Files
Techmino/callback.lua
2020-06-07 01:06:31 +08:00

1068 lines
24 KiB
Lua

local ms,kb,tc=love.mouse,love.keyboard,love.touch
local gc,sys=love.graphics,love.system
local Timer=love.timer.getTime
local int,rnd,max,min=math.floor,math.random,math.max,math.min
local abs=math.abs
local rem=table.remove
kb.setKeyRepeat(true)
kb.setTextInput(false)
ms.setVisible(false)
local scr=scr
local xOy=love.math.newTransform()
local mx,my,mouseShow=-20,-20,false
local touching=nil--first touching ID(userdata)
local touchDist=nil
joysticks={}
local devMode
players={alive={},human=0}
local Tmr=require("timer")
local Pnt=require("paint")
local infoCanvas=gc.newCanvas(108,27)
local function updatePowerInfo()
local state,pow=sys.getPowerInfo()
gc.setCanvas(infoCanvas)gc.push("transform")gc.origin()
gc.clear(0,0,0,.25)
if state~="unknown"then
gc.setLineWidth(4)
local charging=state=="charging"
if state=="nobattery"then
gc.setColor(1,1,1)
gc.setLineWidth(2)
gc.line(74,5,100,22)
elseif pow then
if charging then gc.setColor(0,1,0)
elseif pow>50 then gc.setColor(1,1,1)
elseif pow>26 then gc.setColor(1,1,0)
elseif pow<26 then gc.setColor(1,0,0)
else gc.setColor(.5,0,1)
end
gc.rectangle("fill",76,6,pow*.22,14)
if pow<100 then
setFont(14)
gc.setColor(0,0,0)
gc.print(pow,77,2)
gc.print(pow,77,4)
gc.print(pow,79,2)
gc.print(pow,79,4)
gc.setColor(1,1,1)
gc.print(pow,78,3)
end
end
gc.draw(IMG.batteryImage,73,3)
end
setFont(25)
gc.print(os.date("%H:%M",os.time()),3,-5)
gc.pop()gc.setCanvas()
end
local function onVirtualkey(x,y)
local dist,nearest=1e10
for K=1,#virtualkey do
local b=virtualkey[K]
if b.ava then
local d1=(x-b.x)^2+(y-b.y)^2
if d1<b.r^2 then
if d1<dist then
nearest,dist=K,d1
end
end
end
end
return nearest
end
local function onVK_org(x,y)
local dist,nearest=1e10
for K=1,#VK_org do
local b=VK_org[K]
if b.ava then
local d1=(x-b.x)^2+(y-b.y)^2
if d1<b.r^2 then
if d1<dist then
nearest,dist=K,d1
end
end
end
end
return nearest
end
-------------------------------------------------------------
local floatWheel=0
local function wheelScroll(y)
if y>0 then
if floatWheel<0 then floatWheel=0 end
floatWheel=floatWheel+y^1.2
elseif y<0 then
if floatWheel>0 then floatWheel=0 end
floatWheel=floatWheel-(-y)^1.2
end
while floatWheel>=1 do
love.keypressed("up")
floatWheel=floatWheel-1
end
while floatWheel<=-1 do
love.keypressed("down")
floatWheel=floatWheel+1
end
end
local mouseClick,touchClick={},{}
local mouseDown,mouseMove,mouseUp,wheelMoved={},{},{},{}
local touchDown,touchUp,touchMove={},{},{}
local keyDown,keyUp={},{}
local gamepadDown,gamepadUp={},{}
function keyDown.load(k)
if k=="s"then
marking=nil
sceneTemp.skip=true
end
end
function touchDown.load(id,x,y)
if #tc.getTouches()==2 then
sceneTemp.skip=true
end
end
function mouseDown.intro(x,y,k)
if k==2 then
VOC.play("bye")
SCN.back()
else
SCN.push()
SCN.swapTo("main")
end
end
function touchDown.intro(id,x,y)
SCN.push()
SCN.swapTo("main")
end
function keyDown.intro(key)
if key=="escape"then
VOC.play("bye")
SCN.back()
else
SCN.push()
SCN.swapTo("main")
end
end
local function onMode(x,y)
local cam=mapCam
x=(cam.x1-640+x)/cam.k1
y=(cam.y1-360+y)/cam.k1
local MM,R=modes,modeRanks
for _=1,#MM do
