328 lines
8.1 KiB
Lua
328 lines
8.1 KiB
Lua
local gc=love.graphics
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local int,rnd=math.floor,math.random
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local format=string.format
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local mStr=mStr
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local scene={}
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local board,cx,cy
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local startTime,time
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local move,push,state
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local color,blind
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local slide,pathVis,revKB
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function scene.sceneInit()
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BG.set("rainbow2")
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BGM.play("push")
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board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}}
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cx,cy=4,4
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startTime=0
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time=0
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move,push=0,0
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state=2
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color=0
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blind=false
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slide=true
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pathVis=true
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revKB=false
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end
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local function moveU(x,y)
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if y<4 then
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board[y][x],board[y+1][x]=board[y+1][x],board[y][x]
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cy=cy+1
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end
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end
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local function moveD(x,y)
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if y>1 then
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board[y][x],board[y-1][x]=board[y-1][x],board[y][x]
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cy=cy-1
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end
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end
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local function moveL(x,y)
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if x<4 then
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board[y][x],board[y][x+1]=board[y][x+1],board[y][x]
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cx=cx+1
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end
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end
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local function moveR(x,y)
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if x>1 then
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board[y][x],board[y][x-1]=board[y][x-1],board[y][x]
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cx=cx-1
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end
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end
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local function shuffleBoard()
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for i=1,300 do
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i=rnd()
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if i<.25 then moveU(cx,cy)
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elseif i<.5 then moveD(cx,cy)
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elseif i<.75 then moveL(cx,cy)
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else moveR(cx,cy)
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end
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end
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end
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local function checkBoard(b)
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for i=4,1,-1 do
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for j=1,4 do
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if b[i][j]~=4*i+j-4 then return false end
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end
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end
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return true
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end
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local function tapBoard(x,y,key)
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if state<2 then
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if not key then
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if pathVis then
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SYSFX.newShade(6,x-5,y-5,11,11,1,1,1)
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end
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x,y=int((x-320)/160)+1,int((y-40)/160)+1
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end
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local b=board
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local moves=0
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if cx==x then
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if y>cy and y<5 then
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for i=cy,y-1 do
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moveU(x,i)
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moves=moves+1
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end
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elseif y<cy and y>0 then
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for i=cy,y+1,-1 do
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moveD(x,i)
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moves=moves+1
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end
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end
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elseif cy==y then
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if x>cx and x<5 then
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for i=cx,x-1 do
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moveL(i,y)
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moves=moves+1
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end
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elseif x<cx and x>0 then
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for i=cx,x+1,-1 do
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moveR(i,y)
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moves=moves+1
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end
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end
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end
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if moves>0 then
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push=push+1
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move=move+moves
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if state==0 then
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state=1
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startTime=TIME()
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end
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if checkBoard(b)then
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state=2
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time=TIME()-startTime
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if time<1 then LOG.print("不是人",COLOR.lBlue)
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elseif time<2 then LOG.print("还是人",COLOR.lBlue)
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elseif time<3 then LOG.print("神仙",COLOR.lBlue)
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elseif time<5 then LOG.print("太强了",COLOR.lBlue)
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elseif time<7.5 then LOG.print("很强",COLOR.lBlue)
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elseif time<10 then LOG.print("可以的",COLOR.lBlue)
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elseif time<20 then LOG.print("马上入门了",COLOR.lBlue)
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elseif time<30 then LOG.print("入门不远了",COLOR.lBlue)
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elseif time<60 then LOG.print("多加练习",COLOR.lBlue)
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else LOG.print("第一次玩?加油",COLOR.lBlue)
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end
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SFX.play("win")
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return
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end
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SFX.play("move")
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end
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end
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end
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function scene.keyDown(key)
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if key=="up"then
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tapBoard(cx,cy-(revKB and 1 or -1),true)
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elseif key=="down"then
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tapBoard(cx,cy+(revKB and 1 or -1),true)
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elseif key=="left"then
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tapBoard(cx-(revKB and 1 or -1),cy,true)
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elseif key=="right"then
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tapBoard(cx+(revKB and 1 or -1),cy,true)
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elseif key=="space"then
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shuffleBoard()
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state=0
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time=0
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move,push=0,0
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elseif key=="q"then
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if state~=1 then
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color=(color+1)%5
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end
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elseif key=="w"then
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if state==0 then
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blind=not blind
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end
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elseif key=="e"then
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if state==0 then
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slide=not slide
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if not slide then
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pathVis=false
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end
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end
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elseif key=="r"then
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if state==0 and slide then
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pathVis=not pathVis
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end
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elseif key=="t"then
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if state==0 then
