960 lines
23 KiB
Lua
960 lines
23 KiB
Lua
local gc=love.graphics
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local gc_push,gc_pop,gc_scale,gc_translate=gc.push,gc.pop,gc.scale,gc.translate
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local gc_draw,gc_print,gc_line,gc_rectangle,gc_circle=gc.draw,gc.print,gc.line,gc.rectangle,gc.circle
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local gc_setColor,gc_setLineWidth=gc.setColor,gc.setLineWidth
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local TIME=TIME
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local int,ceil,rnd=math.floor,math.ceil,math.random
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local max,min,sin=math.max,math.min,math.sin
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local SCR=SCR
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local setFont,mStr=setFont,mStr
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local frameColorList={
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[0]=COLOR.white,
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COLOR.lGreen,
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COLOR.lBlue,
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COLOR.lPurple,
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COLOR.lOrange,
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}
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--local function drawCell(y,x,id)gc_draw(SKIN.curText[id],30*x-30,-30*y)end
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local function drawGrid(P)
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local d=P.fieldBeneath+P.fieldUp
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gc_setLineWidth(1)
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gc_setColor(1,1,1,P.gameEnv.grid)
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for x=1,9 do
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gc_line(30*x,-10,30*x,600)
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end
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gc_push("transform")
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gc_translate(0,d-30*int(d/30))
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for y=0,19 do
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gc_line(0,30*y,300,30*y)
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end
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gc_pop()
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end
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local function boardTransform(mode)
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if mode then
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if mode=="U-D"then
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gc_translate(0,590)
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gc_scale(1,-1)
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elseif mode=="L-R"then
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gc_translate(300,0)
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gc_scale(-1,1)
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elseif mode=="180"then
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gc_translate(300,590)
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gc_scale(-1,-1)
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end
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end
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end
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local function drawRow(h,V,L,flag)
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local texture=SKIN.curText
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local t=TIME()*4
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local rep=GAME.replaying
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for i=1,10 do
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if L[i]>0 then
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if V[i]>0 then
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local a=V[i]*.05
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gc_setColor(1,1,1,a)
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gc_draw(texture[L[i]],30*i-30,-30*h)-- drawCell(j,i,L[i])
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elseif rep and not flag then
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gc_setColor(1,1,1,.3+.08*sin(.5*(h-i)+t))
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gc_rectangle("fill",30*i-30,-30*h,30,30)
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end
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end
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end
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end
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local function drawField(P)
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local ENV=P.gameEnv
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local V,F=P.visTime,P.field
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local start=int((P.fieldBeneath+P.fieldUp)/30+1)
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--Sorry, I think using FLAG & GOTO is the easiest way to make this simple.
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--I just want reuse the for-block without using function, because this
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--is called EXTREME FREQUENTLY, and PASSING VARIABLES IS TOO COMPLEX.
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--[[
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Normal style:
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if ENV.upEdge then
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{set shader and coords};
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<< draw field block >> (FOR-block)
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{restore shader and coords};
