231 lines
4.2 KiB
Lua
231 lines
4.2 KiB
Lua
local gc=love.graphics
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local gc_setColor=gc.setColor
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local tc=love.touch
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local sin=math.sin
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local SCR=SCR
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local VK=virtualkey
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local onVirtualkey=onVirtualkey
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local pressVirtualkey=pressVirtualkey
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local updateVirtualkey=updateVirtualkey
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local noTouch,noKey=false,false
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local touchMoveLastFrame=false
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local scene={}
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function scene.sceneInit()
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love.keyboard.setKeyRepeat(false)
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if GAME.init then
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resetGameData()
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GAME.init=false
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end
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noKey=GAME.replaying
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noTouch=not SETTING.VKSwitch or noKey
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end
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scene.mouseDown=NULL
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local function restart()
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resetGameData(GAME.frame<240 and"q")
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noKey=GAME.replaying
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noTouch=noKey
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end
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function scene.touchDown(x,y)
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if noTouch then return end
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local t=onVirtualkey(x,y)
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if t then
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PLAYERS[1]:pressKey(t)
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pressVirtualkey(t,x,y)
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end
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end
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function scene.touchUp(x,y)
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if noTouch then return end
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local t=onVirtualkey(x,y)
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if t then
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PLAYERS[1]:releaseKey(t)
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end
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end
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function scene.touchMove()
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if noTouch or touchMoveLastFrame then return end
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touchMoveLastFrame=true
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local L=tc.getTouches()
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for i=#L,1,-1 do
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L[2*i-1],L[2*i]=SCR.xOy:inverseTransformPoint(tc.getPosition(L[i]))
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end
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for n=1,#VK do
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local B=VK[n]
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if B.ava then
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for i=1,#L,2 do
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if(L[i]-B.x)^2+(L[i+1]-B.y)^2<=B.r^2 then
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goto CONTINUE_nextKey
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end
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end
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PLAYERS[1]:releaseKey(n)
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end
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::CONTINUE_nextKey::
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end
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end
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function scene.keyDown(key)
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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if noKey then return end
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PLAYERS[1]:pressKey(k)
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VK[k].isDown=true
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VK[k].pressTime=10
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else
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restart()
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end
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elseif key=="escape"then
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pauseGame()
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end
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end
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function scene.keyUp(key)
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if noKey then return end
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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PLAYERS[1]:releaseKey(k)
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VK[k].isDown=false
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end
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elseif key=="back"then
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pauseGame()
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end
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end
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function scene.gamepadDown(key)
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if noKey then return end
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local k=keyMap.joystick[key]
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if k then
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if k>0 then
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PLAYERS[1]:pressKey(k)
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VK[k].isDown=true
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VK[k].pressTime=10
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else
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restart()
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end
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elseif key=="back"then
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pauseGame()
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end
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end
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function scene.gamepadUp(key)
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if noKey then return end
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local k=keyMap.joystick[key]
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if k then
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if k>0 then
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PLAYERS[1]:releaseKey(k)
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VK[k].isDown=false
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end
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elseif key=="back"then
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pauseGame()
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end
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end
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function scene.update(dt)
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local _
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local GAME=GAME
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--Replay
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if GAME.replaying then
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_=GAME.replaying
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local P1=PLAYERS[1]
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local L=GAME.rep
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while GAME.frame==L[_]do
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local key=L[_+1]
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if key==0 then--Just wait
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elseif key<=32 then--Press key
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P1:pressKey(key)
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pressVirtualkey(key)
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elseif key<=64 then--Release key
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P1:releaseKey(key-32)
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VK[key-32].isDown=false
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end
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_=_+2
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end
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GAME.replaying=_
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end
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touchMoveLastFrame=false
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updateVirtualkey()
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GAME.frame=GAME.frame+1
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--Counting, include pre-das
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if checkStart()then return end
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--Update players
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for p=1,#PLAYERS do PLAYERS[p]:update(dt)end
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--Warning check
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checkWarning()
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--Fresh royale target
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if GAME.modeEnv.royaleMode and GAME.frame%120==0 then
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freshMostDangerous()
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end
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end
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local function drawAtkPointer(x,y)
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local t=TIME()
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local a=t*3%1*.8
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t=sin(t*20)
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gc_setColor(.2,.7+t*.2,1,.6+t*.4)
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gc.circle("fill",x,y,25,6)
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gc_setColor(0,.6,1,.8-a)
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gc.circle("line",x,y,30*(1+a),6)
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end
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function scene.draw()
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drawFWM()
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--Players
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for p=1,#PLAYERS do
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PLAYERS[p]:draw()
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end
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--Virtual keys
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drawVirtualkeys()
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--Attacking & Being attacked
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if GAME.modeEnv.royaleMode then
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local P=PLAYERS[1]
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gc.setLineWidth(5)
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gc_setColor(.8,1,0,.2)
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for i=1,#P.atker do
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local p=P.atker[i]
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gc.line(p.centerX,p.centerY,P.x+300*P.size,P.y+670*P.size)
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end
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if P.atkMode~=4 then
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if P.atking then
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drawAtkPointer(P.atking.centerX,P.atking.centerY)
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end
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else
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for i=1,#P.atker do
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local p=P.atker[i]
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drawAtkPointer(p.centerX,p.centerY)
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end
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end
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end
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--Mode info
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gc_setColor(1,1,1,.8)
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gc.draw(drawableText.modeName,485,10)
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--Replaying
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if GAME.replaying then
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gc_setColor(1,1,TIME()%1>.5 and 1 or 0)
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mText(drawableText.replaying,770,17)
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end
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--Warning
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drawWarning()
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end
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scene.widgetList={
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WIDGET.newKey{name="restart",fText="R",x=380,y=35,w=60,font=40,code=restart},
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WIDGET.newKey{name="pause",fText="II",x=900,y=35,w=60,font=40,code=function()pauseGame()end},
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}
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return scene |