498 lines
11 KiB
Lua
498 lines
11 KiB
Lua
local gc,kb=love.graphics,love.keyboard
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local setColor,rectangle=gc.setColor,gc.rectangle
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local int,abs=math.floor,math.abs
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local rnd,min=math.random,math.min
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local ins=table.insert
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local setFont=setFont
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local mStr=mStr
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local scene={}
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local blind,tapControl
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local board
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local startTime,time
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local state,progress
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local move
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local autoPressing
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local nextTile,nextCD
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local nextPos,prevPos
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local prevSpawnTime=0
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local maxTile
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local skipper={
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used=false,
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cd=0,
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}
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local repeater={
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focus=false,
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seq={"",""},last={"X","X"},
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}
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local score
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--[[Tiles' value:
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-1: black tile, cannot move
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0: X tile, cannot merge
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1/2/3/...: 2/4/8/... tile
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]]
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local tileColor={
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[-1]=COLOR.D,
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[0]={.5,.3,.3},
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{.93,.89,.85},
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{.93,.88,.78},
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{.95,.69,.47},
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{.96,.58,.39},
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{.96,.49,.37},
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{.96,.37,.23},
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{.93,.81,.45},
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{.93,.80,.38},
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{.93,.78,.31},
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{.93,.77,.25},
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{.93,.76,.18},
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{.40,.37,.33},
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{.22,.19,.17},
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}
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local tileFont={
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80,80,80,--2/4/8
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70,70,70,--16/32/64
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60,60,60,--128/256/512
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55,55,55,55,--1024/2048/4096/8192
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50,50,50,--16384/32768/65536
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45,45,45,--131072/262144/524288
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30,--1048576
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}
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local tileName={[0]="X","2","4","8","16","32","64","128","256","512","1024","2048","4096","8192","16384","32768","65536","131072","262144","524288","2^20"}
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local function airExist()
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for i=1,16 do
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if not board[i]then
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return true
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end
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end
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end
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local function newTile()
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--Select position & generate number
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nextPos=(nextPos+6)%16+1
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while board[nextPos]do
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nextPos=(nextPos-4)%16+1
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end
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board[nextPos]=nextTile
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prevPos=nextPos
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prevSpawnTime=0
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--Fresh score
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score=score+2^nextTile
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TEXT.show("+"..2^nextTile,1130+rnd(-60,60),575+rnd(-30,30),30,'score',1.5)
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--Generate next number
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nextCD=nextCD-1
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if nextCD>0 then
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nextTile=1
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else
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nextTile=rnd()>.1 and 2 or rnd()>.1 and 3 or 4
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nextCD=rnd(8,12)
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end
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--Check if board is full
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if airExist()then return end
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--Check if board is locked in all-directions
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for i=1,12 do
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if board[i]==board[i+4]then
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return
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end
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end
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for i=1,13,4 do
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if
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board[i+0]==board[i+1]or
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board[i+1]==board[i+2]or
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board[i+2]==board[i+3]
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then
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return
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end
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end
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--Die.
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state=2
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SFX.play(maxTile>=10 and'win'or'fail')
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end
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local function freshMaxTile()
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maxTile=maxTile+1
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if maxTile==12 then skipper.cd=0 end
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SFX.play('reach')
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ins(progress,("%s - %.3fs"):format(tileName[maxTile],TIME()-startTime))
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end
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local function squash(L)
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local p1,p2=1
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local moved=false
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while true do
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p2=p1+1
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while not L[p2]and p2<5 do
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p2=p2+1
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end
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if p2==5 then
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if p1==4 then
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return L[1],L[2],L[3],L[4],moved
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else
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p1=p1+1
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end
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else
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if not L[p1]then--air←2
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L[p1],L[p2]=L[p2],false
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moved=true
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elseif L[p1]==L[p2]then--2←2
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L[p1],L[p2]=L[p1]+1,false
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if L[p1]>maxTile then
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freshMaxTile()
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end
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L[p2]=false
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p1=p1+1
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moved=true
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elseif p1+1~=p2 then--2←4
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L[p1+1],L[p2]=L[p2],false
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p1=p1+1
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moved=true
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else--2,4
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p1=p1+1
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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 reset()
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for i=1,16 do board[i]=false end
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progress={}
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state=0
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score=0
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time=0
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move=0
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maxTile=6
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nextTile,nextPos=1,rnd(16)
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nextCD=32
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skipper.cd,skipper.used=false,false
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repeater.seq[1],repeater.seq[2]="",""
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repeater.last[1],repeater.last[2]="X","X"
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newTile()
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end
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local function moveUp()
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local moved
