Files
Techmino/parts/player/draw.lua

625 lines
15 KiB
Lua

local gc=love.graphics
local Timer=love.timer.getTime
local int,ceil,rnd=math.floor,math.ceil,math.random
local max,min,sin=math.max,math.min,math.sin
local format=string.format
local SCR=SCR
local setFont=setFont
local frameColorList={
[0]=COLOR.white,
COLOR.lGreen,
COLOR.lBlue,
COLOR.lPurple,
COLOR.lOrange,
}
--local function drawCell(y,x,id)gc.draw(SKIN.curText[id],30*x-30,-30*y)end
local function drawGrid(P)
local FBN,FUP=P.fieldBeneath,P.fieldUp
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do
gc.line(30*x,-10,30*x,600)
end
for y=0,19 do
y=30*(y-int((FBN+FUP)/30))+FBN+FUP
gc.line(0,y,300,y)
end
end
local function drawField(P)
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
local rep=GAME.replaying
local texture=SKIN.curText
if P.falling==-1 then--Blocks only
for j=start,min(start+21,#F)do
for i=1,10 do
if F[j][i]>0 then
if V[j][i]>0 then
gc.setColor(1,1,1,min(V[j][i]*.05,1))
gc.draw(texture[F[j][i]],30*i-30,-30*j)-- drawCell(j,i,F[j][i])
elseif rep then
gc.setColor(1,1,1,.3+.08*sin(.5*(j-i)+Timer()*4))
gc.rectangle("fill",30*i-30,-30*j,30,30)
end
end
end
end
else--With falling animation
local ENV=P.gameEnv
local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
local A=P.falling/ENV.fall
local h=1
gc.push("transform")
for j=start,min(start+21,#F)do
while j==P.clearingRow[h]do
h=h+1
gc.translate(0,-stepY)
gc.setColor(1,1,1,A)
gc.rectangle("fill",0,30-30*j,300,stepY)
end
for i=1,10 do
if F[j][i]>0 then
if V[j][i]>0 then
gc.setColor(1,1,1,min(V[j][i]*.05,1))
gc.draw(texture[F[j][i]],30*i-30,-30*j)-- drawCell(j,i,F[j][i])
elseif rep then
gc.setColor(1,1,1,.2)
gc.rectangle("fill",30*i-30,-30*j,30,30)
end
end
end
end
gc.pop()
end
end
local function drawFXs(P)
--LockFX
for i=1,#P.lockFX do
local S=P.lockFX[i]
if S[3]<.5 then
gc.setColor(1,1,1,2*S[3])
gc.rectangle("fill",S[1],S[2],60*S[3],30)
else
gc.setColor(1,1,1,2-2*S[3])
gc.rectangle("fill",S[1]+30,S[2],60*S[3]-60,30)
end
end
--DropFX
for i=1,#P.dropFX do
local S=P.dropFX[i]
gc.setColor(1,1,1,.6-S[5]*.6)
local w=30*S[3]*(1-S[5]*.5)
gc.rectangle("fill",30*S[1]-30+15*S[3]-w*.5,-30*S[2],w,30*S[4])
end
--MoveFX
local texture=SKIN.curText
for i=1,#P.moveFX do
local S=P.moveFX[i]
gc.setColor(1,1,1,.6-S[4]*.6)
gc.draw(texture[S[1]],30*S[2]-30,-30*S[3])-- drawCell(S[3],S[2],S[1])
end
--ClearFX
for i=1,#P.clearFX do
local S=P.clearFX[i]
local t=S[2]
local x=t<.3 and 1-(3.3333*t-1)^2 or 1
local y=t<.2 and 5*t or 1-1.25*(t-.2)
gc.setColor(1,1,1,y)
gc.rectangle("fill",150-x*150,15-S[1]*30-y*15,300*x,y*30)
end
end
local function drawGhost(P,clr)
gc.setColor(1,1,1,P.gameEnv.ghost)
local texture=SKIN.curText
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
gc.draw(texture[clr],30*(j+P.curX-1)-30,-30*(i+P.imgY-1))-- drawCell(i+P.imgY-1,j+P.curX-1,clr)
end
end end
end
local function drawBlockOutline(P,texture,trans)
SHADER.alpha:send("a",trans)
gc.setShader(SHADER.alpha)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
local x=30*(j+P.curX)-60-3
local y=30-30*(i+P.curY)-3
gc.draw(texture,x,y)
gc.draw(texture,x+6,y+6)
gc.draw(texture,x+6,y)
gc.draw(texture,x,y+6)
end
end end
gc.setShader()
end
local function drawBlock(P,clr)
gc.setColor(1,1,1)
local texture=SKIN.curText
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
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)
end
end end
end
local function drawNextPreview(P,B)
gc.setColor(1,1,1,.8)
local x=int(6-#B[1]*.5)
local y=21+ceil(P.fieldBeneath/30)
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
gc.draw(puzzleMark[-1],30*(x+j-2),30*(1-y-i))
end
end end
end
local function drawHold(P,clr)