if R[_]then
local M=MM[_]
local s=M.size
if M.shape==1 then
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then return _ end
elseif M.shape==2 then
if abs(x-M.x)+abs(y-M.y)<s then return _ end
elseif M.shape==3 then
if(x-M.x)^2+(y-M.y)^2<s^2 then return _ end
end
end
end
end
function wheelMoved.mode(x,y)
local cam=mapCam
local t=cam.k
local k=t+y*.1
if k>1.5 then k=1.5
elseif k<.3 then k=.3
end
t=k/t
if cam.sel then
cam.x=(cam.x-180)*t+180;cam.y=cam.y*t
else
cam.x=cam.x*t;cam.y=cam.y*t
end
cam.k=k
cam.keyCtrl=false
end
function mouseMove.mode(x,y,dx,dy)
if ms.isDown(1)then
mapCam.x,mapCam.y=mapCam.x-dx,mapCam.y-dy
end
mapCam.keyCtrl=false
end
function mouseClick.mode(x,y,k)
local cam=mapCam
local _=cam.sel
if not cam.sel or x<920 then
local __=onMode(x,y)
if _~=__ then
if __ then
SFX.play("click")
cam.moving=true
_=modes[__]
cam.x=_.x*cam.k+180
cam.y=_.y*cam.k
cam.sel=__
else
cam.sel=nil
cam.x=cam.x-180
end
end
end
cam.keyCtrl=false
end
function touchMove.mode(id,x,y,dx,dy)
local L=tc.getTouches()
if not L[2]then
mapCam.x,mapCam.y=mapCam.x-dx,mapCam.y-dy
elseif not L[3]then
x,y=xOy:inverseTransformPoint(tc.getPosition(L[1]))
dx,dy=xOy:inverseTransformPoint(tc.getPosition(L[2]))--not delta!!!
local d=(x-dx)^2+(y-dy)^2
if d>100 then
d=d^.5
if touchDist then
wheelMoved.mode(nil,(d-touchDist)*.02)
end
touchDist=d
end
end
mapCam.keyCtrl=false
end
function touchClick.mode(x,y,id)
mouseClick.mode(x,y,1)
end
function keyDown.mode(key)
if key=="return"then
if mapCam.sel then
mapCam.keyCtrl=false
SCN.push()loadGame(mapCam.sel)
end
elseif key=="escape"then
if mapCam.sel then
mapCam.sel=nil
else
SCN.back()
end
elseif mapCam.sel==71 or mapCam.sel==72 then
if key=="q"then
SCN.push()SCN.swapTo("draw")
elseif key=="e"then
SCN.push()SCN.swapTo("custom")
end
end
end
function wheelMoved.music(x,y)
if y>0 then
keyDown.music("up")
elseif y<0 then
keyDown.music("down")
end
end
function keyDown.music(key)
if key=="down"then
sceneTemp=sceneTemp%BGM.len+1
elseif key=="up"then
sceneTemp=(sceneTemp-2)%BGM.len+1
elseif key=="return"or key=="space"then
if BGM.nowPlay~=BGM.list[sceneTemp]then
SFX.play("click")
BGM.play(BGM.list[sceneTemp])
else
BGM.stop()
end
elseif key=="escape"then
SCN.back()
end
end
local customSet={
{3,20,1,1,7,1,1,1,3,4,1,2,3},
{5,20,1,1,7,1,1,1,8,3,8,3,3},
{1,22,1,1,7,3,1,1,8,4,1,7,7},
{3,20,1,1,7,1,1,3,8,3,1,7,8},
{25,11,8,11,4,1,2,1,8,3,1,4,9},
}
function keyDown.custom(key)
local sel=sceneTemp
if key=="up"or key=="w"then
sceneTemp=(sel-2)%#customID+1
elseif key=="down"or key=="s"then
sceneTemp=sel%#customID+1
elseif key=="left"or key=="a"then
customSel[sel]=(customSel[sel]-2)%#customRange[customID[sel]]+1
if sel==12 then
BG.set(customRange.bg[customSel[12]])
elseif sel==13 then
BGM.play(customRange.bgm[customSel[13]])
end
elseif key=="right"or key=="d"then
customSel[sel]=customSel[sel]%#customRange[customID[sel]]+1
if sel==12 then
BG.set(customRange.bg[customSel[sel]])
elseif sel==13 then
BGM.play(customRange.bgm[customSel[sel]])
end
elseif #key==1 then
local T=tonumber(key)
if T and T>=1 and T<=5 then
for i=1,#customSet[T]do
customSel[i]=customSet[T][i]
end
BG.set(customRange.bg[customSel[12]])