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end
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<< draw field block >> (FOR-block)
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Simplified by me:
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flag=ENV.upEdge
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if flag then
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{set shader and coords};
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end
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::label::
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<< draw field block >> (FOR-block)
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if flag then
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{restore shader and coords};
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flag=false
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goto label
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end
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]]
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local flag=ENV.upEdge
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if P.falling==-1 then--Blocks only
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if flag then
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gc.setShader(SHADER.lighter)
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gc.translate(0,-4)
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end
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::edgeFinished::
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for j=start,min(start+21,#F)do drawRow(j,V[j],F[j],flag)end
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if flag then
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gc.setShader()
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gc.translate(0,4)
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flag=false
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goto edgeFinished
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end
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else--With falling animation
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local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
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local alpha=P.falling/ENV.fall
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local h=1
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gc_push("transform")
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if flag then
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gc_push("transform")
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gc.setShader(SHADER.lighter)
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gc.translate(0,-4)
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end
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::edgeFinished::
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for j=start,min(start+21,#F)do
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while j==P.clearingRow[h]do
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h=h+1
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gc_translate(0,-stepY)
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gc_setColor(1,1,1,alpha)
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gc_rectangle("fill",0,30-30*j,300,stepY)
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end
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drawRow(j,V[j],F[j],flag)
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end
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if flag then
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gc_pop()
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gc.setShader()
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flag=false
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h=1
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goto edgeFinished
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end
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gc_pop()
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end
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end
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local function drawFXs(P)
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--LockFX
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for i=1,#P.lockFX do
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local S=P.lockFX[i]
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if S[3]<.5 then
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gc_setColor(1,1,1,2*S[3])
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gc_rectangle("fill",S[1],S[2],60*S[3],30)
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else
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gc_setColor(1,1,1,2-2*S[3])
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gc_rectangle("fill",S[1]+30,S[2],60*S[3]-60,30)
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end
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end
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--DropFX
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for i=1,#P.dropFX do
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local S=P.dropFX[i]
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gc_setColor(1,1,1,.6-S[5]*.6)
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local w=30*S[3]*(1-S[5]*.5)
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gc_rectangle("fill",30*S[1]-30+15*S[3]-w*.5,-30*S[2],w,30*S[4])
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end
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--MoveFX
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local texture=SKIN.curText
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for i=1,#P.moveFX do
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local S=P.moveFX[i]