local B=P.hd.bk
local texture=SKIN.curText
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
gc.draw(texture[clr],30*(j+2.06-#B[1]*.5)-30,-30*(i+1.36-#B*.5))-- drawCell(i+1.36-#B*.5,j+2.06-#B[1]*.5,clr)
end
end end
end
local draw={}
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,70+P.fieldOff.y+P.fieldBeneath+P.fieldUp
gc.line(dx,600-30*r+dy,300+dx,600-30*r+dy)
end
end
local attackColor={
{COLOR.dGrey,COLOR.white},
{COLOR.grey,COLOR.white},
{COLOR.lPurple,COLOR.white},
{COLOR.lRed,COLOR.white},
{COLOR.dGreen,COLOR.cyan},
}
local RCPB={10,33,200,33,105,5,105,60}
local function drawDial(x,y,speed)
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.setLineWidth(4)
gc.setColor(1,1,1,.4)
gc.circle("line",x,y,30,10)
gc.setLineWidth(2)
gc.setColor(1,1,1,.6)
gc.circle("line",x,y,30,10)
gc.setColor(1,1,1,.8)
gc.draw(IMG.dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
function draw.norm(P)
local _
local ENV=P.gameEnv
local FBN,FUP=P.fieldBeneath,P.fieldUp
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)
--Field-related things
gc.push("transform")
gc.translate(150,70)
--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)
--Draw grid
if ENV.grid then drawGrid(P)end
--In-field things
gc.push("transform")
gc.translate(0,600+FBN+FUP)
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,-610-FUP-FBN)
--Draw field
drawField(P)
--Draw spawn line
gc.setColor(1,sin(Timer())*.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
--Draw ghost
if ENV.ghost then drawGhost(P,curColor)end
local dy=ENV.smooth and P.imgY~=P.curY and(P.dropDelay/ENV.drop-1)*30 or 0
gc.translate(0,-dy)
local trans=P.lockDelay/ENV.lock
--Draw block
if ENV.block then
drawBlockOutline(P,SKIN.curText[curColor],trans)
drawBlock(P,curColor)
end
--Draw rotate center
local x=30*(P.curX+P.sc[2])-15
if ENV.center and ENV.block then
gc.setColor(1,1,1,ENV.center)
gc.draw(IMG.spinCenter,x,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
end
gc.translate(0,dy)
if ENV.center and ENV.ghost then
gc.setColor(1,1,1,trans*ENV.center)
gc.draw(IMG.spinCenter,x,-30*(P.imgY+P.sc[1])+15,nil,nil,nil,4,4)
end
end
--Draw next preview
if ENV.nextPos and P.next[1]then
drawNextPreview(P,P.next[1].bk)
end
gc.setScissor()
gc.pop()
gc.setLineWidth(2)
gc.setColor(frameColorList[P.frameColor])
gc.rectangle("line",-1,-11,302,612)--Boarder
gc.rectangle("line",301,-3,15,604)--AtkBuffer boarder
gc.rectangle("line",-16,-3,15,604)--B2b bar boarder
--Buffer line
local h=0
for i=1,#P.atkBuffer do
local A=P.atkBuffer[i]
local bar=A.amount*30
if h+bar>600 then bar=600-h end
if not A.sent then
--Appear
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
end
if A.countdown>0 then
--Timing
gc.setColor(attackColor[A.lv][1])
gc.rectangle("fill",303,599-h,11,-bar)
gc.setColor(attackColor[A.lv][2])
gc.rectangle("fill",303,599-h-bar,11,bar*(1-A.countdown/A.cd0))
else
--Warning
local t=math.sin((Timer()-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",303,599-h,11,-bar)
end
else
gc.setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc.rectangle("fill",303,599-h,11,-bar)
--Disappear
end
h=h+bar
end
--B2B indictator
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-14,599,11,-b*.5)
gc.setColor(P.b2b<40 and COLOR.white or P.b2b<=1e3 and COLOR.lRed or COLOR.lBlue)
gc.rectangle("fill",-14,599,11,-a*.5)
gc.setColor(1,1,1)
if Timer()%.5<.3 then
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
end
--LockDelay indicator
if ENV.easyFresh then
gc.setColor(1,1,1)
else
gc.setColor(1,.26,.26)
end
if P.lockDelay>=0 then
gc.rectangle("fill",0,602,300*P.lockDelay/ENV.lock,6)--Lock delay indicator
end
local x=3
