Files
Techmino/toolfunc.lua
2020-02-04 19:37:53 +08:00

562 lines
11 KiB
Lua

local tm=love.timer
local gc=love.graphics
local kb=love.keyboard
local setFont=setFont
local int,abs,rnd,max,min=math.floor,math.abs,math.random,math.max,math.min
local sub,find=string.sub,string.find
local ins,rem=table.insert,table.remove
local toN,toS=tonumber,tostring
local concat=table.concat
local function splitS(s,sep)
local t,n={},1
repeat
local p=find(s,sep)or #s+1
t[n]=sub(s,1,p-1)
n=n+1
s=sub(s,p+#sep)
until #s==0
return t
end
function mStr(s,x,y)
gc.printf(s,x-320,y,640,"center")
end
function mDraw(s,x,y)
gc.draw(s,x-s:getWidth()*.5,y)
end
function destroyPlayers()
for i=#players,1,-1 do
local P=players[i]
if P.canvas then P.canvas:release()end
while P.field[1]do
removeRow(P.field)
removeRow(P.visTime)
end
if P.AI_mode=="CC"then
BOT.free(P.bot_opt)
BOT.free(P.bot_wei)
BOT.destroy(P.AI_bot)
P.AI_mode=nil
end
players[i]=nil
end
for i=#players.alive,1,-1 do
players.alive[i]=nil
end
players.human=0
collectgarbage()
end
function getNewRow(val)
local t=rem(freeRow)
for i=1,10 do
t[i]=val
end
freeRow.L=freeRow.L-1
--get a row from buffer
if not freeRow[1]then
for i=1,10 do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
freeRow.L=freeRow.L+10
end
--prepare new rows
return t
end
function removeRow(t,k)
freeRow[#freeRow+1]=rem(t,k)
freeRow.L=freeRow.L+1
end
--Single-usage funcs
langName={"中文","全中文","English"}
local langID={"chi","chi_full","eng"}
local drawableTextLoad={
"next","hold",
"pause","finish",
"custom",
"setting_game",
"setting_graphic",
"setting_sound",
"keyboard","joystick",
"ctrlSetHelp",
"musicRoom",
"nowPlaying",
"warning",
"VKTchW","VKOrgW","VKCurW",
}
function swapLanguage(l)
text=require("language/"..langID[l])
for S,L in next,Widget do
for N,W in next,L do
W.text=text.WidgetText[S][N]
end
end
gc.push("transform")
gc.origin()
royaleCtrlPad=gc.newCanvas(300,100)
gc.setCanvas(royaleCtrlPad)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
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
gc.pop()
gc.setCanvas()
for _,s in next,drawableTextLoad do
drawableText[s]:set(text[s])
end
collectgarbage()
end
function changeBlockSkin(n)
n=n-1
gc.push("transform")
gc.origin()
gc.setColor(1,1,1)
for i=1,13 do
gc.setCanvas(blockSkin[i])
gc.draw(blockImg,30-30*i,-30*n)
gc.setCanvas(blockSkinmini[i])
gc.draw(blockImg,6-6*i,-6*n,nil,.2)
end
gc.pop()
gc.setCanvas()
end
local vibrateLevel={0,.015,.02,.03,.04,.05,.06,.07,.08,.09}
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function SFX(s,v,pos)
if setting.sfx>0 then
local S=sfx[s]--AU_Queue
local n=1
while S[n]:isPlaying()do
n=n+1
if not S[n]then
S[n]=S[n-1]:clone()
S[n]:seek(0)
break
end
end
S=S[n]--AU_SRC
if S:getChannelCount()==1 then
if pos then
pos=pos*setting.stereo*.1
S:setPosition(pos,1-pos^2,0)
else
S:setPosition(0,0,0)
end
end
S:setVolume((v or 1)*setting.sfx*.1)
S:play()
end
end
function getFreeVoiceChannel()
local i=#voiceQueue
for i=1,i do
if #voiceQueue[i]==0 then return i end
end
voiceQueue[i+1]={}
return i+1
end
function VOICE(s,chn)
if setting.voc>0 then
if chn then
voiceQueue[chn][#voiceQueue[chn]+1]=voiceList[s][rnd(#voiceList[s])]
--添加到[chn]
else
voiceQueue[getFreeVoiceChannel()]={voiceList[s][rnd(#voiceList[s])]}
--自动查找/创建空轨
end
end
end
function BGM(s)
if setting.bgm>0 then