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gc_setColor(1,1,1,.6-S[4]*.6)
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gc_draw(texture[S[1]],30*S[2]-30,-30*S[3])-- drawCell(S[3],S[2],S[1])
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end
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--ClearFX
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for i=1,#P.clearFX do
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local S=P.clearFX[i]
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local t=S[2]
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local x=t<.3 and 1-(3.3333*t-1)^2 or 1
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local y=t<.2 and 5*t or 1-1.25*(t-.2)
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gc_setColor(1,1,1,y)
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gc_rectangle("fill",150-x*150,15-S[1]*30-y*15,300*x,y*30)
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end
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end
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local function drawGhost(P,clr)
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gc_setColor(1,1,1,P.gameEnv.ghost)
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local texture=SKIN.curText
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local CB=P.cur.bk
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for i=1,#CB do for j=1,#CB[1]do
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if CB[i][j]then
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gc_draw(texture[clr],30*(j+P.curX-1)-30,-30*(i+P.ghoY-1))-- drawCell(i+P.ghoY-1,j+P.curX-1,clr)
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end
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end end
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end
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local function drawBlockOutline(P,texture,trans)
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SHADER.alpha:send("a",trans)
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gc.setShader(SHADER.alpha)
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local CB=P.cur.bk
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for i=1,#CB do for j=1,#CB[1]do
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if CB[i][j]then
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local x=30*(j+P.curX)-60-3
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local y=30-30*(i+P.curY)-3
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gc_draw(texture,x,y)
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gc_draw(texture,x+6,y+6)
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gc_draw(texture,x+6,y)
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gc_draw(texture,x,y+6)
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end
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end end
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gc.setShader()
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end
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local function drawBlock(P,clr)
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gc_setColor(1,1,1)
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local texture=SKIN.curText
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local CB=P.cur.bk
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for i=1,#CB do for j=1,#CB[1]do
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if CB[i][j]then
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gc_draw(texture[clr],30*(j+P.curX-1)-30,-30*(i+P.curY-1))-- drawCell(i+P.curY-1,j+P.curX-1,clr)
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end
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end end
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end
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local function drawNextPreview(P,B)
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gc_setColor(1,1,1,.8)
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local x=int(6-#B[1]*.5)
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local y=21+ceil(P.fieldBeneath/30)
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for i=1,#B do for j=1,#B[1]do
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if B[i][j]then
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gc_draw(puzzleMark[-1],30*(x+j-2),30*(1-y-i))
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end
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end end
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end
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local function drawBoarders(P)
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gc_setLineWidth(2)
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gc_setColor(frameColorList[P.frameColor])
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gc_rectangle("line",-1,-11,302,612)--Bis Boarder
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gc_rectangle("line",301,-3,15,604)--AtkBuffer boarder
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gc_rectangle("line",-16,-3,15,604)--B2b bar boarder
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end
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local attackColor={
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{COLOR.dGrey,COLOR.white},
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{COLOR.grey,COLOR.white},
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{COLOR.lPurple,COLOR.white},
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{COLOR.lRed,COLOR.white},
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{COLOR.dGreen,COLOR.cyan},
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}
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local function drawBuffer(P)
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local h=0
