkey do
local b=virtualkey[i]
local d=B.r+b.r-((B.x-b.x)^2+(B.y-b.y)^2)^.5--Hit depth(Neg means distance)
if d>0 then
b.x=b.x+(b.x-B.x)*d*b.r*5e-4
b.y=b.y+(b.y-B.y)*d*b.r*5e-4
end
end
end
local O=VK_org[t]
local _FW,_CW=setting.VKTchW*.1,1-setting.VKCurW*.1
local _OW=1-_FW-_CW
--Auto follow: finger, current, origin (weight from setting)
B.x,B.y=x*_FW+B.x*_CW+O.x*_OW,y*_FW+B.y*_CW+O.y*_OW
end
VIB(setting.VKVIB)
end
end
function touchUp.play(id,x,y)
if not setting.VKSwitch or game.replaying then return end
local t=onVirtualkey(x,y)
if t then
players[1]:releaseKey(t)
end
end
function touchMove.play(id,x,y,dx,dy)
if not setting.VKSwitch or game.replaying then return end
local l=tc.getTouches()
for n=1,#virtualkey do
local B=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-B.x)^2+(y-B.y)^2<=B.r^2 then
goto next
end
end
players[1]:releaseKey(n)
::next::
end
end
function keyDown.play(key)
if key=="escape"then
pauseGame()
return
end
if game.replaying then return end
local m=keyMap
for k=1,20 do
if key==m[1][k]or key==m[2][k]then
players[1]:pressKey(k)
virtualkey[k].isDown=true
virtualkey[k].pressTime=10
return
end
end
end
function keyUp.play(key)
if game.replaying then return end
local m=keyMap
for k=1,20 do
if key==m[1][k]or key==m[2][k]then
players[1]:releaseKey(k)
virtualkey[k].isDown=false
return
end
end
end
function gamepadDown.play(key)
if key=="back"then SCN.back()return end
if game.replaying then return end
local m=keyMap
for k=1,20 do
if key==m[3][k]or key==m[4][k]then
players[1]:pressKey(k)
virtualkey[k].isDown=true
virtualkey[k].pressTime=10
return
end
end
end
function gamepadUp.play(key)
if game.replaying then return end
local m=keyMap
for k=1,20 do
if key==m[3][k]or key==m[4][k]then
players[1]:releaseKey(k)
virtualkey[k].isDown=false
return
end
end
end
function Tmr.play(dt)
local _
game.frame=game.frame+1
stat.time=stat.time+dt
--Update virtualkey animation
if setting.VKSwitch then
for i=1,#virtualkey do
_=virtualkey[i]
if _.pressTime>0 then
_.pressTime=_.pressTime-1
end
end
end
local P1=players[1]
--Replay
if game.replaying then
_=game.replaying
local L=game.rec
while game.frame==L[_]do
local k=L[_+1]
if k>0 then
P1:pressKey(k)
virtualkey[k].isDown=true
virtualkey[k].pressTime=10
else
virtualkey[-k].isDown=false
P1:releaseKey(-k)
end
_=_+2
end
game.replaying=_
end
--Counting,include pre-das,directy RETURN,or restart counting
if game.frame<180 then
if game.frame==179 then
gameStart()
elseif game.frame==60 or game.frame==120 then
SFX.play("ready")
end
for p=1,#players do
local P=players[p]
if P.movDir~=0 then
if P.moving<P.gameEnv.das then
P.moving=P.moving+1
end
else
P.moving=0
end
end
if restartCount>0 then restartCount=restartCount-1 end
return
elseif P1.keyPressing[10]then
