303 lines
5.7 KiB
Lua
303 lines
5.7 KiB
Lua
local gc=love.graphics
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local int,ceil,rnd,abs=math.floor,math.ceil,math.random,math.abs
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local max,min,sin,cos=math.max,math.min,math.sin,math.cos
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local BG
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local scr=scr
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local BGvars={_G=_G,SHADER=SHADER}
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local back={}
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back.none={
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draw=function()
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gc.clear(.15,.15,.15)
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end,
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}
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back.grey={
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draw=function()
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gc.clear(.3,.3,.3)
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end,
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}
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back.glow={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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local t=(sin(t*.5)+sin(t*.7)+sin(t*.9+1)+sin(t*1.5)+sin(t*2+10))*.08
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gc.clear(t,t,t)
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end,
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}--light-dark
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back.rgb={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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gc.clear(
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sin(t*1.2)*.15+.2,
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sin(t*1.5)*.15+.2,
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sin(t*1.9)*.15+.2
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)
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end,
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}--Changing pure color
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back.strap={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.strap:send("t",t*.626)
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gc.setColor(.4,.626,.626)
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gc.setShader(SHADER.strap)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Horizonal ranbow
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back.flink={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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local t=.13-t%3%1.7
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if t<.2 then gc.clear(t,t,t)
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else gc.clear(0,0,0)
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end
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end,
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}--flash after random time
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back.aura={
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init=function()
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t=rnd()*3600
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BG.resize(scr.w,scr.h)
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end,
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resize=function(w,h)
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SHADER.aura:send("w",w*scr.dpi)
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SHADER.aura:send("h",h*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.aura:send("t",t)
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gc.setShader(SHADER.aura)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--cool liquid background
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back.game1={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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end,
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resize=function(w,h)
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SHADER.rainbow:send("w",w*scr.dpi)
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SHADER.rainbow:send("h",h*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.rainbow:send("t",t)
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gc.setColor(.6,.6,.6)
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gc.setShader(SHADER.rainbow)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Rolling rainbow
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back.game2={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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end,
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resize=function(w,h)
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SHADER.rainbow:send("w",w*scr.dpi)
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SHADER.rainbow:send("h",h*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.rainbow:send("t",t)
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gc.setColor(.7,.4,.4)
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gc.setShader(SHADER.rainbow)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Red rolling rainbow
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back.game3={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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end,
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resize=function(w,h)
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SHADER.rainbow:send("w",w*scr.dpi)
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SHADER.rainbow:send("h",h*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.rainbow:send("t",t)
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gc.setColor(.5,.5,.8)
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gc.setShader(SHADER.rainbow)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Blue rolling rainbow
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back.game4={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.strap:send("t",t*1.26)
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gc.setColor(.5,.626,.74)
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gc.setShader(SHADER.strap)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Blue strap
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back.game5={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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local t=2.5-t%20%6%2.5
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if t<.3 then gc.clear(t,t,t)
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else gc.clear(0,0,0)
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end
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end,
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}--Lightning
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local blocks=require("parts/mino")
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local scs=require("parts/spinCenters")
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back.game6={
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init=function()
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t=0
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colorLib=_G.SKIN.libColor
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colorSet=_G.setting.skin
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miniBlock=_G.miniBlock
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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local t=1.2-t%10%3%1.2
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if t<.3 then gc.clear(t,t,t)
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else gc.clear(0,0,0)
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end
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local R=7-int(t*.5)%7
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local _=colorLib[colorSet[R]]
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gc.setColor(_[1],_[2],_[3],.1)
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gc.draw(miniBlock[R],640,360,t%3.1416*6,400,400,scs[R][0][2]-.5,#blocks[R][0]-scs[R][0][1]+.5)
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end,
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}--Fast lightning + spining tetromino
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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
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back.matrix={
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init=function()
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t=rnd()*3600
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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gc.scale(scr.k)
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gc.clear(.15,.15,.15)
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local Y=ceil(scr.h*scr.dpi/80)
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for x=1,ceil(scr.w*scr.dpi/80)do
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for y=1,Y do
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gc.setColor(1,1,1,sin(x+matrixT[x][y]*t)*.1+.1)
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gc.rectangle("fill",80*x,80*y,-80,-80)
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end
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end
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gc.scale(1/scr.k)
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end,
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}
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back.space={
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init=function()
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stars={}
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W,H=scr.w+20,scr.h+20
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BG.resize(scr.w,scr.h)
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end,
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resize=function(w,h)
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local S=stars
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for i=1,1260,5 do
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local s=rnd(26,40)*.1
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S[i]=s*scr.k --size
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S[i+1]=rnd(W)-10 --x
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S[i+2]=rnd(H)-10 --y
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S[i+3]=(rnd()-.5)*.01*s --vx
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S[i+4]=(rnd()-.5)*.01*s --vy
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end--800 var
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end,
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update=function(dt)
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local S=stars
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for i=1,1260,5 do
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S[i+1]=(S[i+1]+S[i+3])%W
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S[i+2]=(S[i+2]+S[i+4])%H
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end--star moving
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end,
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draw=function()
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gc.clear(.2,.2,.2)
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if not stars[1]then return end
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gc.translate(-10,-10)
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gc.setColor(.8,.8,.8)
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for i=1,1260,5 do
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local s=stars
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local x,y=s[i+1],s[i+2]
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s=s[i]
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gc.rectangle("fill",x,y,s,s)
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end
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gc.translate(10,10)
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end,
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discard=function()
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stars={}
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end,
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}
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for _,bg in next,back do
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if not bg.init then bg.init= NULL end setfenv(bg.init ,BGvars)
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if not bg.resize then bg.resize= NULL end setfenv(bg.resize ,BGvars)
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if not bg.update then bg.update= NULL end setfenv(bg.update ,BGvars)
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if not bg.discard then bg.discard=NULL end setfenv(bg.discard ,BGvars)
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if not bg.draw then bg.draw= NULL end setfenv(bg.draw ,BGvars)
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end--make BG vars invisible
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BG={
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cur="none",
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resize=NULL,
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update=NULL,
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draw=back.none.draw,
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}
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function BG.set(bg)
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if bg==BG.cur or not setting.bg then return end
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if BG.discard then
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BG.discard()
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collectgarbage()
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end
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BG.cur=bg
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bg=back[bg]
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BG.init=bg.init or NULL
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BG.resize=bg.resize or NULL
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BG.update=bg.update or NULL
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BG.discard=bg.discard or NULL
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BG.draw=bg.draw or NULL
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BG.init()
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end
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return BG |