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for i=1,#P.atkBuffer do
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local A=P.atkBuffer[i]
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local bar=A.amount*30
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if h+bar>600 then bar=600-h end
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if not A.sent then
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--Appear
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if A.time<20 then
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bar=bar*(20*A.time)^.5*.05
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end
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if A.countdown>0 then
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--Timing
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gc_setColor(attackColor[A.lv][1])
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gc_rectangle("fill",303,599-h,11,-bar)
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gc_setColor(attackColor[A.lv][2])
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gc_rectangle("fill",303,599-h-bar,11,bar*(1-A.countdown/A.cd0))
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else
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--Warning
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local a=math.sin((TIME()-i)*30)*.5+.5
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local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
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gc_setColor(c1[1]*a+c2[1]*(1-a),c1[2]*a+c2[2]*(1-a),c1[3]*a+c2[3]*(1-a))
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gc_rectangle("fill",303,599-h,11,-bar)
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end
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else
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gc_setColor(attackColor[A.lv][1])
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bar=bar*(20-A.time)*.05
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gc_rectangle("fill",303,599-h,11,-bar)
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--Disappear
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end
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h=h+bar
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end
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end
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local function drawB2Bbar(P)
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local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
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gc_setColor(.8,1,.2)
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gc_rectangle("fill",-14,599,11,-b*.6)
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gc_setColor(P.b2b<40 and COLOR.white or P.b2b<=800 and COLOR.lRed or COLOR.lBlue)
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gc_rectangle("fill",-14,599,11,-a*.6)
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if TIME()%.5<.3 then
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gc_setColor(1,1,1)
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gc_rectangle("fill",-15,b<40 and 568.5 or 118.5,13,3)
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end
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--LockDelay indicator
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if P.gameEnv.easyFresh then
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gc_setColor(1,1,1)
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else
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gc_setColor(1,.26,.26)
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end
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if P.lockDelay>=0 then
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gc_rectangle("fill",0,602,300*P.lockDelay/P.gameEnv.lock,6)--Lock delay indicator
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end
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local x=3
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for _=1,min(P.freshTime,15)do
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gc_rectangle("fill",x,615,14,5)
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x=x+20
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end
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end
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local function drawHold(P)
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local ENV=P.gameEnv
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if ENV.holdCount==0 then return end
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local N=ENV.holdCount*72
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local texture=SKIN.curText
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gc_push("transform")
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gc_translate(-140,36)
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gc_setColor(0,0,0,.4)gc_rectangle("fill",0,0,124,N+8)
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gc_setColor(1,1,1)gc_rectangle("line",0,0,124,N+8)
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if P.holdTime==0 then gc_setColor(.6,.4,.4)end
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mText(drawableText.hold,62,-51)
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gc_setColor(1,1,1)
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if #P.holdQueue<P.gameEnv.holdCount and P.nextQueue[1]then
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N=1
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else
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N=P.holdTime+1
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end
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gc_push("transform")
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gc_translate(62,40)