BGM.play(customRange.bgm[customSel[13]])
end
elseif key=="escape"then
SCN.back()
end
end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseMove.draw(x,y,dx,dy)
local sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
sceneTemp.x,sceneTemp.y=sx,sy
if sx and sy and ms.isDown(1,2,3)then
preField[sy][sx]=ms.isDown(1)and sceneTemp.pen or ms.isDown(2)and -1 or 0
end
end
function wheelMoved.draw(x,y)
local pen=sceneTemp.pen
if y<0 then
pen=pen+1
if pen==8 then pen=9 elseif pen==14 then pen=0 end
else
pen=pen-1
if pen==8 then pen=7 elseif pen==-1 then pen=13 end
end
sceneTemp.pen=pen
end
function touchDown.draw(id,x,y)
mouseMove.draw(x,y)
end
function touchMove.draw(id,x,y,dx,dy)
local sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
sceneTemp.x,sceneTemp.y=sx,sy
if sx and sy then
preField[sy][sx]=sceneTemp.pen
end
end
local penKey={
q=1,w=2,e=3,r=4,t=5,y=6,u=7,i=8,o=9,p=10,["["]=11,
a=12,s=13,d=14,f=15,g=16,h=17,
z=0,x=-1,
}
function keyDown.draw(key)
local sx,sy,pen=sceneTemp.x,sceneTemp.y,sceneTemp.pen
if key=="up"or key=="down"or key=="left"or key=="right"then
if not sx then sx=1 end
if not sy then sy=1 end
if key=="up"and sy<20 then sy=sy+1
elseif key=="down"and sy>1 then sy=sy-1
elseif key=="left"and sx>1 then sx=sx-1
elseif key=="right"and sx<10 then sx=sx+1
end
if kb.isDown("space")then
preField[sy][sx]=pen
end
elseif key=="delete"then
if sceneTemp.sure>20 then
for y=1,20 do for x=1,10 do preField[y][x]=0 end end
sceneTemp.sure=0
else
sceneTemp.sure=50
end
elseif key=="space"then
if sx and sy then
preField[sy][sx]=pen
end
elseif key=="escape"then
SCN.back()
elseif key=="c"and kb.isDown("lctrl","rctrl")then
copyBoard()
elseif key=="v"and kb.isDown("lctrl","rctrl")then
pasteBoard()
else
pen=penKey[key]or pen
end
sceneTemp.x,sceneTemp.y,sceneTemp.pen=sx,sy,pen
end
function mouseDown.setting_sound(x,y,k)
if x>780 and x<980 and y>470 and sceneTemp.jump==0 then
sceneTemp.jump=10
local t=Timer()-sceneTemp.last
if t>1 then
VOC.play((t<1.5 or t>15)and"doubt"or rnd()<.8 and"happy"or"egg")
sceneTemp.last=Timer()
if rnd()<.0626 then
for i=1,#modes do
local M=modes[i]
for i=1,#M.unlock do
local m=M.unlock[i]
if not modeRanks[m]then
modeRanks[m]=modes[m].score and 0 or 6
end
end
end
FILE.saveUnlock()
TEXT.show("DEVMODE:UNLOCKALL",640,360,50,"stretch",.6)
end
end
end
end
function touchDown.setting_sound(id,x,y)
mouseDown.setting_sound(x,y)
end
function keyDown.setting_key(key)
local s=sceneTemp
if key=="escape"then
if s.kS then
s.kS=false
SFX.play("finesseError",.5)
else
SCN.back()
end
elseif s.kS then
for y=1,20 do
if keyMap[1][y]==key then keyMap[1][y]=""break end
if keyMap[2][y]==key then keyMap[2][y]=""break end
end
keyMap[s.board][s.kb]=key
SFX.play("reach",.5)
s.kS=false
elseif key=="return"or key=="space"then
s.kS=true
SFX.play("lock",.5)
elseif key=="up"or key=="w"then
if s.kb>1 then
s.kb=s.kb-1
SFX.play("move",.5)
end
elseif key=="down"or key=="s"then
if s.kb<20 then
s.kb=s.kb+1
SFX.play("move",.5)
end
elseif key=="left"or key=="a"or key=="right"or key=="d"then
s.board=3-s.board
SFX.play("rotate",.5)
end
end
function gamepadDown.setting_key(key)
local s=sceneTemp
if key=="back"then
if s.jS then
s.jS=false