for _=1,min(ENV.freshLimit-P.freshTime,15)do
gc.rectangle("fill",x,615,14,5)
x=x+20
end
--Draw Hold
if ENV.hold then
gc.push("transform")
gc.translate(-140,116)
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,-80,124,80)
gc.setColor(1,1,1)gc.rectangle("line",0,-80,124,80)
if P.holded then gc.setColor(.6,.4,.4)end
mText(drawableText.hold,62,-131)
if P.hd then drawHold(P,P.hd.color)end
gc.pop()
end
--Draw Next(s)
local N=ENV.next*72
if ENV.next>0 then
gc.setColor(0,0,0,.4)gc.rectangle("fill",316,36,124,N)
gc.setColor(1,1,1)gc.rectangle("line",316,36,124,N)
mText(drawableText.next,378,-15)
N=1
local texture=SKIN.curText
while N<=ENV.next and P.next[N]do
local bk,clr=P.next[N].bk,P.next[N].color
for i=1,#bk do for j=1,#bk[1] do
if bk[i][j]then
gc.draw(texture[clr],30*(j+12.6-#bk[1]*.5)-30,-30*(i-2.4*N-#bk*.5))-- drawCell(i-2.4*N-#bk*.5,j+12.6-#bk[1]*.5,clr)
end
end end
N=N+1
end
end
--Draw Bagline(s)
if ENV.bagLine then
local L=ENV.bagLen
local C=-P.pieceCount%L--Phase
gc.setColor(.8,.5,.5)
for i=C,N-1,L do
local y=72*i+36
gc.line(318+P.fieldOff.x,y,438,y)
end
end
--Draw target selecting pad
if 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(18)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
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.imgY then gc.setColor(0,1,.4,.42)gc.line(0,615-P.imgY*30,300,615-P.imgY*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
setFont(25)
drawDial(510,580,P.dropSpeed)
drawDial(555,635,P.keySpeed)
gc.setColor(1,1,1)
gc.draw(drawableText.bpm,540,550)
gc.draw(drawableText.kpm,494,643)
--Score & Time
setFont(25)
gc.setColor(0,0,0,.3)
gc.print(P.score1,18,579)
gc.print(format("%.2f",P.stat.time),18,609)
gc.setColor(COLOR.lYellow)gc.print(P.score1,20,580)
gc.setColor(COLOR.sky)gc.print(format("%.2f",P.stat.time),20,610)
--FinesseCombo
if P.finesseCombo>2 then
_=P.finesseComboTime
local T=P.finesseCombo.."x"
if _>0 then
gc.setColor(1,1,1,_*.2)
gc.print(T,20,640)
gc.setColor(1,1,1,1.2-_*.1)
gc.push("transform")
gc.translate(20,670)
gc.scale(1+_*.08)
gc.print(T,0,-30)
gc.pop()
else
gc.setColor(1,1,1)
gc.print(T,20,640)
end
end
--Lives
if P.life>0 then
gc.setColor(1,1,1)
if P.life<=3 then
for i=1,P.life do
gc.draw(IMG.lifeIcon,450+25*i,665,nil,.8)
end
else
gc.draw(IMG.lifeIcon,475,665,nil,.8)
setFont(20)
gc.print("x",503,665)
gc.print(P.life,517,665)
end
end
--Other messages
gc.setColor(1,1,1)
if CURMODE.mesDisp then
CURMODE.mesDisp(P)
end
--Missions
if P.curMission then
local missionEnum=missionEnum
local L=ENV.mission
--Draw current mission
setFont(35)
if ENV.missionKill then
gc.setColor(1,.7+.2*sin(Timer()*6.26),.4)
else
gc.setColor(1,1,1)
end
gc.print(missionEnum[L[P.curMission]],85,180)
--Draw next mission
setFont(17)
for i=1,3 do
local t=L[P.curMission+i]
if t then
t=missionEnum[t]
gc.print(t,87-26*i,187)
else
break
end
end
end
--Draw starting counter
gc.setColor(1,1,1)
if GAME.frame<180 then
local count=179-GAME.frame
gc.push("transform")
gc.translate(305,290)
setFont(95)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end
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 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(17)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
drawBlockOutline(P,SKIN.curText[curColor],P.lockDelay/ENV.lock)
drawBlock(P,curColor)
end
end
gc.pop()
--Draw hold
local blockImg=TEXTURE.miniBlock
if P.hd then
local id=P.hd.id
_=P.color[id]
gc.setColor(_[1],_[2],_[3],.3)
_=blockImg[id]
gc.draw(_,15,30,nil,16,nil,0,_:getHeight()*.5)
end
--Draw next
local N=1
while N<=ENV.next and P.next[N]do
local id=P.next[N].id
_=P.color[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