if bgmPlaying~=s then
if bgmPlaying then newTask(Event_task.bgmFadeOut,nil,bgmPlaying)end
for i=#Task,1,-1 do
local T=Task[i]
if T.code==Event_task.bgmFadeIn then
T.code=Event_task.bgmFadeOut
elseif T.code==Event_task.bgmFadeOut and T.data==s then
rem(Task,i)
end
end
if s then
newTask(Event_task.bgmFadeIn,nil,s)
bgm[s]:play()
end
bgmPlaying=s
else
if bgmPlaying then
local v=setting.bgm*.1
bgm[bgmPlaying]:setVolume(v)
if v>0 then
bgm[bgmPlaying]:play()
else
bgm[bgmPlaying]:pause()
end
end
end
elseif bgmPlaying then
bgm[bgmPlaying]:pause()
bgmPlaying=nil
end
end
function updateStat()
local S=players[1].stat
for k,v in next,S do
stat[k]=stat[k]+S[k]
end
end
function randomTarget(P)
if #players.alive>1 then
local R
repeat
R=players.alive[rnd(#players.alive)]
until R~=P
return R
end
end--return a random opponent for P
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m,m2=0,0
for i=1,#players.alive do
local h=#players.alive[i].field
if h>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m,m2=h,m
elseif h>=m2 then
secDangerous=players.alive[i]
m2=h
end
end
end
function freshMostBadge()
mostBadge,secBadge=nil
local m,m2=0,0
for i=1,#players.alive do
local h=players.alive[i].badge
if h>=m then
mostBadge,secBadge=players.alive[i],mostBadge
m,m2=h,m
elseif h>=m2 then
secBadge=players.alive[i]
m2=h
end
end
end
function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
players[1]:showText(text.royale_remain(#players.alive),"beat",50,-100,.3)
end
if gameStage==2 then
spd=30
elseif gameStage==3 then
spd=15
garbageSpeed=.6
if players[1].alive then BGM("cruelty")end
elseif gameStage==4 then
spd=10
pushSpeed=3
elseif gameStage==5 then
spd=5
garbageSpeed=1
elseif gameStage==6 then
spd=3
if players[1].alive then BGM("final")end
end
for i=1,#players.alive do
players.alive[i].gameEnv.drop=spd
end
if curMode.lv==3 then
for i=1,#players.alive do
local P=players.alive[i]
P.gameEnv.drop=int(P.gameEnv.drop*.3)
if P.gameEnv.drop==0 then
P.curY=P.y_img
P.gameEnv._20G=true
if P.AI_mode=="CC"then CC_switch20G(P)end--little cheating,never mind
end
end
end
end
function pauseGame()
pauseTimer=0--Pause timer for animation
if not gamefinished then
pauseCount=pauseCount+1
end
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
players.alive[i]:releaseKey(j)
end
end
end
scene.swapTo("pause","none")
end
function resumeGame()
scene.swapTo("play","fade")
end
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level}
drawableText.modeName:set(text.modeName[mode])
drawableText.levelName:set(modeLevel[modeID[mode]][level])
needResetGameData=true
scene.swapTo("play","deck")
end
function resetPartGameData()
frame=30
destroyPlayers()
loadmode[curMode.id]()
if modeEnv.task then
for i=1,#players do
newTask(Event_task[modeEnv.task],players[i])
end
end
if modeEnv.royaleMode then
for i=1,#players do
players[i]:changeAtk(randomTarget(players[i]))
end
end
restoreVirtualKey()
collectgarbage()
end
function resetGameData()
gamefinished=false
frame=0
garbageSpeed=1
pushSpeed=3
pauseTime=0--Time paused
pauseCount=0--Times paused
destroyPlayers()
local E=defModeEnv[curMode.id]
modeEnv=E[curMode.lv]or E[1]
loadmode[curMode.id]()--bg/bgm need redefine in custom,so up here
if modeEnv.task then
for i=1,#players do
newTask(Event_task[modeEnv.task],players[i])
end
end
curBG=modeEnv.bg