restartCount=restartCount+1
if restartCount>20 then
TASK.clear("play")
resetPartGameData()
return
end
elseif restartCount>0 then
restartCount=restartCount>2 and restartCount-2 or 0
end
--Update players
for p=1,#players do
local P=players[p]
P:update(dt)
end
--Fresh royale target
if game.frame%120==0 then
if modeEnv.royaleMode then freshMostDangerous()end
end
--Warning check
if P1.alive then
if game.frame%26==0 and setting.warn then
local F=P1.field
local height=0--Max height of row 4~7
for x=4,7 do
for y=#F,1,-1 do
if F[y][x]>0 then
if y>height then
height=y
end
break
end
end
end
game.warnLVL0=log(height-15+P1.atkBuffer.sum*.8)
end
_=game.warnLVL
if _<game.warnLVL0 then
_=_*.95+game.warnLVL0*.05
elseif _>0 then
_=max(_-.026,0)
end
game.warnLVL=_
elseif game.warnLVL>0 then
game.warnLVL=max(game.warnLVL-.026,0)
end
end
local function drawAtkPointer(x,y)
local t=sin(Timer()*20)
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
gc.circle("fill",x,y,25,6)
local a=Timer()*3%1*.8
gc.setColor(0,.6,1,.8-a)
gc.circle("line",x,y,30*(1+a),6)
end
local function drawVirtualkey()
local V=virtualkey
local a=setting.VKAlpha
local _
if setting.VKIcon then
local icons=TEXTURE.VKIcon
for i=1,#V do
if V[i].ava then
local B=V[i]
gc.setColor(1,1,1,a)
gc.setLineWidth(B.r*.07)
gc.circle("line",B.x,B.y,B.r,10)--Button outline
_=V[i].pressTime
gc.draw(icons[i],B.x,B.y,nil,B.r*.026+_*.08,nil,18,18)--Icon
if _>0 then
gc.setColor(1,1,1,a*_*.08)
gc.circle("fill",B.x,B.y,B.r*.94,10)--Glow
gc.circle("line",B.x,B.y,B.r*(1.4-_*.04),10)--Ripple
end
end
end
else
for i=1,#V do
if V[i].ava then
local B=V[i]
gc.setColor(1,1,1,a)
gc.setLineWidth(B.r*.07)
gc.circle("line",B.x,B.y,B.r,10)
_=V[i].pressTime
if _>0 then
gc.setColor(1,1,1,a*_*.08)
gc.circle("fill",B.x,B.y,B.r*.94,10)
gc.circle("line",B.x,B.y,B.r*(1.4-_*.04),10)
end
end
end
end
end
function Pnt.play()
if marking then
setFont(26)
local t=Timer()
gc.setColor(1,1,1,.2+.1*(sin(3*t)+sin(2.6*t)))
mStr(text.marking,190,60+26*sin(t))
end
for p=1,#players do
players[p]:draw()
end
gc.setColor(1,1,1)
if setting.VKSwitch then drawVirtualkey()end
if modeEnv.royaleMode 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+670*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
gc.setColor(1,1,1,.8)
gc.draw(drawableText.modeName,485,10)
gc.draw(drawableText.levelName,511+drawableText.modeName:getWidth(),10)
--Replaying
if game.replaying then
gc.setColor(1,1,Timer()%1>.5 and 1 or 0)
mText(drawableText.replaying,410,17)
end
--Warning
gc.push("transform")
gc.origin()
if restartCount>0 then
gc.setColor(0,0,0,restartCount*.05)
gc.rectangle("fill",0,0,scr.W,scr.H)
end
if game.warnLVL>0 then
gc.setColor(0,0,0,0)
SHADER.warning:send("level",game.warnLVL)