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for n=1,#P.holdQueue do
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if n==N then gc_setColor(.6,.4,.4)end
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local bk,clr=P.holdQueue[n].bk,P.holdQueue[n].color
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local k=#bk>2 and 2.2/#bk or 1
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gc_scale(k)
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for i=1,#bk do for j=1,#bk[1]do
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if bk[i][j]then
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gc_draw(texture[clr],30*(j-#bk[1]*.5)-30,-30*(i-#bk*.5))-- drawCell(i+1.36-#B*.5,j+2.06-#B[1]*.5,clr)
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end
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end end
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gc_scale(1/k)
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gc_translate(0,72)
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end
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gc_pop()
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gc_pop()
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end
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local function drawFinesseCombo_norm(P)
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if P.finesseCombo>2 then
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local S=P.stat
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local _=P.finesseComboTime
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local str=P.finesseCombo.."x"
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if S.finesseRate==5*S.piece then
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gc_setColor(.9,.9,.3,_*.2)
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gc_print(str,20,570)
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gc_setColor(.9,.9,.3,1.2-_*.1)
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elseif S.maxFinesseCombo==S.piece then
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gc_setColor(.7,.7,1,_*.2)
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gc_print(str,20,570)
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gc_setColor(.7,.7,1,1.2-_*.1)
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else
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gc_setColor(1,1,1,_*.2)
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gc_print(str,20,570)
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gc_setColor(1,1,1,1.2-_*.1)
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end
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if _>0 then
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gc_push("transform")
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gc_translate(20,600)
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gc_scale(1+_*.08)
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gc_print(str,0,-30)
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gc_pop()
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else
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gc_print(str,20,570)
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end
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end
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end
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local function drawFinesseCombo_remote(P)
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if P.finesseCombo>2 then
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local S=P.stat
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local str=P.finesseCombo.."x"
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if S.finesseRate==5*S.piece then
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gc_setColor(.9,.9,.3)
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elseif S.maxFinesseCombo==S.piece then
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gc_setColor(.7,.7,1)
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else
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gc_setColor(1,1,1)
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end
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gc_print(str,20,570)
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end
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end
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local function drawLife(life)
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if life>3 then
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gc_setColor(1,1,1)
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gc_draw(IMG.lifeIcon,475,595,nil,.8)
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setFont(20)
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gc_print("x",503,595)
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gc_print(life,517,595)
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elseif life>0 then
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gc_setColor(1,1,1)
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for i=1,life do
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gc_draw(IMG.lifeIcon,450+25*i,595,nil,.8)
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end
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end
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end
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local function drawMission(P)
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if not P.curMission then return end
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local missionEnum=missionEnum
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local L=P.gameEnv.mission
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local cur=P.curMission
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--Draw current mission
