267 lines
5.7 KiB
Lua
267 lines
5.7 KiB
Lua
local int,max,format=math.floor,math.max,string.format
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local scene={
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cur="load",--Current scene
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swapping=false,--ifSwapping
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swap={
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tar=nil, --Swapping target
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style=nil, --Swapping target
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mid=nil, --Loading point
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time=nil, --Full swap time
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draw=nil, --Swap draw
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},
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seq={"quit","slowFade"},--Back sequence
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}--scene datas,returned
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local sceneInit={
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quit=love.event.quit,
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load=function()
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loading={
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1,--Loading mode
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1,--Loading counter
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#voiceName,--Loading bar lenth(current)
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text.tips[math.random(#text.tips)],--tip
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}
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end,
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intro=function()
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sceneTemp=0--animation timer
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BGM("blank")
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end,
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main=function()
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curBG="none"
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BGM("blank")
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destroyPlayers()
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modeEnv={}
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if not players[1]then
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newDemoPlayer(1,900,35,1.1)
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end--create demo player
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end,
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music=function()
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if bgmPlaying then
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for i=1,#musicID do
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if musicID[i]==bgmPlaying then
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sceneTemp=i--music select
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return
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end
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end
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else
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sceneTemp=1
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end
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end,
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mode=function()
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curBG="none"
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BGM("blank")
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destroyPlayers()
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mapCam.zoomK=scene.swap.tar=="mode"and 5 or 1
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end,
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custom=function()
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sceneTemp=1--option select
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destroyPlayers()
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curBG=customRange.bg[customSel[12]]
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BGM(customRange.bgm[customSel[13]])
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end,
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draw=function()
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curBG="none"
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sceneTemp={
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sure=0,
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pen=1,
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x=1,y=1,
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demo=false,
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}
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end,
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play=function()
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love.keyboard.setKeyRepeat(false)
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restartCount=0
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if needResetGameData then
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resetGameData()
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needResetGameData=nil
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else
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BGM(modeEnv.bgm)
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end
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curBG=modeEnv.bg
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end,
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pause=function()
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local S=players[1].stat
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sceneTemp={
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S.key,
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S.rotate,
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S.hold,
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S.piece.." "..(int(S.piece/S.time*100)*.01).."PPS",
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S.row.." "..(int(S.row/S.time*600)*.1).."LPM",
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S.atk.." "..(int(S.atk/S.time*600)*.1).."APM",
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S.send,
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S.recv,
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S.pend,
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S.clear_1.."/"..S.clear_2.."/"..S.clear_3.."/"..S.clear_4,
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"["..S.spin_0.."]/"..S.spin_1.."/"..S.spin_2.."/"..S.spin_3,
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S.b2b.."[+"..S.b3b.."]",
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S.pc,
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format("%0.2f",S.atk/S.row),
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S.extraPiece,
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max(100-int(S.extraRate/S.piece*10000)*.01,0).."%",
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}
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end,
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setting_game=function()
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curBG="none"
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end,
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setting_graphic=function()
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curBG="none"
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end,
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setting_sound=function()
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sceneTemp={last=0,jump=0}--last sound time,animation count(10→0)
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curBG="none"
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end,
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setting_key=function()
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sceneTemp={
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board=1,
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kb=1,js=1,
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kS=false,jS=false,
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}
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end,
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setting_touch=function()
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curBG="game2"
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sceneTemp={
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default=1,
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snap=1,
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sel=nil,
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}
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end,
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setting_touchSwitch=function()
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curBG="matrix"
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end,
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help=function()
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curBG="none"
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end,
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stat=function()
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local S=stat
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sceneTemp={
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S.run,
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S.game,
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format("%0.1fHr",S.time*2.78e-4),
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S.key,
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S.rotate,
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S.hold,
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S.piece,
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S.row,
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S.atk,
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S.send,
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S.recv,
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S.pend,
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S.clear_1.."/"..S.clear_2.."/"..S.clear_3.."/"..S.clear_4,
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"["..S.spin_0.."]/"..S.spin_1.."/"..S.spin_2.."/"..S.spin_3,
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S.b2b.."[+"..S.b3b.."]",
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S.pc,
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format("%0.2f",S.atk/S.row),
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S.extraPiece.."["..(int(S.extraRate/S.piece*10000)*.01).."%]",
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}
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end,
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history=function()
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curBG="lightGrey"
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sceneTemp={require("updateLog"),1}--scroll pos
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end,
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quit=function()
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love.timer.sleep(.3)
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love.event.quit()
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end,
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}
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local swapDeck_data={
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{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
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{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
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{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
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{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
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{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
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{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
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{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
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{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
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{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
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}--Block id [ZSLJTOI] ,dir,x,y
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local gc=love.graphics
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local swap={
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none={1,0,NULL},
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flash={8,1,function()gc.clear(1,1,1)end},
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fade={30,15,function(t)
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local t=t>15 and 2-t/15 or t/15
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gc.setColor(0,0,0,t)
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gc.rectangle("fill",0,0,1280,720)
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end},
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fade_togame={120,20,function(t)
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local t=t>20 and (120-t)/100 or t/20
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gc.setColor(0,0,0,t)
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gc.rectangle("fill",0,0,1280,720)
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end},
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slowFade={180,90,function(t)
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local t=t>90 and 2-t/90 or t/90
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gc.setColor(0,0,0,t)
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gc.rectangle("fill",0,0,1280,720)
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end},
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deck={50,8,function(t)
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gc.setColor(1,1,1)
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if t>8 then
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local t=t<15 and 15 or t
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for i=1,51-t do
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local bn=swapDeck_data[i][1]
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local b=blocks[bn][swapDeck_data[i][2]]
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local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
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for y=1,#b do for x=1,#b[1]do
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if b[y][x]then
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gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
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end
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end end
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end
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end
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if t<17 then
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gc.setColor(1,1,1,1-(t>8 and t-8 or 8-t)*.125)
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gc.rectangle("fill",0,0,1280,720)
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end
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end},
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}--Scene swapping animations
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local backFunc={
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load=love.event.quit,
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pause=function()
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love.keyboard.setKeyRepeat(true)
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updateStat()
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saveStat()
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clearTask("play")
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end,
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setting_game= function()saveSetting()end,
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setting_graphic=function()saveSetting()end,
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setting_sound= function()saveSetting()end,
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}
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function scene.init(s)
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if sceneInit[s]then sceneInit[s]()end
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end
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function scene.push(tar,style)
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if not scene.swapping then
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local m=#scene.seq
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scene.seq[m+1]=tar or scene.cur
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scene.seq[m+2]=style or"fade"
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end
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end
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function scene.pop()
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scene.seq={}
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end
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function scene.swapTo(tar,style)
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local S=scene.swap
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if not scene.swapping and tar~=scene.cur then
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scene.swapping=true
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if not style then style="fade"end
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S.tar=tar
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S.style=style
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local swap=swap[style]
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S.time=swap[1]
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S.mid=swap[2]
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S.draw=swap[3]
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widget_sel=nil
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end
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end
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function scene.back()
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if not scene.swapping then
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if backFunc[scene.cur] then backFunc[scene.cur]()end
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--func when scene end
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local m=#scene.seq
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if m>0 then
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scene.swapTo(scene.seq[m-1],scene.seq[m])
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scene.seq[m],scene.seq[m-1]=nil
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--Poll&Back to preScene
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end
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end
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end
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return scene |