gc.setShader(SHADER.warning)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end
gc.pop()
end
end
do--pause
function sceneInit.pause(org)
if
org=="setting_game"or
org=="setting_video"or
org=="setting_sound"
then
TEXT.show(text.needRestart,640,440,50,"fly",.6)
end
local S=players[1].stat
sceneTemp={
timer=org=="play"and 0 or 50,
list={
toTime(S.time),
format("%d/%d/%d",S.key,S.rotate,S.hold),
format("%d %.2fPPS",S.piece,S.piece/S.time),
format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60),
format("%d(%d) %.2fAPM",S.atk,S.digatk,S.atk/S.time*60),
format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend),
format("%d/%d/%d/%d",S.clears[1],S.clears[2],S.clears[3],S.clears[4]),
format("(%d)/%d/%d/%d",S.spins[1],S.spins[2],S.spins[3],S.spins[4]),
format("%d/%d ; %d/%d",S.b2b,S.b3b,S.pc,S.hpc),
format("%d [%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
},
--From right-down, 60 degree each
radar={
(S.off+S.dig)/S.time*60,--DefPM
(S.send+S.dig)/S.time*60,--ADPM
S.atk/S.time*60, --AtkPM
S.send/S.time*60, --SendPM
S.piece/S.time*24, --LinePM
S.dig/S.time*60, --DigPM
},
val={1/80,1/80,1/80,1/60,1/100,1/40},
timing=org=="play",
}
local _=sceneTemp
local A,B=_.radar,_.val
--Normalize Values
for i=1,6 do
B[i]=B[i]*A[i]if B[i]>1.26 then B[i]=1.26+log(B[i]-.26,10)end
end
for i=1,6 do
A[i]=format("%.2f",A[i])..text.radarData[i]
end
local f=1
for i=1,6 do
if B[i]>.5 then f=2 end
if B[i]>1 then f=3 break end
end
if f==1 then _.color,f={.4,.9,.5},1.25 --Vegetable
elseif f==2 then _.color,f={.4,.7,.9},1 --Normal
elseif f==3 then _.color,f={1,.3,.3},.626 --Diao
end
A={
120*.5*f, 120*3^.5*.5*f,
120*-.5*f, 120*3^.5*.5*f,
120*-1*f, 120*0*f,
120*-.5*f, 120*-3^.5*.5*f,
120*.5*f, 120*-3^.5*.5*f,
120*1*f, 120*0*f,
}
_.scale=f
_.standard=A
for i=6,1,-1 do
B[2*i-1],B[2*i]=B[i]*A[2*i-1],B[i]*A[2*i]
end
_.val=B
end
function sceneBack.pause()
love.keyboard.setKeyRepeat(true)
if not game.replaying then
mergeStat(stat,players[1].stat)
end
FILE.saveData()
TASK.clear("play")
end
function keyDown.pause(key)
if key=="q"then
SCN.back()
elseif key=="escape"then
resumeGame()
elseif key=="s"then
SCN.go("setting_sound")
elseif key=="r"then
TASK.clear("play")
resetGameData()
SCN.swapTo("play","none")
elseif key=="p"and(game.result or game.replaying)then
TASK.removeTask_code(TICK.autoPause)
resetPartGameData(true)
SCN.swapTo("play","none")
end
end
function Tmr.pause(dt)
if not game.result then
game.pauseTime=game.pauseTime+dt
end
if sceneTemp.timer<50 then
sceneTemp.timer=sceneTemp.timer+1
end
end
local hexList={1,0,.5,1.732*.5,-.5,1.732*.5}
for i=1,6 do hexList[i]=hexList[i]*150 end
local textPos={90,131,-90,131,-200,-25,-90,-181,90,-181,200,-25}
local dataPos={90,143,-90,143,-200,-13,-90,-169,90,-169,200,-13}
function Pnt.pause()
local S=sceneTemp