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setFont(35)
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if P.gameEnv.missionkill then
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gc_setColor(1,.7+.2*sin(TIME()*6.26),.4)
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else
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gc_setColor(1,1,1)
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end
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gc_print(missionEnum[L[cur]],85,110)
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--Draw next mission
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setFont(20)
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for i=1,3 do
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local m=L[cur+i]
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if m then
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m=missionEnum[m]
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gc_print(m,87-28*i,117)
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else
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break
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end
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end
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end
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local function drawStartCounter(P)
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gc_setColor(1,1,1)
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if GAME.frame<180 then
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if GAME.frame==0 then
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setFont(70)
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mStr(P.ready and text.beReady or text.notReady,305,220)
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else
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local count=179-GAME.frame
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gc_push("transform")
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gc_translate(305,220)
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setFont(95)
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if count%60>45 then gc_scale(1+(count%60-45)^2*.01,1)end
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mStr(int(count/60+1),0,0)
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gc_pop()
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end
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end
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end
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local draw={}
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function draw.drawNext_norm(P)
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local ENV=P.gameEnv
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local texture=SKIN.curText
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gc_push("transform")
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gc_translate(316,36)
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local N=ENV.nextCount*72
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gc_setColor(0,0,0,.4)gc_rectangle("fill",0,0,124,N+8)
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gc_setColor(1,1,1)gc_rectangle("line",0,0,124,N+8)
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mText(drawableText.next,62,-51)
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N=1
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gc_push("transform")
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gc_translate(62,40)
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while N<=ENV.nextCount and P.nextQueue[N]do
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local bk,clr=P.nextQueue[N].bk,P.nextQueue[N].color
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local k=#bk>2 and 2.2/#bk or 1
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gc_scale(k)
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for i=1,#bk do for j=1,#bk[1] do
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if bk[i][j]then
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gc_draw(texture[clr],30*(j-#bk[1]*.5)-30,-30*(i-#bk*.5))-- drawCell(i-#bk*.5,j-#bk[1]*.5,clr)
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end
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end end
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gc_scale(1/k)
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N=N+1
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gc_translate(0,72)
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end
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gc_pop()
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if ENV.bagLine then
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local len=ENV.bagLen
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local phase=-P.pieceCount%len
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gc_setColor(.8,.5,.5)
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for i=phase,N-1,len do
|
|
local y=72*i+3
|
|
gc_line(2+P.fieldOff.x,y,120,y)
|
|
end
|
|
end
|
|
gc_pop()
|
|
end
|
|
function draw.drawNext_hidden(P)
|
|
local ENV=P.gameEnv
|
|
local texture=SKIN.curText
|
|
gc_push("transform")
|
|
gc_translate(316,36)
|
|
local N=ENV.nextCount*72
|
|
gc_setColor(.5,0,0,.4)gc_rectangle("fill",0,0,124,N+8)
|
|
gc_setColor(1,1,1)gc_rectangle("line",0,0,124,N+8)
|
|
mText(drawableText.next,62,-51)
|
|
N=min(ENV.nextStartPos,P.pieceCount+1)
|
|
gc_push("transform")
|
|
gc_translate(62,40)
|
|
while N<=ENV.nextCount and P.nextQueue[N]do
|
|
local bk,clr=P.nextQueue[N].bk,P.nextQueue[N].color
|
|
local k=#bk>2 and 2.2/#bk or 1
|
|
gc_scale(k)
|
|
for i=1,#bk do for j=1,#bk[1] do
|
|
if bk[i][j]then
|
|
gc_draw(texture[clr],30*(j-#bk[1]*.5)-30,-30*(i-#bk*.5))-- drawCell(i-#bk*.5,j-#bk[1]*.5,clr)
|
|
end
|
|
end end
|
|