SFX.play("finesseError",.5)
else
SCN.back()
end
elseif s.jS then
for y=1,20 do
if keyMap[3][y]==key then keyMap[3][y]=""break end
if keyMap[4][y]==key then keyMap[4][y]=""break end
end
keyMap[2+s.board][s.js]=key
SFX.play("reach",.5)
s.jS=false
elseif key=="start"then
s.jS=true
SFX.play("lock",.5)
elseif key=="dpup"then
if s.js>1 then
s.js=s.js-1
SFX.play("move",.5)
end
elseif key=="dpdown"then
if s.js<20 then
s.js=s.js+1
SFX.play("move",.5)
end
elseif key=="dpleft"or key=="dpright"then
s.board=3-s.board
SFX.play("rotate",.5)
end
end
function mouseDown.setting_touch(x,y,k)
if k==2 then SCN.back()end
sceneTemp.sel=onVK_org(x,y)or sceneTemp.sel
end
function mouseMove.setting_touch(x,y,dx,dy)
if sceneTemp.sel and ms.isDown(1)and not WIDGET.sel then
local B=VK_org[sceneTemp.sel]
B.x,B.y=B.x+dx,B.y+dy
end
end
function mouseUp.setting_touch(x,y,k)
if sceneTemp.sel then
local B=VK_org[sceneTemp.sel]
local k=snapLevelValue[sceneTemp.snap]
B.x,B.y=int(B.x/k+.5)*k,int(B.y/k+.5)*k
end
end
function touchDown.setting_touch(id,x,y)
sceneTemp.sel=onVK_org(x,y)or sceneTemp.sel
end
function touchUp.setting_touch(id,x,y)
if sceneTemp.sel then
local B=VK_org[sceneTemp.sel]
local k=snapLevelValue[sceneTemp.snap]
B.x,B.y=int(B.x/k+.5)*k,int(B.y/k+.5)*k
end
end
function touchMove.setting_touch(id,x,y,dx,dy)
if sceneTemp.sel and not WIDGET.sel then
local B=VK_org[sceneTemp.sel]
B.x,B.y=B.x+dx,B.y+dy
end
end
function keyDown.pause(key)
if key=="q"then
SCN.back()
elseif key=="escape"then
resumeGame()
elseif key=="s"then
SCN.push()
SCN.swapTo("setting_sound")
elseif key=="r"then
TASK.clear("play")
mergeStat(stat,players[1].stat)
resetGameData()
SCN.swapTo("play","none")
end
end
function touchDown.play(id,x,y)
if setting.VKSwitch then
local t=onVirtualkey(x,y)
if t then
players[1]:pressKey(t)
if setting.VKSFX>0 then
SFX.play("virtualKey",setting.VKSFX*.25)
end
virtualkey[t].isDown=true
virtualkey[t].pressTime=10
if setting.VKTrack then
local B=virtualkey[t]
if setting.VKDodge then--button collision (not accurate)
for i=1,#virtualkey do
local b=virtualkey[i]
local d=B.r+b.r-((B.x-b.x)^2+(B.y-b.y)^2)^.5--hit depth(Neg means distance)
if d>0 then
b.x=b.x+(b.x-B.x)*d*b.r*5e-4
b.y=b.y+(b.y-B.y)*d*b.r*5e-4
end
end
end
local O=VK_org[t]
local _FW,_CW=setting.VKTchW*.1,1-setting.VKCurW*.1
local _OW=1-_FW-_CW
--Auto follow: finger, current, origin (weight from setting)
B.x,B.y=x*_FW+B.x*_CW+O.x*_OW,y*_FW+B.y*_CW+O.y*_OW
end
VIB(setting.VKVIB)
end
end
end
function touchUp.play(id,x,y)
if setting.VKSwitch then
local t=onVirtualkey(x,y)
if t then
players[1]:releaseKey(t)
end
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.VKSwitch 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.x)^2+(y-B.y)^2<=B.r^2 then
goto next
end
end
players[1]:releaseKey(n)
::next::
end
end
end
function keyDown.play(key)
if key=="escape"then
pauseGame()
return
end
local m=keyMap
for k=1,20 do
if key==m[1][k]or key==m[2][k]then
players[1]:pressKey(k)
virtualkey[k].isDown=true
virtualkey[k].pressTime=10
return
end
end
end
function keyUp.play(key)
local m=keyMap
for k=1,20 do
if key==m[1][k]or key==m[2][k]then
players[1]:releaseKey(k)
virtualkey[k].isDown=false
return