local T=S.timer*.02
if T<1 or game.result then Pnt.play()end
--Dark BG
local _=T
if game.result then _=_*.7 end
gc.setColor(.15,.15,.15,_)
gc.push("transform")
gc.origin()
gc.rectangle("fill",0,0,scr.W,scr.H)
gc.pop()
--Pause Info
setFont(25)
if game.pauseCount>0 then
gc.setColor(1,.4,.4,T)
gc.print(text.pauseCount..":["..game.pauseCount.."] "..format("%.2f",game.pauseTime).."s",70,100)
end
gc.setColor(1,1,1,T)
--Mode Info
_=drawableText.modeName
gc.draw(_,40,170)
gc.draw(drawableText.levelName,60+_:getWidth(),170)
--Result Text
setFont(35)
mText(game.result and drawableText[game.result]or drawableText.pause,640,50-10*(5-sceneTemp.timer*.1)^1.5)
--Infos
if game.frame>180 then
_=S.list
setFont(26)
for i=1,10 do
gc.print(text.pauseStat[i],40,210+40*i)
gc.printf(_[i],195,210+40*i,300,"right")
end
end
--Radar Chart
if T>.5 and game.frame>180 then
T=T*2-1
gc.setLineWidth(2)
gc.push("transform")
gc.translate(1026,400)
--Polygon
gc.push("transform")
gc.scale((3-2*T)*T)
gc.setColor(1,1,1,T*(.5+.3*sin(Timer()*6.26)))gc.polygon("line",S.standard)
_=S.color
gc.setColor(_[1],_[2],_[3],T*.626)
_=S.val
for i=1,9,2 do
gc.polygon("fill",0,0,_[i],_[i+1],_[i+2],_[i+3])
end
gc.polygon("fill",0,0,_[11],_[12],_[1],_[2])
gc.setColor(1,1,1,T)gc.polygon("line",S.val)
gc.pop()
--Axes
gc.setColor(1,1,1,T)
for i=1,3 do
local x,y=hexList[2*i-1],hexList[2*i]
gc.line(-x,-y,x,y)
end
--Texts
local C
_=Timer()%6.2832
if _>3.1416 then
gc.setColor(1,1,1,-T*sin(_))
setFont(35)
C,_=text.radar,textPos
else
gc.setColor(1,1,1,T*sin(_))
setFont(18)
C,_=S.radar,dataPos
end
for i=1,6 do
mStr(C[i],_[2*i-1],_[2*i])
end
gc.pop()
end
end
end
do--setting_game
function sceneInit.setting_game()
BG.set("space")
end
function sceneBack.setting_game()
FILE.saveSetting()
end
function Pnt.setting_game()
gc.setColor(1,1,1)
mText(drawableText.setting_game,640,15)
gc.draw(blockSkin[int(Timer()*2)%11+1],590,540,Timer()%6.28319,2,nil,15,15)
end
end
do--setting_video
function sceneInit.setting_video()
BG.set("space")
end
function sceneBack.setting_video()
FILE.saveSetting()
end
function Pnt.setting_video()
gc.setColor(1,1,1)
mText(drawableText.setting_video,640,15)
end
end
do--setting_sound
function sceneInit.setting_sound()
sceneTemp={
last=0,--Last sound time
jump=0,--Animation timer(10 to 0)
}
BG.set("space")
end
function sceneBack.setting_sound()
FILE.saveSetting()
end
function mouseDown.setting_sound(x,y,k)
local s=sceneTemp
if x>780 and x<980 and y>470 and s.jump==0 then
s.jump=10
local t=Timer()-s.last
if t>1 then
VOC.play((t<1.5 or t>15)and"doubt"or rnd()<.8 and"happy"or"egg")
s.last=Timer()
end
end
end
function touchDown.setting_sound(id,x,y)
mouseDown.setting_sound(x,y)
end
function Tmr.setting_sound()
local t=sceneTemp.jump
if t>0 then