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for i=1,4 do
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local m
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board[i],board[i+4],board[i+8],board[i+12],m=squash({board[i],board[i+4],board[i+8],board[i+12]})
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if m then moved=true end
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end
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return moved
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end
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local function moveDown()
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local moved
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for i=1,4 do
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local m
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board[i+12],board[i+8],board[i+4],board[i],m=squash({board[i+12],board[i+8],board[i+4],board[i]})
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if m then moved=true end
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end
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return moved
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end
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local function moveLeft()
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local moved
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for i=1,13,4 do
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local m
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board[i],board[i+1],board[i+2],board[i+3],m=squash({board[i],board[i+1],board[i+2],board[i+3]})
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if m then moved=true end
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end
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return moved
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end
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local function moveRight()
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local moved
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for i=1,13,4 do
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local m
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board[i+3],board[i+2],board[i+1],board[i],m=squash({board[i+3],board[i+2],board[i+1],board[i]})
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if m then moved=true end
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end
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return moved
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end
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local function skip()
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if state==1 and skipper.cd==0 then
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if airExist()then
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skipper.cd=1024
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skipper.used=true
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newTile()
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SFX.play('hold')
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else
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SFX.play('finesseError')
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end
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end
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end
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function scene.sceneInit()
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BG.set('cubes')
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BGM.play('truth')
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board={}
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blind=false
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tapControl=false
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startTime=0
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reset()
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end
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function scene.mouseDown(x,y,k)
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if tapControl then
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if k==2 then
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skip()
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else
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local dx,dy=x-640,y-360
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if abs(dx)<320 and abs(dy)<320 and(abs(dx)>60 or abs(dy)>60)then
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scene.keyDown(abs(dx)-abs(dy)>0 and
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(dx>0 and"right"or"left")or
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(dy>0 and"down"or"up")
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)
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end
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end
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end
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end
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function scene.touchDown(x,y)
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scene.mouseDown(x,y)
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end
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local moveFunc={
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up=moveUp,
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down=moveDown,
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left=moveLeft,
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right=moveRight,
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}
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local arrows={
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up="↑",down="↓",left="←",right="→",
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["↑"]="up",["↓"]="down",["←"]="left",["→"]="right",
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}
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local function setFocus(n)
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if state~=2 then
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repeater.focus=n
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repeater.seq[n]=""
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end
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end
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local function playRep(n)
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if state~=2 and #repeater.seq[n]>0 then
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repeater.focus=false
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local move0=move
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for i=1,#repeater.seq[n],3 do
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autoPressing=true
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scene.keyDown(arrows[repeater.seq[n]:sub(i,i+2)],true)
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autoPressing=false
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end
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if move~=move0 then
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if repeater.seq[n]~=repeater.last[n]then
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repeater.last[n]=repeater.seq[n]
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move=move0+#repeater.seq[n]/3+1
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else
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move=move0+1
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end
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end
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end
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end
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function scene.keyDown(key,isRep)
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if isRep then return end
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if key=="up"or key=="down"or key=="left"or key=="right"then
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if repeater.focus then
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local f=repeater.focus
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if #repeater.seq[f]<24 then
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repeater.seq[f]=repeater.seq[f]..arrows[key]
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end
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else
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if moveFunc[key]()then
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if state==0 then
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startTime=TIME()
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state=1
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end
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if skipper.cd and skipper.cd>0 then
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skipper.cd=skipper.cd-1
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if skipper.cd==0 then
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SFX.play('spin_0')
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end
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end
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newTile()
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TEXT.show(arrows[key],640,360,80,'beat',3)
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move=move+1
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if not autoPressing then
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SFX.play('move')
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end
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end
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end
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elseif key=="space"then skip()
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elseif key=="r"then reset()
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elseif key=="q"then if state==0 then blind=not blind end
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elseif key=="w"then if state==0 then tapControl=not tapControl end
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elseif key=="1"or key=="2"then(kb.isDown("lshift","lctrl","lalt")and playRep or setFocus)(key=="1"and 1 or 2)
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elseif key=="c1"then playRep(1)
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elseif key=="c2"then playRep(2)
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elseif key=="return"then
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if repeater.focus then
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repeater.focus=false
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end
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elseif key=="escape"then
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if repeater.focus then
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repeater.focus=false
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else
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SCN.back()
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end
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end
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end
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function scene.update(dt)
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if state==1 then
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time=TIME()-startTime
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end
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if prevSpawnTime<1 then