gc_scale(1/k)
|
|
N=N+1
|
|
gc_translate(0,72)
|
|
end
|
|
gc_pop()
|
|
|
|
if ENV.bagLine then
|
|
local len=ENV.bagLen
|
|
local phase=-P.pieceCount%len
|
|
gc_setColor(.8,.5,.5)
|
|
for i=phase,N-1,len do
|
|
local y=72*i+3
|
|
gc_line(2+P.fieldOff.x,y,120,y)
|
|
end
|
|
end
|
|
gc_pop()
|
|
end
|
|
|
|
function draw.drawTargetLine(P,r)
|
|
if r<21+(P.fieldBeneath+P.fieldUp)/30 and r>0 then
|
|
gc_setLineWidth(4)
|
|
gc_setColor(1,r>10 and 0 or rnd(),.5)
|
|
local dx,dy=150+P.fieldOff.x,P.fieldOff.y+P.fieldBeneath+P.fieldUp
|
|
gc_line(dx,600-30*r+dy,300+dx,600-30*r+dy)
|
|
end
|
|
end
|
|
|
|
local RCPB={5,33,195,33,100,5,100,60}
|
|
local function drawDial(x,y,speed)
|
|
gc_setColor(1,1,1)
|
|
setFont(25)
|
|
mStr(int(speed),x,y-18)
|
|
|
|
gc_setLineWidth(2)
|
|
gc_circle("line",x,y,30,6)
|
|
|
|
gc_draw(IMG.dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
|
|
|
|
gc_setLineWidth(4)
|
|
gc_setColor(1,1,1,.4)
|
|
gc_circle("line",x,y,30,6)
|
|
end
|
|
local hideBoardStencil={
|
|
up=function()gc_rectangle("fill",0,0,300,300)end,
|
|
down=function()gc_rectangle("fill",0,300,300,300)end,
|
|
all=function()gc_rectangle("fill",0,0,300,600)end,
|
|
}
|
|
function draw.norm(P)
|
|
local ENV=P.gameEnv
|
|
local FBN,FUP=P.fieldBeneath,P.fieldUp
|
|
local t=TIME()
|
|
gc_push("transform")
|
|
gc_translate(P.x,P.y)gc_scale(P.size)
|
|
|
|
--Field-related things
|
|
gc_push("transform")
|
|
gc_translate(150,0)
|
|
|
|
--Things shake with field
|
|
gc_push("transform")
|
|
gc_translate(P.fieldOff.x,P.fieldOff.y)
|
|
|
|
--Fill field
|
|
gc_setColor(0,0,0,.6)
|
|
gc_rectangle("fill",0,-10,300,610)
|
|
|
|
--In-field things
|
|
gc_push("transform")
|
|
boardTransform(ENV.flipBoard)
|
|
|
|
--Draw grid
|
|
if ENV.grid then drawGrid(P)end
|
|
|
|
--Move camera
|
|
gc_translate(0,600+FBN+FUP)
|
|
|
|
--Set scissor
|
|
gc.setScissor(SCR.x+(P.absFieldX+P.fieldOff.x)*SCR.k,SCR.y+(P.absFieldY+P.fieldOff.y)*SCR.k,300*P.size*SCR.k,610*P.size*SCR.k)
|
|
|
|
--Draw dangerous area
|
|
gc_setColor(1,0,0,.3)
|
|
gc_rectangle("fill",0,-600,300,-FUP-FBN-10)
|
|
|
|
--Draw field
|
|
drawField(P)
|
|
|
|
--Draw spawn line
|
|
gc_setColor(1,sin(t)*.4+.5,0,.5)
|
|
gc_setLineWidth(4)
|
|
gc_line(0,-600-FBN,300,-600-FBN)
|
|
|
|
--Draw FXs
|
|
drawFXs(P)
|
|
|
|
--Draw current block
|
|
if P.cur and P.waiting==-1 then
|
|
local curColor=P.cur.color
|
|
|
|
local trans=P.lockDelay/ENV.lock
|
|
local centerX=30*(P.curX+P.sc[2])-15
|
|
|
|
--Draw ghost & rotation center
|
|
if ENV.ghost then drawGhost(P,curColor)end
|
|
if ENV.center and ENV.ghost then
|
|
gc_setColor(1,1,1,trans*ENV.center)
|
|
gc_draw(IMG.spinCenter,centerX,-30*(P.ghoY+P.sc[1])+15,nil,nil,nil,4,4)
|
|
end
|
|
|
|
local dy=ENV.smooth and P.ghoY~=P.curY and(P.dropDelay/ENV.drop-1)*30 or 0
|
|
gc_translate(0,-dy)
|
|
--Draw block & rotation center
|
|
if ENV.block then
|
|
drawBlockOutline(P,SKIN.curText[curColor],trans)
|
|
drawBlock(P,curColor)
|
|
if ENV.center then
|
|
gc_setColor(1,1,1,ENV.center)
|
|
gc_draw(IMG.spinCenter,centerX,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
|
|
end
|
|
end
|
|
gc_translate(0,dy)
|
|
end
|
|
|
|
--Draw next preview
|
|
if ENV.nextPos and P.nextQueue[1]then
|
|
drawNextPreview(P,P.nextQueue[1].bk)
|
|
end
|
|
|
|
gc.setScissor()
|
|
gc_pop()
|
|
|
|
drawBoarders(P)
|
|
drawBuffer(P)
|
|
drawB2Bbar(P)
|
|
drawHold(P)
|
|
P:drawNext()
|
|
|
|
--Draw target selecting pad
|
|
if GAME.modeEnv.royaleMode then
|
|
if P.atkMode then
|
|
gc_setColor(1,.8,0,P.swappingAtkMode*.02)
|
|
gc_rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
|
|
end
|
|
gc_setColor(1,1,1,P.swappingAtkMode*.025)
|
|
setFont(35)
|
|
for i=1,4 do
|
|
gc_rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
|
|
gc.printf(text.atkModeName[i],RCPB[2*i-1]-4,RCPB[2*i]+4,200,"center",nil,.5)
|
|
end
|
|
end
|
|
if ENV.hideBoard then
|
|
gc.stencil(hideBoardStencil[ENV.hideBoard],"replace",1)
|
|
gc.setStencilTest("equal",1)
|
|
gc_setLineWidth(20)
|
|
for i=0,24 do
|
|
gc_setColor(COLOR.rainbow_grey(t*.626+i*.1))
|
|
gc_line(20*i-190,-2,20*i+10,602)
|
|
end
|
|
gc.setStencilTest()
|
|
end
|
|
gc_pop()
|
|
|
|
--Bonus texts
|
|
TEXT.draw(P.bonus)
|
|
|
|
--Display Ys
|
|
-- gc_setLineWidth(6)
|
|
-- if P.curY then gc_setColor(1,.4,0,.42)gc_line(0,611-P.curY*30,300,611-P.curY*30)end
|
|
-- if P.ghoY then gc_setColor(0,1,.4,.42)gc_line(0,615-P.ghoY*30,300,615-P.ghoY*30)end
|
|
-- if P.minY then gc_setColor(0,.4,1,.42)gc_line(0,619-P.minY*30,300,619-P.minY*30)end
|
|
-- gc_setColor(0,.4,1,.42)gc_line(0,600-P.garbageBeneath*30,300,600-P.garbageBeneath*30)
|
|
gc_pop()
|
|
|
|
--Speed dials
|
|
drawDial(510,515,P.dropSpeed)
|
|
drawDial(555,570,P.keySpeed)
|
|
gc_setColor(1,1,1)
|
|
gc_draw(drawableText.bpm,540,485)
|
|
gc_draw(drawableText.kpm,494,578)
|
|
|
|
--Mode informations
|
|
if GAME.curMode.mesDisp then
|
|
GAME.curMode.mesDisp(P)
|
|
end
|
|
|
|
--Score & Time
|
|
setFont(25)
|
|
local tm=int(P.stat.time*100)*.01
|
|
gc_setColor(0,0,0,.3)
|
|
gc_print(P.score1,18,509)
|
|
gc_print(tm,18,539)
|
|
gc_setColor(COLOR.lYellow)gc_print(P.score1,20,510)
|
|
gc_setColor(COLOR.sky)gc_print(tm,20,540)
|
|
|
|
drawFinesseCombo_norm(P)
|
|
drawLife(P.life)
|
|
drawMission(P)
|
|
drawStartCounter(P)
|
|
gc_pop()
|
|
end
|
|
function draw.norm_remote(P)
|
|
local ENV=P.gameEnv
|
|
local FBN,FUP=P.fieldBeneath,P.fieldUp
|
|
local t=TIME()
|
|
gc_push("transform")
|
|
gc_translate(P.x,P.y)gc_scale(P.size)
|
|
|
|
--Field-related things
|
|
gc_push("transform")
|
|
gc_translate(150,0)
|
|
|
|
--Draw username
|
|
setFont(30)
|
|
gc_setColor(1,1,1)
|
|
mStr(P.userName,150,-60)
|
|
|
|
--Things shake with field
|
|
gc_push("transform")
|
|
gc_translate(P.fieldOff.x,P.fieldOff.y)
|
|
|
|
--Fill field
|
|
gc_setColor(0,0,0,.6)
|
|
gc_rectangle("fill",0,-10,300,610)
|
|
|
|
--In-field things
|
|
gc_push("transform")
|
|
boardTransform(ENV.flipBoard)