sceneTemp.jump=t-1
end
end
function Pnt.setting_sound()
gc.setColor(1,1,1)
mText(drawableText.setting_sound,640,15)
local t=Timer()
local _=sceneTemp.jump
local x,y=800,340+10*sin(t*.5)+(_-10)*_*.3
gc.translate(x,y)
gc.draw(IMG.miyaCH,0,0)
gc.setColor(1,1,1,.7)
gc.draw(IMG.miyaF1,4,47+4*sin(t*.9))
gc.draw(IMG.miyaF2,42,107+5*sin(t))
gc.draw(IMG.miyaF3,93,126+3*sin(t*.7))
gc.draw(IMG.miyaF4,129,98+3*sin(t*.7))
gc.translate(-x,-y)
end
end
do--setting_control
function sceneInit.setting_control()
sceneTemp={
das=setting.das,
arr=setting.arr,
pos=0,
dir=1,
wait=30,
}
BG.set("bg1")
end
function Tmr.setting_control()
local T=sceneTemp
if T.wait>0 then
T.wait=T.wait-1
if T.wait==0 then
T.pos=T.pos+T.dir
else
return
end
end
if T.das>0 then
T.das=T.das-1
if T.das==0 then
if T.arr==0 then
T.pos=T.pos+7*T.dir
T.das=setting.das+1
T.arr=setting.arr
T.dir=-T.dir
T.wait=26
else
T.pos=T.pos+T.dir
end
end
else
T.arr=T.arr-1
if T.arr==0 then
T.pos=T.pos+T.dir
T.arr=setting.arr
elseif T.arr==-1 then
T.pos=T.dir>0 and 8 or 0
T.arr=setting.arr
end
if T.pos%8==0 then
T.dir=-T.dir
T.wait=26
T.das=setting.das
end
end
end
function Pnt.setting_control()
--Testing grid line
gc.setLineWidth(4)
gc.setColor(1,1,1,.4)
gc.line(550,540,950,540)
gc.line(550,580,950,580)
gc.line(550,620,950,620)
for x=590,910,40 do
gc.line(x,530,x,630)
end
gc.setColor(1,1,1)
gc.line(550,530,550,630)
gc.line(950,530,950,630)
--Texts
gc.setColor(.7,.7,.7)gc.draw(drawableText.setting_control,80,50)
gc.setColor(1,1,1)gc.draw(drawableText.setting_control,80,50)
setFont(50)
gc.printf(text.preview,320,540,200,"right")
--Testing O mino
_=blockSkin[setting.skin[6]]
local x=550+40*sceneTemp.pos
gc.draw(_,x,540,nil,40/30)
gc.draw(_,x,580,nil,40/30)
gc.draw(_,x+40,540,nil,40/30)
gc.draw(_,x+40,580,nil,40/30)
end
end
do--setting_key
function sceneInit.setting_key()
sceneTemp={
board=1,
kb=1,js=1,
kS=false,jS=false,
}
end
function sceneBack.setting_key()
FILE.saveKeyMap()
end
function keyDown.setting_key(key)
local s=sceneTemp
if key=="escape"then
if s.kS then
s.kS=false
SFX.play("finesseError",.5)
else
SCN.back()
end
elseif s.kS then
for y=1,20 do
if keyMap[1][y]==key then keyMap[1][y]=""break end
if keyMap[2][y]==key then keyMap[2][y]=""break end
end
keyMap[s.board][s.kb]=key
SFX.play("reach",.5)
s.kS=false
elseif key=="return"or key=="space"then
s.kS=true
SFX.play("lock",.5)
elseif key=="up"or key=="w"then
if s.kb>1 then
s.kb=s.kb-1
SFX.play("move",.5)
end
elseif key=="down"or key=="s"then
if s.kb<20 then
s.kb=s.kb+1
SFX.play("move",.5)
end
elseif key=="left"or key=="a"or key=="right"or key=="d"then
s.board=3-s.board
SFX.play("rotate",.5)
end
end
function gamepadDown.setting_key(key)
local s=sceneTemp
if key=="back"then
if s.jS then
s.jS=false
SFX.play("finesseError",.5)
