347 lines
7.2 KiB
Lua
347 lines
7.2 KiB
Lua
local int,log,max,format=math.floor,math.log,math.max,string.format
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local SCN={
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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 style
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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 func
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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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sceneTemp={
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phase=1,--Loading stage
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cur=1,--Counter
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tar=#voiceName,--Loading bar lenth(current)
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tip=require("parts/getTip"),
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list={
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#voiceName,
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#BGM.list,
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#SFX.list,
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IMG.getCount(),
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#modes,
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1,
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},
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skip=false,--if skipping
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}
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end,
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intro=function()
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BG.set("space")
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sceneTemp=0--animation timer
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BGM.play("blank")
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end,
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main=function()
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BG.set("space")
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BGM.play("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 BGM.nowPlay then
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for i=1,#musicID do
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if musicID[i]==BGM.nowPlay 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(org)
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BG.set("space")
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BGM.play("blank")
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destroyPlayers()
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local cam=mapCam
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cam.zoomK=org=="main"and 5 or 1
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if cam.sel then
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local M=modes[cam.sel]
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cam.x,cam.y=M.x*cam.k+180,M.y*cam.k
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cam.x1,cam.y1=cam.x,cam.y
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end
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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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BG.set(customRange.bg[customSel[12]])
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BGM.play(customRange.bgm[customSel[13]])
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end,
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draw=function()
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BG.set("space")
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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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end
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BG.set(modeEnv.bg)
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end,
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pause=function(org)
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local S=players[1].stat
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sceneTemp={
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timer=org=="play"and 0 or 50,
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list={
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toTime(S.time),
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S.key.."/"..S.rotate.."/"..S.hold,
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format("%d %.2fPPS",S.piece,S.piece/S.time),
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format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60),
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format("%d(%d)",S.atk,S.digatk),
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format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend),
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format("%d(+%d)/%d(%d)",S.b2b,S.b3b,S.pc,S.hpc),
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format("%d[%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
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},
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--从上开始,顺时针90°
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radar1={
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S.piece/2.5/S.time*60, --L'PM
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S.atk/S.time*60, --APM
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S.recv/S.time*60, --RPM
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S.atk/S.row, --APL
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},--外层表观数据
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radar2={
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S.dig/S.time*60, --DigPM
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S.digatk/S.time*60, --APM(dig)
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S.pend/S.time*60, --PendPM
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S.digatk/S.dig, --APL(dig)
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},--内层挖掘相关数据
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V1={1/100,1/60,1/70,1/2},
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V2={1/100,1/60,1/70,1/2},
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timing=org=="play",
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}
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local _=sceneTemp
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local A,B=_.radar1,_.radar2
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local C,D=_.V1,_.V2
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for i=1,4 do
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if A[i]~=A[i]then A[i]=0 end
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if B[i]~=B[i]then B[i]=0 end
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C[i]=C[i]*A[i]if C[i]>1.26 then C[i]=1.26+((C[i]-1.26)+1)^.5-1 end
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D[i]=D[i]*B[i]if D[i]>1.26 then D[i]=1.26+((D[i]-1.26)+1)^.5-1 end
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end--normalize V1/V2
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A[1]=format("%.1fAPM",A[1])
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A[2]=format("%.1fL'PM",A[2])
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A[3]=format("%.1fRPM",A[3])
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A[4]=format("%.1fAPL",A[4])
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local s
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if C[1]<.5 and C[2]<.5 and C[3]<.5 and C[4]<.5 and D[1]<.5 and D[2]<.5 and D[3]<.5 and D[4]<.5 then
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_.color1={.4,.9,.5}
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_.color2={.7,.5,.3}
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s=1.26
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--Vegetable
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elseif C[1]>1 or C[2]>1 or C[3]>1 or C[4]>1 or D[1]>1 or D[2]>1 or D[3]>1 or D[4]>1 then
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_.color1={1,.3,.3}
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_.color2={.4,.2,0}
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s=.8
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--Diao
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else
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_.color1={.4,.7,.9}
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_.color2={.6,.3,.26}
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s=1
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--NORMAL
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end
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sceneTemp.scale=s
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s=s*126
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_.standard={
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0,-s,
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s,0,
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0,s,
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-s,0,
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}
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sceneTemp.V1={
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0, -C[1]*s,
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C[2]*s,0,
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0, C[3]*s,
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-C[4]*s,0,
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0, -C[1]*s
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}
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sceneTemp.V2={
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0, -D[1]*s,
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D[2]*s,0,
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0, D[3]*s,
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-D[4]*s,0,
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0, -D[1]*s
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}
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end,
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setting_game=function()
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BG.set("space")
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end,
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setting_graphic=function()
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BG.set("space")
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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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BG.set("space")
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end,
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setting_control=function()
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sceneTemp={
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das=setting.das,
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arr=setting.arr,
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pos=0,
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dir=1,
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wait=30,
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}
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BG.set("strap")
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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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BG.set("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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BG.set("matrix")
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end,
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help=function()
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sceneTemp={
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pw=0,
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}
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BG.set("space")
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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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chart={
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A1=S.spin,A2=S.clear,
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X1=S.spin_S,X2=S.clear_S,
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Y1=S.spin_B,Y2=S.clear_B,
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},
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item={
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S.run,
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S.game,
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toTime(S.time),
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S.key.." "..S.rotate.." "..S.hold,
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S.piece.." "..S.row.." "..int(S.atk),
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S.recv.." "..(S.recv-S.pend).." "..S.pend,
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S.dig.." "..int(S.digatk),
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format("%.2f %.2f",S.atk/S.row,S.digatk/S.dig),
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format("%d/%.3f%%",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
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S.b2b.." "..S.b3b,
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S.pc.." "..S.hpc,
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}
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}
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for i=1,11 do
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sceneTemp.item[i]=text.stat[i].."\t"..sceneTemp.item[i]
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end
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end,
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history=function()
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BG.set("strap")
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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 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,scr.w,scr.h)
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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,scr.w,scr.h)
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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,scr.w,scr.h)
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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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mergeStat(stat,players[1].stat)
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TASK.clear("play")
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end,
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setting_touch= function()FILE.saveVK()end,
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setting_key= function()FILE.saveKeyMap()end,
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setting_game= function()FILE.saveSetting()end,
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setting_graphic=function()FILE.saveSetting()end,
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setting_sound= function()FILE.saveSetting()end,
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}
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function SCN.swapUpdate()
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local S=SCN.swap
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S.time=S.time-1
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if S.time==S.mid then
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SCN.init(S.tar,SCN.cur)
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SCN.cur=S.tar
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for _,W in next,Widget[S.tar]do
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W:reset()
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end--重置控件
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widget_sel=nil
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collectgarbage()
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--此时场景切换
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end
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if S.time==0 then
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SCN.swapping=false
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end
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end
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function SCN.init(s,org)
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if sceneInit[s]then sceneInit[s](org)end
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end
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function SCN.push(tar,style)
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if not SCN.swapping then
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local m=#SCN.seq
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SCN.seq[m+1]=tar or SCN.cur
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SCN.seq[m+2]=style or"fade"
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end
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end
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function SCN.pop()
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local _=SCN.seq
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_[#_-1]=nil
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end
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function SCN.swapTo(tar,style)
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local S=SCN.swap
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if not SCN.swapping and tar~=SCN.cur then
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SCN.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 SCN.back()
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if backFunc[SCN.cur] then backFunc[SCN.cur]()end
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--func when scene end
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local m=#SCN.seq
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if m>0 then
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SCN.swapTo(SCN.seq[m-1],SCN.seq[m])
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SCN.seq[m],SCN.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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return SCN |