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prevSpawnTime=min(prevSpawnTime+3*dt,1)
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end
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end
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function scene.draw()
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setFont(35)
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setColor(1,1,1)
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gc.print(("%.3f"):format(time),1000,10)
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gc.print(move,1000,45)
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--Progress time list
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setFont(20)
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setColor(.6,.6,.6)
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for i=1,#progress do
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gc.print(progress[i],1000,65+20*i)
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end
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--Repeater
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gc.setLineWidth(6)
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setFont(25)
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for i=1,2 do
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setColor(COLOR[
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repeater.focus==i and(
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TIME()%.5>.25 and
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'R'or
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'Y'
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)or(
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repeater.seq[i]==repeater.last[i]and
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'H'or
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'Z'
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)
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])
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rectangle('line',990,305+60*i,220,50)
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gc.print(repeater.seq[i],1000,313+60*i)
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end
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--Score
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setFont(40)
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setColor(1,.7,.7)
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mStr(score,1130,510)
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--Messages
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if state==2 then
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--Draw no-setting area
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setColor(1,0,0,.3)
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rectangle('fill',15,265,285,140)
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setColor(.9,.9,0)--win
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elseif state==1 then
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setColor(.9,.9,.9)--game
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elseif state==0 then
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setColor(.2,.8,.2)--ready
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end
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gc.setLineWidth(10)
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rectangle('line',310,30,660,660)
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--Board
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for i=1,16 do
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if board[i]then
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local x,y=1+(i-1)%4,int((i+3)/4)
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local N=board[i]
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if i~=prevPos or prevSpawnTime==1 then
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if not blind or i==prevPos then
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setColor(tileColor[N]or COLOR.D)
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rectangle('fill',x*160+163,y*160-117,154,154,15)
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if N>=0 then
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setColor(N<3 and COLOR.D or COLOR.Z)
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local fontSize=tileFont[N]
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setFont(fontSize)
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mStr(tileName[N],320+(x-.5)*160,40+(y-.5)*160-fontSize*.7)
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end
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else
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setColor(COLOR.H)
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rectangle('fill',x*160+163,y*160-117,154,154,15)
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end
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else
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local c=tileColor[N]
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setColor(c[1],c[2],c[3],prevSpawnTime)
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rectangle('fill',x*160+163,y*160-117,154,154,15)
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c=N<3 and 0 or 1
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setColor(c,c,c,prevSpawnTime)
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local fontSize=tileFont[N]
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setFont(fontSize)
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mStr(tileName[N],320+(x-.5)*160,40+(y-.5)*160-fontSize*.7)
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end
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end
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end
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--Next indicator
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setColor(1,1,1)
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if nextCD<=12 then
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for i=1,nextCD do
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rectangle('fill',140+i*16-nextCD*8,170,12,12)
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end
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end
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--Next
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setFont(40)
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gc.print("Next",50,195)
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if nextTile>1 then
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setColor(1,.5,.4)
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end
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setFont(70)
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mStr(tileName[nextTile],220,175)
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--Skip CoolDown
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if skipper.cd and skipper.cd>0 then
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setFont(50)
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setColor(1,1,.5)
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mStr(skipper.cd,155,600)
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end
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--Skip mark
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if skipper.used then
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setColor(1,1,.5)
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gc.circle('fill',280,675,10)
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end
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--New tile position
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local x,y=1+(prevPos-1)%4,int((prevPos+3)/4)
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gc.setLineWidth(8)
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setColor(.2,.8,0,prevSpawnTime)
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local d=25-prevSpawnTime*25
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rectangle('line',x*160+163-d,y*160-117-d,154+2*d,154+2*d,15)
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--Touch control boarder line
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if tapControl then
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gc.setLineWidth(6)
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setColor(1,1,1,.2)
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gc.line(310,30,580,300)
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gc.line(970,30,700,300)
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gc.line(310,690,580,420)
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gc.line(970,690,700,420)
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rectangle('line',580,300,120,120,10)
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end
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end
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scene.widgetList={
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WIDGET.newButton{name="reset", x=155,y=100,w=180,h=100,color='lG',font=40,code=pressKey"r"},
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WIDGET.newSwitch{name="blind", x=240,y=300,w=60,font=40,disp=function()return blind end,code=pressKey"q",hideF=function()return state==1 end},
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WIDGET.newSwitch{name="tapControl", x=240,y=370,w=60,font=40,disp=function()return tapControl end,code=pressKey"w",hideF=function()return state==1 end},
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WIDGET.newKey{name="up", x=155,y=460,w=100,fText="↑",font=50,color='Y',code=pressKey"up",hideF=function()return tapControl end},
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WIDGET.newKey{name="down", x=155,y=660,w=100,fText="↓",font=50,color='Y',code=pressKey"down",hideF=function()return tapControl end},
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WIDGET.newKey{name="left", x=55,y=560,w=100,fText="←",font=50,color='Y',code=pressKey"left",hideF=function()return tapControl end},
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WIDGET.newKey{name="right", x=255,y=560,w=100,fText="→",font=50,color='Y',code=pressKey"right",hideF=function()return tapControl end},
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WIDGET.newKey{name="skip", x=155,y=400,w=100,font=20, color='Y',code=pressKey"space",hideF=function()return state~=1 or not skipper.cd or skipper.cd>0 end},
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WIDGET.newKey{name="record1", x=1100,y=390,w=220,h=50,fText="", color='H',code=pressKey"1",hideF=function()return state==2 end},
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WIDGET.newKey{name="record2", x=1100,y=450,w=220,h=50,fText="", color='H',code=pressKey"2",hideF=function()return state==2 end},
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WIDGET.newKey{name="replay1", x=1245,y=390,w=50,fText="!", color='G',code=pressKey"c1",hideF=function()return state==2 or #repeater.seq[1]==0 end},
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WIDGET.newKey{name="replay2", x=1245,y=450,w=50,fText="!", color='G',code=pressKey"c2",hideF=function()return state==2 or #repeater.seq[2]==0 end},
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WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,fText=TEXTURE.back,code=backScene},
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}
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return scene |