else
SCN.back()
end
elseif s.jS then
for y=1,20 do
if keyMap[3][y]==key then keyMap[3][y]=""break end
if keyMap[4][y]==key then keyMap[4][y]=""break end
end
keyMap[2+s.board][s.js]=key
SFX.play("reach",.5)
s.jS=false
elseif key=="start"then
s.jS=true
SFX.play("lock",.5)
elseif key=="dpup"then
if s.js>1 then
s.js=s.js-1
SFX.play("move",.5)
end
elseif key=="dpdown"then
if s.js<20 then
s.js=s.js+1
SFX.play("move",.5)
end
elseif key=="dpleft"or key=="dpright"then
s.board=3-s.board
SFX.play("rotate",.5)
end
end
function Pnt.setting_key()
local S=sceneTemp
local a=.3+sin(Timer()*15)*.1
if S.kS then gc.setColor(1,.3,.3,a)else gc.setColor(1,.7,.7,a)end
gc.rectangle("fill",
S.kb<11 and 240 or 840,
45*S.kb+20-450*int(S.kb/11),
200,45
)
if S.jS then gc.setColor(.3,.3,.1,a)else gc.setColor(.7,.7,1,a)end
gc.rectangle("fill",
S.js<11 and 440 or 1040,
45*S.js+20-450*int(S.js/11),
200,45
)
--Selection rect
gc.setColor(1,.3,.3)
mText(drawableText.keyboard,340,30)
mText(drawableText.keyboard,940,30)
gc.setColor(.3,.3,1)
mText(drawableText.joystick,540,30)
mText(drawableText.joystick,1140,30)
gc.setColor(1,1,1)
setFont(26)
local b1,b2=keyMap[S.board],keyMap[S.board+2]
for N=1,20 do
if N<11 then
gc.printf(text.acts[N],47,45*N+22,180,"right")
mStr(b1[N],340,45*N+22)
mStr(b2[N],540,45*N+22)
else
gc.printf(text.acts[N],647,45*N-428,180,"right")
mStr(b1[N],940,45*N-428)
mStr(b2[N],1040,45*N-428)
end
end
gc.setLineWidth(2)
for x=40,1240,200 do
gc.line(x,65,x,515)
end
for y=65,515,45 do
gc.line(40,y,1240,y)
end
setFont(35)
gc.print(text.page..S.board,280,590)
gc.draw(drawableText.ctrlSetHelp,50,650)
end
end
do--setting_skin
local scs=require("parts/spinCenters")
function Pnt.setting_skin()
gc.setColor(.7,.7,.7)gc.draw(drawableText.setting_skin,80,50)
gc.setColor(1,1,1)gc.draw(drawableText.setting_skin,80,50)
for N=1,7 do
local face=setting.face[N]
local B=blocks[N][face]
local x,y=-55+140*N-scs[N][face][2]*30,355+scs[N][face][1]*30
local col=#B[1]
for i=1,#B do for j=1,col do
if B[i][j]then
gc.draw(blockSkin[setting.skin[N]],x+30*j,y-30*i)
end
end end
gc.circle("fill",-10+140*N,340,sin(Timer()*10)+5)
end
for i=1,6 do
gc.draw(blockSkin[11+i],570+60*i,610,nil,2)
end
end
end
do--setting_touch
function sceneInit.setting_touch()
BG.set("rainbow")
sceneTemp={
default=1,
snap=1,
sel=nil,
}
end
function sceneBack.setting_touch()
FILE.saveVK()
end
local function onVK_org(x,y)
local dist,nearest=1e10
for K=1,#VK_org do
local b=VK_org[K]
if b.ava then
local d1=(x-b.x)^2+(y-b.y)^2
if d1<b.r^2 then
if d1<dist then
nearest,dist=K,d1
end
end
end
end
return nearest
end
function mouseDown.setting_touch(x,y,k)
if k==2 then SCN.back()end
sceneTemp.sel=onVK_org(x,y)or sceneTemp.sel
end
function mouseMove.setting_touch(x,y,dx,dy)