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revKB=not revKB
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end
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elseif key=="escape"then
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SCN.back()
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end
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end
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function scene.mouseDown(x,y)
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tapBoard(x,y)
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end
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function scene.mouseMove(x,y)
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if slide then
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tapBoard(x,y)
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end
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end
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function scene.touchDown(x,y)
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tapBoard(x,y)
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end
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function scene.touchMove(x,y)
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if slide then
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tapBoard(x,y)
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end
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end
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function scene.update()
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if state==1 then
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time=TIME()-startTime
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end
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end
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local frontColor={
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[0]={
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COLOR.lRed,COLOR.lRed,COLOR.lRed,COLOR.lRed,
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COLOR.lGreen,COLOR.lBlue,COLOR.lBlue,COLOR.lBlue,
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COLOR.lGreen,COLOR.lYellow,COLOR.lPurple,COLOR.lPurple,
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COLOR.lGreen,COLOR.lYellow,COLOR.lPurple,COLOR.lPurple,
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},--Colored(rank)
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{
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COLOR.lRed,COLOR.lRed,COLOR.lRed,COLOR.lRed,
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COLOR.lOrange,COLOR.lYellow,COLOR.lYellow,COLOR.lYellow,
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COLOR.lOrange,COLOR.lGreen,COLOR.lBlue,COLOR.lBlue,
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COLOR.lOrange,COLOR.lGreen,COLOR.lBlue,COLOR.lBlue,
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},--Rainbow(rank)
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{
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COLOR.lRed,COLOR.lRed,COLOR.lRed,COLOR.lRed,
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COLOR.lBlue,COLOR.lBlue,COLOR.lBlue,COLOR.lBlue,
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COLOR.lGreen,COLOR.lYellow,COLOR.lPurple,COLOR.lPurple,
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COLOR.lGreen,COLOR.lYellow,COLOR.lPurple,COLOR.lPurple,
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},--Colored(row)
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{
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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},--Grey
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{
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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COLOR.white,COLOR.white,COLOR.white,COLOR.white,
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},--Black
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}
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local backColor={
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[0]={
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COLOR.dRed,COLOR.dRed,COLOR.dRed,COLOR.dRed,
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COLOR.dGreen,COLOR.dBlue,COLOR.dBlue,COLOR.dBlue,
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COLOR.dGreen,COLOR.dYellow,COLOR.dPurple,COLOR.dPurple,
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COLOR.dGreen,COLOR.dYellow,COLOR.dPurple,COLOR.dPurple,
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},--Colored(rank)
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{
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COLOR.dRed,COLOR.dRed,COLOR.dRed,COLOR.dRed,
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COLOR.dOrange,COLOR.dYellow,COLOR.dYellow,COLOR.dYellow,
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COLOR.dOrange,COLOR.dGreen,COLOR.dBlue,COLOR.dBlue,
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COLOR.dOrange,COLOR.dGreen,COLOR.dBlue,COLOR.dBlue,
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},--Rainbow(rank)
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{
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COLOR.dRed,COLOR.dRed,COLOR.dRed,COLOR.dRed,
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COLOR.dBlue,COLOR.dBlue,COLOR.dBlue,COLOR.dBlue,
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COLOR.dGreen,COLOR.dYellow,COLOR.dPurple,COLOR.dPurple,
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COLOR.dGreen,COLOR.dYellow,COLOR.dPurple,COLOR.dPurple,
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},--Colored(row)
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{
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COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,
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COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,
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COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,
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COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,COLOR.dGrey,
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},--Grey
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{
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COLOR.black,COLOR.black,COLOR.black,COLOR.black,
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COLOR.black,COLOR.black,COLOR.black,COLOR.black,
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COLOR.black,COLOR.black,COLOR.black,COLOR.black,
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COLOR.black,COLOR.black,COLOR.black,COLOR.black,
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},--Black
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}
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function scene.draw()
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setFont(40)
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gc.setColor(1,1,1)
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gc.print(format("%.3f",time),1026,80)
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gc.setColor(1,.8,.8)
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gc.print(move,1026,130)
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gc.setColor(.8,.8,1)
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gc.print(push,1026,180)
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if state==2 then
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--Draw no-setting area
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gc.setColor(1,0,0,.3)
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gc.rectangle("fill",15,295,285,340)
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gc.setColor(.9,.9,0)--win
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elseif state==1 then
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gc.setColor(.9,.9,.9)--game
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elseif state==0 then
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gc.setColor(.2,.8,.2)--ready
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end
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gc.setLineWidth(10)
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gc.rectangle("line",313,33,654,654,18)
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gc.setLineWidth(4)
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local mono=blind and state==1
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setFont(80)
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for i=1,4 do
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for j=1,4 do
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if cx~=j or cy~=i then
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local N=board[i][j]
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local C=mono and 3 or color
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gc.setColor(backColor[C][N])
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gc.rectangle("fill",j*160+163,i*160-117,154,154,8)
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gc.setColor(frontColor[C][N])
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gc.rectangle("line",j*160+163,i*160-117,154,154,8)
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if not mono then
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gc.setColor(.1,.1,.1)
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mStr(N,j*160+240,i*160-96)
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mStr(N,j*160+242,i*160-98)
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gc.setColor(1,1,1)
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mStr(N,j*160+243,i*160-95)
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end
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end
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end
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end
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gc.setColor(0,0,0,.3)
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gc.setLineWidth(10)
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gc.rectangle("line",cx*160+173,cy*160-107,134,134,50)
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end
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local function Gaming()return state==1 end
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scene.widgetList={
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WIDGET.newButton{name="reset", x=160,y=100,w=180,h=100,color="lGreen",font=40,code=pressKey"space"},
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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},
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WIDGET.newSwitch{name="blind", x=240,y=330,w=60, font=40,disp=function()return blind end, code=pressKey"w", hide=Gaming},
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WIDGET.newSwitch{name="slide", x=240,y=420,w=60, font=40,disp=function()return slide end, code=pressKey"e", hide=Gaming},
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WIDGET.newSwitch{name="pathVis",x=240,y=510,w=60, font=40,disp=function()return pathVis end, code=pressKey"r", hide=function()return state==1 or not slide end},
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WIDGET.newSwitch{name="revKB", x=240,y=600,w=60, font=40,disp=function()return revKB end, code=pressKey"t", hide=Gaming},
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WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80, font=40,code=backScene},
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}
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return scene |