|
|
|
|
--Draw grid
|
|
if ENV.grid then drawGrid(P)end
|
|
|
|
--Move camera
|
|
gc_translate(0,600+FBN+FUP)
|
|
|
|
--Set scissor
|
|
gc.setScissor(SCR.x+(P.absFieldX+P.fieldOff.x)*SCR.k,SCR.y+(P.absFieldY+P.fieldOff.y)*SCR.k,300*P.size*SCR.k,610*P.size*SCR.k)
|
|
|
|
--Draw dangerous area
|
|
gc_setColor(1,0,0,.3)
|
|
gc_rectangle("fill",0,-600,300,-FUP-FBN-10)
|
|
|
|
--Draw field
|
|
drawField(P)
|
|
|
|
--Draw spawn line
|
|
gc_setColor(1,sin(t)*.4+.5,0,.5)
|
|
gc_setLineWidth(4)
|
|
gc_line(0,-600-FBN,300,-600-FBN)
|
|
|
|
--Draw FXs
|
|
drawFXs(P)
|
|
|
|
--Draw current block
|
|
if P.cur and P.waiting==-1 then
|
|
local curColor=P.cur.color
|
|
|
|
local trans=P.lockDelay/ENV.lock
|
|
local centerX=30*(P.curX+P.sc[2])-15
|
|
|
|
--Draw ghost & rotation center
|
|
if ENV.ghost then drawGhost(P,curColor)end
|
|
if ENV.center and ENV.ghost then
|
|
gc_setColor(1,1,1,trans*ENV.center)
|
|
gc_draw(IMG.spinCenter,centerX,-30*(P.ghoY+P.sc[1])+15,nil,nil,nil,4,4)
|
|
end
|
|
|
|
local dy=ENV.smooth and P.ghoY~=P.curY and(P.dropDelay/ENV.drop-1)*30 or 0
|
|
gc_translate(0,-dy)
|
|
--Draw block & rotation center
|
|
if ENV.block then
|
|
drawBlockOutline(P,SKIN.curText[curColor],trans)
|
|
drawBlock(P,curColor)
|
|
if ENV.center then
|
|
gc_setColor(1,1,1,ENV.center)
|
|
gc_draw(IMG.spinCenter,centerX,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
|
|
end
|
|
end
|
|
gc_translate(0,dy)
|
|
end
|
|
|
|
--Draw next preview
|
|
if ENV.nextPos and P.nextQueue[1]then
|
|
drawNextPreview(P,P.nextQueue[1].bk)
|
|
end
|
|
|
|
gc.setScissor()
|
|
gc_pop()
|
|
|
|
drawBoarders(P)
|
|
drawBuffer(P)
|
|
drawB2Bbar(P)
|
|
drawHold(P)
|
|
P:drawNext()
|
|
|
|
--Draw target selecting pad
|
|
if GAME.modeEnv.royaleMode then
|
|
if P.atkMode then
|
|
gc_setColor(1,.8,0,P.swappingAtkMode*.02)
|
|
gc_rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
|
|
end
|
|
gc_setColor(1,1,1,P.swappingAtkMode*.025)
|
|
setFont(35)
|
|
for i=1,4 do
|
|
gc_rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
|
|
gc.printf(text.atkModeName[i],RCPB[2*i-1]-4,RCPB[2*i]+4,200,"center",nil,.5)
|
|
end
|
|
end
|
|
if ENV.hideBoard then
|
|
gc.stencil(hideBoardStencil[ENV.hideBoard],"replace",1)
|
|
gc.setStencilTest("equal",1)
|
|
gc_setLineWidth(20)
|
|
for i=0,24 do
|
|
gc_setColor(COLOR.rainbow_grey(t*.626+i*.1))
|
|
gc_line(20*i-190,-2,20*i+10,602)
|
|
end
|
|
gc.setStencilTest()
|
|
end
|
|
gc_pop()
|
|
|
|
--Bonus texts
|
|
TEXT.draw(P.bonus)
|
|
gc_pop()
|
|
|
|
--Speed dials
|
|
drawDial(535,545,P.dropSpeed)
|
|
|
|
--Mode informations
|
|
if GAME.curMode.mesDisp then
|
|
gc_setColor(1,1,1)
|
|
GAME.curMode.mesDisp(P)
|
|
end
|
|
|
|
--Score & Time
|
|
setFont(25)
|
|
local tm=int(P.stat.time*100)*.01
|
|
gc_setColor(0,0,0,.3)
|
|
gc_print(P.score1,18,509)
|
|
gc_print(tm,18,539)
|
|
gc_setColor(COLOR.lYellow)gc_print(P.score1,20,510)
|
|
gc_setColor(COLOR.sky)gc_print(tm,20,540)
|
|
|
|
drawFinesseCombo_remote(P)
|
|
drawLife(P.life)
|
|
drawMission(P)
|
|
drawStartCounter(P)
|
|
gc_pop()
|
|
end
|
|
function draw.small(P)
|
|
--Draw content
|
|
P.frameWait=P.frameWait-1
|
|
if P.frameWait==0 then
|
|
P.frameWait=10
|
|
gc.setCanvas(P.canvas)
|
|
gc.clear(0,0,0,.4)
|
|
gc_push("transform")
|
|
gc.origin()
|
|
gc_setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
|
|
|
|
--Field
|
|
local F=P.field
|
|
local texture=SKIN.curTextMini
|
|
for j=1,#F do
|
|
for i=1,10 do if F[j][i]>0 then
|
|
gc_draw(texture[F[j][i]],6*i-6,120-6*j)
|
|
end end
|
|
end
|
|
|
|
--Draw boarder
|
|
if P.alive then
|
|
gc_setLineWidth(2)
|
|
gc_setColor(frameColorList[P.frameColor])
|
|
gc_rectangle("line",0,0,60,120)
|
|
end
|
|
|
|
--Draw badge
|
|
if GAME.modeEnv.royaleMode then
|
|
gc_setColor(1,1,1)
|
|
for i=1,P.strength do
|
|
gc_draw(IMG.badgeIcon,12*i-7,4,nil,.5)
|
|
end
|
|
end
|
|
|
|
--Draw result
|
|
if P.result then
|
|
gc_setColor(1,1,1,min(P.endCounter,60)*.01)
|
|
setFont(20)mStr(P.result,32,47)
|
|
setFont(15)mStr(P.modeData.event,30,82)
|
|
end
|
|
gc_pop()
|
|
gc.setCanvas()
|
|
end
|
|
|
|
--Draw Canvas
|
|
gc_setColor(1,1,1)
|
|
gc_draw(P.canvas,P.x,P.y,nil,P.size*10)
|
|
if P.killMark then
|
|
gc_setLineWidth(3)
|
|
gc_setColor(1,0,0,min(P.endCounter,25)*.04)
|
|
gc_circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
|
|
end
|
|
setFont(30)
|
|
end
|
|
function draw.demo(P)
|
|
local _
|
|
local ENV=P.gameEnv
|
|
local curColor=P.cur.color
|
|
|
|
--Camera
|
|
gc_push("transform")
|
|
gc_translate(P.x,P.y)
|
|
gc_scale(P.size)
|
|
gc_push("transform")
|
|
gc_translate(P.fieldOff.x,P.fieldOff.y)
|
|
|
|
--Frame
|
|
gc_setColor(0,0,0,.6)
|
|
gc_rectangle("fill",0,0,300,600)
|
|
gc_setLineWidth(2)
|
|
gc_setColor(1,1,1)
|
|
gc_rectangle("line",-1,-1,302,602)
|
|
|
|
gc_push("transform")
|
|
gc_translate(0,600)
|
|
drawField(P)
|
|
drawFXs(P)
|
|
if P.cur and P.waiting==-1 then
|
|
if ENV.ghost then drawGhost(P,curColor)end
|
|
if ENV.block then
|
|
local dy=ENV.smooth and P.ghoY~=P.curY and(P.dropDelay/ENV.drop-1)*30 or 0
|
|
gc_translate(0,-dy)
|
|
drawBlockOutline(P,SKIN.curText[curColor],P.lockDelay/ENV.lock)
|
|
drawBlock(P,curColor)
|
|
gc_translate(0,dy)
|
|
end
|
|
end
|
|
gc_pop()
|
|
|
|
local blockImg=TEXTURE.miniBlock
|
|
local libColor=SKIN.libColor
|
|
local skinSet=ENV.skin
|
|
--Draw hold
|
|
local N=1
|
|
while P.holdQueue[N]do
|
|
local id=P.holdQueue[N].id
|
|
_=libColor[skinSet[id]]
|
|
gc_setColor(_[1],_[2],_[3],.3)
|
|
_=blockImg[id]
|
|
gc_draw(_,15,40*N-10,nil,16,nil,0,_:getHeight()*.5)
|
|
N=N+1
|
|
end
|
|
|
|
--Draw next
|
|
N=1
|
|
while N<=ENV.nextCount and P.nextQueue[N]do
|
|
local id=P.nextQueue[N].id
|
|
_=libColor[skinSet[id]]
|
|
gc_setColor(_[1],_[2],_[3],.3)
|
|
_=blockImg[id]
|
|
gc_draw(_,285,40*N-10,nil,16,nil,_:getWidth(),_:getHeight()*.5)
|
|
N=N+1
|
|
end
|
|
gc_pop()
|
|
TEXT.draw(P.bonus)
|
|
gc_pop()
|
|
end
|
|
|
|
return draw |