if sceneTemp.sel and ms.isDown(1)and not WIDGET.sel then
local B=VK_org[sceneTemp.sel]
B.x,B.y=B.x+dx,B.y+dy
end
end
function mouseUp.setting_touch(x,y,k)
if sceneTemp.sel then
local B=VK_org[sceneTemp.sel]
local k=snapLevelValue[sceneTemp.snap]
B.x,B.y=int(B.x/k+.5)*k,int(B.y/k+.5)*k
end
end
function touchDown.setting_touch(id,x,y)
sceneTemp.sel=onVK_org(x,y)or sceneTemp.sel
end
function touchUp.setting_touch(id,x,y)
if sceneTemp.sel then
local B=VK_org[sceneTemp.sel]
local k=snapLevelValue[sceneTemp.snap]
B.x,B.y=int(B.x/k+.5)*k,int(B.y/k+.5)*k
end
end
function touchMove.setting_touch(id,x,y,dx,dy)
if sceneTemp.sel and not WIDGET.sel then
local B=VK_org[sceneTemp.sel]
B.x,B.y=B.x+dx,B.y+dy
end
end
local function VirtualkeyPreview()
if setting.VKSwitch then
for i=1,#VK_org do
local B=VK_org[i]
if B.ava then
local c=sceneTemp.sel==i and .6 or 1
gc.setColor(c,1,c,setting.VKAlpha)
gc.setLineWidth(B.r*.07)
gc.circle("line",B.x,B.y,B.r,10)
if setting.VKIcon then gc.draw(TEXTURE.VKIcon[i],B.x,B.y,nil,B.r*.025,nil,18,18)end
end
end
end
end
function Pnt.setting_touch()
gc.setColor(1,1,1)
gc.setLineWidth(7)gc.rectangle("line",340,15,600,690)
gc.setLineWidth(3)gc.rectangle("line",490,85,300,600)
VirtualkeyPreview()
local d=snapLevelValue[sceneTemp.snap]
if d>=10 then
gc.setLineWidth(3)
gc.setColor(1,1,1,sin(Timer()*4)*.1+.1)
for i=1,1280/d-1 do
gc.line(d*i,0,d*i,720)
end
for i=1,720/d-1 do
gc.line(0,d*i,1280,d*i)
end
end
end
end
do--setting_trackSetting
function Pnt.setting_trackSetting()
gc.setColor(1,1,1)
mText(drawableText.VKTchW,140+50*setting.VKTchW,260)
mText(drawableText.VKOrgW,140+50*setting.VKTchW+50*setting.VKCurW,320)
mText(drawableText.VKCurW,640+50*setting.VKCurW,380)
end
end
do--setting_touchSwitch
function sceneInit.setting_touchSwitch()
BG.set("matrix")
end
end
do--setting_lang
function sceneBack.setting_lang()
FILE.saveSetting()
end
end
do--help
function sceneInit.help()
BG.set("space")
end
function Pnt.help()
setFont(20)
gc.setColor(1,1,1)
for i=1,#text.help do
gc.printf(text.help[i],150,35*i+40,1000,"center")
end
setFont(19)
gc.print(text.used,30,330)
gc.draw(IMG.title,280,610,.1,1+.05*sin(Timer()*2.6),nil,206,35)
gc.setLineWidth(3)
gc.rectangle("line",18,18,263,263)
gc.rectangle("line",1012,18,250,250)
gc.draw(IMG.pay1,20,20)
gc.draw(IMG.pay2,1014,20)
setFont(20)
mStr(text.group,640,490)
gc.setColor(1,1,1,sin(Timer()*20)*.3+.6)
setFont(30)
mStr(text.support,150+sin(Timer()*4)*20,283)
mStr(text.support,1138-sin(Timer()*4)*20,270)
end
end
do--staff
function sceneInit.staff()
sceneTemp={
time=0,
v=1,
}
BG.set("space")
end
function Tmr.staff(dt)
local S=sceneTemp
if kb.isDown("space","return")and S.v<6.26 then
S.v=S.v+.26
elseif S.v>1 then
S.v=S.v-.26
end
S.time=S.time+S.v*dt