end
end
end
function gamepadDown.play(key)
if key=="back"then SCN.back()return end
local m=keyMap
for k=1,20 do
if key==m[3][k]or key==m[4][k]then
players[1]:pressKey(k)
virtualkey[k].isDown=true
virtualkey[k].pressTime=10
return
end
end
end
function gamepadUp.play(key)
local m=keyMap
for p=1,players.human do
for k=1,20 do
if key==m[3][k]or key==m[4][k]then
players[1]:releaseKey(k)
virtualkey[k].isDown=false
return
end
end
end
end
function touchDown.help(id,x,y)
local pw=sceneTemp.pw
local t=pw%4
if
t==0 and x<640 and y<360 or
t==1 and x>640 and y<360 or
t==2 and x<640 and y>360 or
t==3 and x>640 and y>360
then
pw=pw+1
if pw==8 then
marking=nil
SFX.play("reach")
end
else
pw=x<640 and y<360==1 and 1 or 0
end
sceneTemp.pw=pw
end
function keyDown.staff(key,RESET)
if key=="escape"then
SCN.back()
elseif key=="\122"then
if kb.isDown("\109")and kb.isDown("\114")or RESET then
sceneTemp.ct=sceneTemp.ct+1
if sceneTemp.ct==5 then
TEXT.show("What are you up to?",640,200,40,"appear",.5)
elseif sceneTemp.ct==10 then
TEXT.show("Stop what you are doing.",640,200,40,"flicker",.5)
elseif sceneTemp.ct==20 then
TEXT.show("RESET ALL DATA?",640,200,40,"appear",.3,.2)
elseif sceneTemp.ct==26 then
local L=love.filesystem.getDirectoryItems("")
for i=1,#L do
local s=L[i]
if s:sub(-4)==".dat"then
love.filesystem.remove(s)
end
end
SFX.play("lock")
SFX.play("clear_4")
SFX.play("finesseError_long")
SCN.back()
TEXT.clear()
end
sceneTemp.v=-6.26
marking=nil
SFX.play("reach")
end
end
end
function touchDown.staff(id,x,y)
if #tc.getTouches()==5 then
keyDown.staff('\122',true)
end
end
function wheelMoved.history(x,y)
wheelScroll(y)
end
function keyDown.history(key)
if key=="up"then
sceneTemp[2]=max(sceneTemp[2]-1,1)
elseif key=="down"then
sceneTemp[2]=min(sceneTemp[2]+1,#sceneTemp[1])
elseif key=="escape"then
SCN.back()
end
end
-------------------------------------------------------------
local lastX,lastY=0,0--last clickDown pos
function love.mousepressed(x,y,k,t,num)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if devMode==1 then print(mx,my)end
if SCN.swapping then return end
if mouseDown[SCN.cur]then
mouseDown[SCN.cur](mx,my,k)
elseif k==2 then
SCN.back()
end
if k==1 then
WIDGET.press(mx,my)
end
lastX,lastY=mx,my
end
function love.mousemoved(x,y,dx,dy,t)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if SCN.swapping then return end
dx,dy=dx/scr.k,dy/scr.k
if mouseMove[SCN.cur]then
mouseMove[SCN.cur](mx,my,dx,dy)
end
if ms.isDown(1) then
WIDGET.drag(mx,my,dx,dy)
else
WIDGET.moveCursor(mx,my)
end
end
function love.mousereleased(x,y,k,t,num)
if t then return end
mx,my=xOy:inverseTransformPoint(x,y)
if t or SCN.swapping then return end
if mouseUp[SCN.cur]then
mouseUp[SCN.cur](mx,my,k)
end
if lastX and(mx-lastX)^2+(my-lastY)^2<26 and mouseClick[SCN.cur]then
mouseClick[SCN.cur](mx,my,k)
end
end
function love.wheelmoved(x,y)
if SCN.swapping then return end
if wheelMoved[SCN.cur]then wheelMoved[SCN.cur](x,y)end
end
function love.touchpressed(id,x,y)
mouseShow=false
if SCN.swapping then return end
if not touching then
touching=id
love.touchmoved(id,x,y,0,0)
end
touchDist=nil--reset distance
x,y=xOy:inverseTransformPoint(x,y)