BGM(modeEnv.bgm)
FX_badge={}
FX_attack={}
for _,v in next,PTC.dust do
v:release()
end
for i=1,#players do
if not players[i].small then
PTC.dust[i]=PTC.dust0:clone()
PTC.dust[i]:start()
end
end
if modeEnv.royaleMode then
for i=1,#players do
players[i]:changeAtk(randomTarget(players[i]))
end
mostBadge,mostDangerous,secBadge,secDangerous=nil
gameStage=1
garbageSpeed=.3
pushSpeed=2
end
restoreVirtualKey()
stat.game=stat.game+1
local m,p=#freeRow,40*#players+1
while freeRow[p]do
m,freeRow[m]=m-1
end
for i=1,20 do
virtualkeyDown[i]=X
virtualkeyPressTime[i]=0
end
freeRow.L=#freeRow
SFX("ready")
collectgarbage()
end
function gameStart()
SFX("start")
for P=1,#players do
P=players[P]
P:resetblock()
P.timing=true
P.control=true
end
end
local dataOpt={
"run","game","time",
"extraPiece","extraRate",
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"b2b","b3b","pc","score",
}
function loadData()
userData:open("r")
local t=userData:read()
t=splitS(t,"\r\n")
userData:close()
for i=1,#t do
local p=find(t[i],"=")
if p then
local t,v=sub(t[i],1,p-1),sub(t[i],p+1)
if t=="gametime"then t="time"end
for i=1,#dataOpt do
if t==dataOpt[i]then
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
break
end
end
end
end
end
function saveData()
local t={}
for i=1,#dataOpt do
t[i]=dataOpt[i].."="..toS(stat[dataOpt[i]])
end
t=concat(t,"\r\n")
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
local t=userSetting:read()
t=splitS(t,"\r\n")
userSetting:close()
for i=1,#t do
local p=find(t[i],"=")
if p then
local t,v=sub(t[i],1,p-1),sub(t[i],p+1)
if
--声音
t=="sfx"or t=="bgm"or t=="voc"or t=="stereo"or
--三个触摸设置项
t=="VKTchW"or t=="VKCurW"or t=="VKAlpha"
then
v=toN(v)
if v==int(v)and v>=0 and v<=10 then
setting[t]=v
end
elseif t=="vib"then
setting.vib=toN(v:match("[012345]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif
--开关设置们
t=="bg"or
t=="ghost"or t=="center"or t=="grid"or t=="swap"or
t=="quickR"or t=="fine"or t=="bgblock"or t=="smo"or
t=="VKSwitch"or t=="VKTrack"or t=="VKDodge"or t=="VKIcon"
then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="dropFX"or t=="shakeFX"or t=="atkFX"then
setting[t]=toN(v:match("[0123]"))or 0
elseif t=="lang"then
setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[12345678]"))or 1
elseif t=="keymap"then
v=splitS(v,"/")
for i=1,16 do
local v1=splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="VK"then
v=splitS(v,"/")
local SK
for i=1,#v do
if v[i]then
SK=splitS(v[i],",")
local K=VK_org[i]
K.ava=SK[1]=="T"
K.x,K.y,K.r=toN(SK[2]),toN(SK[3]),toN(SK[4])
end
end
end
end
end
end
local saveOpt={
"das","arr",
"sddas","sdarr",
"quickR",
"swap",
"fine",
"ghost","center",
"smo","grid",
"dropFX",
"shakeFX",
"atkFX",
"frameMul",
"fullscreen",
"bg",
"bgblock",
"lang",
"skin",
"sfx","bgm",
"vib","voc",
"stereo",
"VKSwitch",
"VKTrack",
"VKDodge",
"VKIcon",
"VKAlpha",
}
function saveSetting()
local vk={}--virtualkey table
for i=1,#VK_org do
local V=VK_org[i]
vk[i]=concat({
V.ava and"T"or"F",
int(V.x+.5),
int(V.y+.5),
V.r,
},",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=concat(setting.keyMap[i],",")
end
local t={
"keymap="..toS(concat(map,"/")),
"VK="..toS(concat(vk,"/")),
}
for i=1,#saveOpt do
t[#t+1]=saveOpt[i].."="..toS(setting[saveOpt[i]])
end
t=concat(t,"\r\n")
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end