Files
Techmino/call&sys.lua
2020-02-04 19:31:31 +08:00

577 lines
12 KiB
Lua

function onVirtualkey(x,y)
local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
d2=(x-b[1])^2+(y-b[2])^2
if d2<b[3]then
if not nearest or d2<distance then
nearest,distance=K,d2
end
end
end
return nearest
end
function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then
if Buttons[scene][1]then
Buttons.sel=1
end
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end
elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
end
end
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then
if Buttons[scene][1]then
Buttons.sel=1
end
mouseShow=false
else
Buttons.sel=Buttons[scene][Buttons.sel][i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]or Buttons.sel
end
elseif i=="start"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
end
end
mouseShow=false
end
mouseDown={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
back()
else
gotoScene("main")
end
end
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then
modeSel=modeSel+1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="up"then
if modeSel>1 then
modeSel=modeSel-1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="left"then
if levelSel>1 then
levelSel=levelSel-1
end
elseif key=="right"then
if levelSel<#modeLevel[modeID[modeSel]]then
levelSel=levelSel+1
end
elseif key=="return"then
loadGame(modeSel,levelSel)
elseif key=="c"then
gotoScene("custom")
elseif key=="escape"then
back()
end
end
function keyDown.custom(key)
if key=="left"then
local k=customID[optSel]
customSel[k]=(customSel[k]-2)%#customRange[k]+1
elseif key=="right"then
local k=customID[optSel]
customSel[k]=customSel[k]%#customRange[k]+1
elseif key=="down"then
optSel=optSel%#customID+1
elseif key=="up"then
optSel=(optSel-2)%#customID+1
elseif key=="return"then
loadGame(0,1)
elseif key=="escape"then
back()
end
end
function keyDown.setting2(key)
if key=="escape"then
if keyboardSetting then
keyboardSetting=false
else
back()
end
elseif keyboardSetting then
for l=1,8 do
for y=1,13 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
end
end
setting.keyMap[curBoard][keyboardSet]=key
keyboardSetting=false
elseif key=="return"then
keyboardSetting=true
elseif key=="up"then
keyboardSet=max(keyboardSet-1,1)
elseif key=="down"then
keyboardSet=min(keyboardSet+1,13)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
curBoard=min(curBoard+1,8)
end
end
function keyDown.play(key)
if key=="escape"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
pressKey(k,players[p])
return
end
end
end
end
end
keyUp={}
function keyUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return
end
end
end
end
end
gamepadDown={}
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
function gamepadDown.mode(key)
if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end
elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then
loadGame(modeSel,levelSel)
elseif key=="back"then
back()
end
end
function gamepadDown.setting2(key)
if key=="back"then
if joystickSetting then
joystickSetting=false
else
back()
end
elseif joystickSetting then
for l=9,16 do
for y=1,12 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
end
end
setting.keyMap[8+curBoard][joystickSet]=key
joystickSetting=false
elseif key=="start"then
joystickSetting=true
elseif key=="up"then
joystickSet=max(joystickSet-1,1)
elseif key=="down"then
joystickSet=min(joystickSet+1,12)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
curBoard=min(curBoard+1,8)
end
end
function gamepadDown.play(key)
if key=="back"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k,players[p])
return
end
end
end
end
end
gamepadUp={}
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
releaseKey(k,players[p])
return
end
end
end
end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i
return
end
end
end
end
end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
else
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==2 then
back()
end
end
end
end
function love.mousereleased(x,y,k,t,num)
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
love.mousemoved(x,y)
mouseShow=false
end
if scene=="play"then
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
elseif scene=="intro"then
gotoScene("main")
end
end
function love.touchreleased(id,x,y)
if id==touching then
touching=nil
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
end
Buttons.sel=nil
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
elseif scene=="setting3"and sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
end
function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y)
mouseShow=false
if not Buttons.sel then
touching=nil
end
if scene=="play"and setting.virtualkeySwitch then
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[1])^2+(y-b[2])^2<=b[3]then return end
end
if players[1].isKeyDown[n]then
releaseKey(n,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end
function love.keypressed(i)
if i=="f12"then devMode=not devMode end
if devMode then
if i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
elseif Buttons.sel then
local B=Buttons[scene][Buttons.sel]
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end
mouseShow=false
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
end
end
function love.gamepadpressed(joystick,i)
if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then back()
else buttonControl_gamepad(i)
end
mouseShow=false
end
function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i)
end
end
--[[
function love.joystickpressed(js,k)
end
function love.joystickaxis(js,axis,val)
end
function love.joystickhat(js,hat,dir)
end
]]
function love.update(dt)
--[[
if players then
for k,v in pairs(players[1])do
if rawget(_G,k)then print(k)end
end
end--check player data flew(debugging)
]]
for i=#BGblock,1,-1 do
BGblock[i].y=BGblock[i].y+BGblock[i].v
if BGblock[i].y>720 then rem(BGblock,i)end
end
if setting.bgblock then
BGblock.ct=BGblock.ct-1
if BGblock.ct==0 then
ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
end
end
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
for i=1,#Buttons[scene]do
Buttons[scene][i].alpha=0
end--Reset buttons' state
game[sceneSwaping.tar]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
elseif Tmr[scene]then
Tmr[scene](dt)
end
updateButton()
end
function love.sendData(data)
return
end
function love.receiveData(id,data)
return
end
function love.draw()
gc.clear()
Pnt.BG[curBG]()
gc.setColor(1,1,1,.3)
for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end
end end
end
if Pnt[scene]then Pnt[scene]()end
drawButton()
if mouseShow and not touching then
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[r][0][1]+.5)
gc.setColor(1,1,1,.5)
gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)
gc.circle("fill",mx,my,3)
end
if sceneSwaping then sceneSwaping.draw()end
if wh/ww>.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,ww*9/16-wh)
gc.rectangle("fill",0,720,1280,wh-ww*9/16)
elseif wh/ww<.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,wh*16/9-ww,720)
gc.rectangle("fill",1280,0,ww-wh*16/9,720)
end
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end
end
function love.resize(w,h)
ww,wh=w,h
screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy)
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch
math.randomseed(os.time()*626)
return function()
love.event.pump()
for name,a,b,c,d,e,f in love.event.poll()do
if name=="quit"then return 0 end
love.handlers[name](a,b,c,d,e,f)
end
if focus then
tm.step()
-- love.receiveData(id,data)
love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
gc.clear()
love.draw()
gc.present()
end
if not(wd.hasFocus()or keeprun)then
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end
end
end
end
else
tm.sleep(.5)
if wd.hasFocus()then
tm.step()
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
end
end
::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer()
end
end