lastX,lastY=x,y
if touchDown[SCN.cur]then
touchDown[SCN.cur](id,x,y)
end
end
function love.touchmoved(id,x,y,dx,dy)
if SCN.swapping then return end
x,y=xOy:inverseTransformPoint(x,y)
if touchMove[SCN.cur]then
touchMove[SCN.cur](id,x,y,dx/scr.k,dy/scr.k)
end
if WIDGET.sel then
if touching then
WIDGET.drag(x,y,dx,dy)
end
else
WIDGET.moveCursor(x,y)
if not WIDGET.sel then
touching=nil
end
end
end
function love.touchreleased(id,x,y)
if SCN.swapping then return end
x,y=xOy:inverseTransformPoint(x,y)
if id==touching then
WIDGET.press(x,y)
touching=nil
WIDGET.sel=nil
end
if touchUp[SCN.cur]then
touchUp[SCN.cur](id,x,y)
end
if(x-lastX)^2+(y-lastY)^2<26 and touchClick[SCN.cur]then
touchClick[SCN.cur](x,y,k)
end
end
function love.keypressed(i)
mouseShow=false
if SCN.swapping then return end
if devMode then
if i=="f5"then
print("DEBUG:")
elseif i=="f8"then devMode=nil TEXT.show("DEBUG OFF",640,360,80,"fly",.8)
elseif i=="f9"then devMode=1 TEXT.show("DEBUG 1",640,360,80,"fly",.8)
elseif i=="f10"then devMode=2 TEXT.show("DEBUG 2",640,360,80,"fly",.8)
elseif i=="f11"then devMode=3 TEXT.show("DEBUG 3",640,360,80,"fly",8)
elseif i=="f12"then devMode=4 TEXT.show("DEBUG 4",640,360,80,"fly",12)
elseif devMode==2 then
if i=="k"then
for i=1,8 do
local P=players.alive[rnd(#players.alive)]
if P~=players[1]then
P.lastRecv=players[1]
P:lose()
end
end
elseif i=="q"then
local W=WIDGET.sel
if W then W:getInfo()end
elseif i=="f3"then
assert(false,"Techmino:挂了")
elseif i=="e"then
for k,v in next,_G do
print(k,v)
end
elseif WIDGET.sel then
local W=WIDGET.sel
if i=="left"then W.x=W.x-10
elseif i=="right"then W.x=W.x+10
elseif i=="up"then W.y=W.y-10
elseif i=="down"then W.y=W.y+10
elseif i==","then W.w=W.w-10
elseif i=="."then W.w=W.w+10
elseif i=="/"then W.h=W.h-10
elseif i=="'"then W.h=W.h+10
elseif i=="["then W.font=W.font-1
elseif i=="]"then W.font=W.font+1
end
end
end
elseif i=="f8"then
devMode=1
TEXT.show("DEBUG ON",640,360,80,"fly",.8)
else
if keyDown[SCN.cur]then keyDown[SCN.cur](i)
elseif i=="escape"then SCN.back()
else WIDGET.keyPressed(i)
end
end
end
function love.keyreleased(i)
if SCN.swapping then return end
if keyUp[SCN.cur]then keyUp[SCN.cur](i)end
end
function love.joystickadded(JS)
joysticks[#joysticks+1]=JS
end
function love.joystickremoved(JS)
for i=1,#joysticks do
if joysticks[i]==JS then
rem(joysticks,i)
return
end
end
end
local keyMirror={
dpup="up",
dpdown="down",
dpleft="left",
dpright="right",
start="return",
back="escape",
}
function love.gamepadpressed(joystick,i)
mouseShow=false
if SCN.swapping then return end
if gamepadDown[SCN.cur]then gamepadDown[SCN.cur](i)
elseif keyDown[SCN.cur]then keyDown[SCN.cur](keyMirror[i]or i)
elseif i=="back"then SCN.back()
else WIDGET.gamepadPressed(i)
end
end
function love.gamepadreleased(joystick,i)
if SCN.swapping then return end
if gamepadUp[SCN.cur]then gamepadUp[SCN.cur](i)
end
end
--[[
function love.joystickpressed(JS,k)
mouseShow=false
if SCN.swapping then return end
if gamepadDown[SCN.cur]then gamepadDown[SCN.cur](i)
elseif keyDown[SCN.cur]then keyDown[SCN.cur](keyMirror[i]or i)
elseif i=="back"then SCN.back()
else WIDGET.gamepadPressed(i)
end
end
function love.joystickreleased(JS,k)