if S.time>45 then
S.time=45
end
end
function Pnt.staff()
local L=text.staff
local t=sceneTemp.time
setFont(40)
for i=1,#L do
mStr(L[i],640,800+80*i-t*40)
end
mDraw(IMG.title_color,640,800-t*40,nil,2)
mDraw(IMG.title_color,640,2160-t*40,nil,2)
end
end
do--stat
function sceneInit.stat()
local S=stat
local X1,X2,Y1,Y2={0,0,0,0},{0,0,0,0},{},{}
for i=1,7 do
local S,C=S.spin[i],S.clear[i]
Y1[i]=S[1]+S[2]+S[3]+S[4]
Y2[i]=C[1]+C[2]+C[3]+C[4]
for j=1,4 do
X1[j]=X1[j]+S[j]
X2[j]=X2[j]+C[j]
end
end
sceneTemp={
chart={
A1=S.spin,A2=S.clear,
X1=X1,X2=X2,
Y1=Y1,Y2=Y2,
},
item={
S.run,
S.game,
toTime(S.time),
S.key.." "..S.rotate.." "..S.hold,
S.piece.." "..S.row.." "..int(S.atk),
S.recv.." "..S.off.." "..S.pend,
S.dig.." "..int(S.digatk),
format("%.2f %.2f",S.atk/S.row,S.digatk/S.dig),
format("%d/%.3f%%",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
S.b2b.." "..S.b3b,
S.pc.." "..S.hpc,
},
}
for i=1,11 do
sceneTemp.item[i]=text.stat[i].."\t"..sceneTemp.item[i]
end
end
function Pnt.stat()
local chart=sceneTemp.chart
setFont(24)
local _,__=SKIN.libColor,setting.skin
local A,B=chart.A1,chart.A2
for x=1,7 do
gc.setColor(_[__[x]])
mStr(text.block[x],80*x,40)
mStr(text.block[x],80*x,280)
for y=1,4 do
mStr(A[x][y],80*x,40+40*y)
mStr(B[x][y],80*x,280+40*y)
end
mStr(chart.Y1[x],80*x,240)
mStr(chart.Y2[x],80*x,480)
end
gc.setColor(1,1,1)
A,B=chart.X1,chart.X2
mStr(text.stat.spin,650,45)
mStr(text.stat.clear,650,285)
for y=1,4 do
mStr(A[y],650,40+40*y)
mStr(B[y],650,280+40*y)
end
setFont(22)
for i=1,11 do
gc.print(sceneTemp.item[i],740,40*i+10)
end
gc.setLineWidth(4)
for x=1,8 do
x=80*x-40
gc.line(x,80,x,240)
gc.line(x,320,x,480)
end
for y=2,6 do
gc.line(40,40*y,600,40*y)
gc.line(40,240+40*y,600,240+40*y)
end
gc.draw(IMG.title,260,615,.2+.04*sin(Timer()*3),nil,nil,206,35)
end
end
do--history
function sceneInit.history()
BG.set("rainbow")
sceneTemp={
text=require("parts/updateLog"),--Text list
pos=1,--Scroll pos
}
if newVersionLaunch then
newVersionLaunch=nil
sceneTemp.pos=4
end
end
function wheelMoved.history(x,y)
wheelScroll(y)
end
function keyDown.history(key)
if key=="up"then
sceneTemp.pos=max(sceneTemp.pos-1,1)
elseif key=="down"then
sceneTemp.pos=min(sceneTemp.pos+1,#sceneTemp.text)
elseif key=="escape"then
SCN.back()
end
end
function Pnt.history()
gc.setColor(.2,.2,.2,.7)
gc.rectangle("fill",30,45,1000,632)
gc.setColor(1,1,1)
gc.setLineWidth(4)
gc.rectangle("line",30,45,1000,632)
setFont(20)
local S=sceneTemp
gc.print(S.text[S.pos],40,50)
end
end
do--debug
function sceneInit.debug()
sceneTemp={
reset=false,
}
end
end
do--quit
function sceneInit.quit()
if rnd()>.000626 then
love.timer.sleep(.3)
love.event.quit()
else
error("So lucky! 0.0626 precent to get this!!! You can quit the game now.")
end
end
end