if SCN.swapping then return end
if gamepadUp[SCN.cur]then gamepadUp[SCN.cur](i)
end
end
function love.joystickaxis(JS,axis,val)
end
function love.joystickhat(JS,hat,dir)
end
function love.sendData(data)end
function love.receiveData(id,data)end
]]
function love.lowmemory()
collectgarbage()
end
function love.resize(w,h)
scr.w,scr.h=w,h
scr.r=h/w
scr.rad=(w^2+h^2)^.5
scr.dpi=gc.getDPIScale()
if scr.r>=.5625 then
scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5
else
scr.k=h/720
scr.x,scr.y=(w-h*16/9)*.5,0
end
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
BG.resize(w,h)
SHADER.warning:send("w",w*scr.dpi)
SHADER.warning:send("h",h*scr.dpi)
end
function love.focus(f)
if SCN.cur=="play"and not f and setting.autoPause then pauseGame()end
end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
local devColor={
color.white,
color.lightMagenta,
color.lightGreen,
color.lightBlue,
}
local FPS=love.timer.getFPS
love.draw,love.update=nil
function love.run()
local T=love.timer
local STEP,GETDelta,WAIT=T.step,T.getDelta,T.sleep
local lastFrame=T.getTime()
local lastFreshPow=lastFrame
local FCT=0--framedraw counter
local mini=love.window.isMinimized
local PUMP,POLL=love.event.pump,love.event.poll
love.resize(gc.getWidth(),gc.getHeight())
SCN.init("load")--Scene Launch
marking=true
return function()
local _
--EVENT
PUMP()
for N,a,b,c,d,e in POLL()do
if love[N]then
love[N](a,b,c,d,e)
elseif N=="quit"then
destroyPlayers()
return 1
end
end
--UPDATE
STEP()local dt=GETDelta()
TASK.update()
VOC.update()
BG.update(dt)
sysFX.update(dt)
TEXT.update()
_=Tmr[SCN.cur]if _ then _(dt)end--Scene Updater
if SCN.swapping then SCN.swapUpdate()end--Scene swapping animation
WIDGET.update()--Widgets animation
--DRAW
if not mini()then
FCT=FCT+setting.frameMul
if FCT>=100 then
FCT=FCT-100
gc.discard()--SPEED UPUPUP!
BG.draw()
gc.push("transform")
gc.replaceTransform(xOy)
if Pnt[SCN.cur]then Pnt[SCN.cur]()end
WIDGET.draw()--Draw widgets
if mouseShow then
local r=Timer()*.5
local R=int(r)%7+1
_=SKIN.libColor[setting.skin[R]]
gc.setColor(_[1],_[2],_[3],min(1-abs(1-r%1*2),.3))
gc.draw(miniBlock[R],mx,my,Timer()%3.1416*4,20,20,scs[2*R]-.5,#blocks[R][0]-scs[2*R-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--Awesome mouse!
sysFX.draw()
TEXT.draw()
gc.pop()
gc.setColor(1,1,1)
if setting.powerInfo then
gc.draw(infoCanvas,0,0,0,scr.k)
end
--Power Info
if SCN.swapping then
_=SCN.swap
_.draw(_.time)
end--Scene swapping animation
setFont(15)
gc.setColor(1,1,1)
_=scr.h-20
gc.print(FPS(),5,_)
if devMode then
gc.setColor(devColor[devMode])
gc.print("Cache used:"..gcinfo(),5,_-20)
gc.print("Free Row:"..freeRow.getCount(),5,_-40)
gc.print("Mouse:"..mx.." "..my,5,_-60)
gc.print("Voices:"..VOC.getCount(),5,_-80)
gc.print("Tasks:"..TASK.getCount(),5,_-100)
if devMode==3 then love.timer.sleep(.26)
elseif devMode==4 then love.timer.sleep(.626)
end
end--DEV info
gc.present()
end
end
--FRAME TIME CTRL
if Timer()-lastFrame<.058 then WAIT(.01)end
while Timer()-lastFrame<.0159 do WAIT(.001)end
--FRESH POWERINFO
lastFrame=Timer()
if Timer()-lastFreshPow>3 and setting.powerInfo and SCN.cur~="load"then
updatePowerInfo()
lastFreshPow=Timer()
end
end
end